Non-faction-specific pilots and gear for Mechwarrior
Academy Pilots
Light 'Mech Pilots
Tyra Miraborg Memorial Academy (1/0/1) (4) x2
Canopian Institute of war (2m/0/1) (5) x2
University of Proserpina (2/0/1) (6) x4
Galedon Military Academy (2m/1/0) (8) x4
Albion Military Academy (0/1/1) (9) x5
Frihet Training Facility (0/1/1) (9) x6
Sakhara Academy (0/1/1) (9) x3
War College of Tamar (3m/1/0) (9) x2
Focht War College (1m/1/1) (10) x4
Hero Training Institute (1/1/1) (10) x3
An Ting University (0/2/0) (16) x2
Minoru Kurita University (2/2/0) (18) x3
War College of Goshen (0/2/1) (19) x2
Medium 'Mech Pilots
Focht War College (2m/0/0) (3) x2
An Ting University (1/0/1) (7) x3
Gershwin Academy of Combat (1/0/-1) (7) x2
Sandhurst Military College (1m/1/0) (10) x3
Lyons School of Combat Preparedness (2m/1/0) (11) x2
Robinson Battle Academy (0/1/1) (14) x4
Sakhara Academy (0/1/1) (14) x4
Canopian Institute of War (0/2/0) (19) x4
University of Proserpina (0/2/0) (19) x2
Heavy 'Mech Pilots
Sakhara Academy (0/0/1) (8) x4
War College of Tamar (2/0/1) (10) x4
Tyra Miraborg Memorial Academy (1/1/0) (11) x3
Lyons School of Combat Preparedness (0/1/1) (16) x6
Canopian Institute of War (0/1/1) (17) x3
Galedon Military Academy (0/1/1) (17) x3
Frihet Training Facility (0/2/1) (31) x2
Assault 'Mech Pilots
NAIS College of Military Science (1/0/1) (16) x4
Gunslingers
'Light Mech PIlots
Abasi Sadat LE (3/1/1) (12 + 5 to recruit, no HD, HS)
Heavy 'Mech Pilots
Alberto DeJesus (2/2/1) (33 + 5 to recruit, 14 for CJF)
"Frankie" Amir (2/1/1) (12 + 5 to recruit, 3 for SC/CNC, 14 for CJF)
Aiko Ryohara (1/1/2, Last-Ditch Effort) (27/41 + 5 to recruit, 14 for CJF)
Lex Corpuz (0/2/1) (31 + 5 to recruit, 3 for HK, 14 for JF, 18 for HL)
Reo Jones (0/2/1) (31 + 13 to recruit, 0 for RS)
Assault 'Mech Pilots
Boris Vassilev (0/2/1, Good Night, Irene) (37/54 + 7 to recruit, 5 for HD, 21 for JF, 26 for HL)
'Mechs
Heavy 'Mechs
"Phoenix" Jade Hawk (176)
Assault 'Mechs
"Blackout" Malice (239)
Gear
Light 'Mech Gear
Camouflage (SU) (2) x5
Supercharger (6) x2
Electronic Camouflage (10) x4
Anti-Personnel (14) x8
Homing Beacon (SU) (14) x5
Flamers (15) x2
Grapple (15) x4
Harjel II Auto-Repair System (Loyalist) (17) x2
Improved Myomer (+1/+2 damage on melee) (17) x1
Rapid Strike (19) x2
Agility (21) x2
Anti-Missile System (3-4 = -1, 5-6 = -2) (21) x1
Artemis IV Fire-Control Sytem (4-5 = +1, 6 = +2) (21) x1
Decoy (21) x7
Streak Missiles (21) x2
Alpha Strike (SU) (23) x2
Armor Piercing (23) x4
Double Rate (23) x3
Heavy Armor (23) x4
Improved Targeting (23) x7
Pulse (23) x2
Reactive Armor (23) x6
Reflective Armor (23) x4
Repair (23) x2
Inferno Ammunition (26) x5
TSEMP (27) x2
Evade (33) x6
Medium 'Mech Gear
Extra Ammo (5) x2
Point defense (6) x2
Anti-Personnel Pods (11) x1
Enhanced Imaging (13) x1
Brawling (17) x2
Mechanical Repair (17) x2
Refocused Laser (21) x1
Alternative Firing Mode (22) x1
Evade (SU) (22) x2
Electronic Camouflage (23) x2
Anti-Personnel (24) x2
Grapple (24) x2
Ablative Armor (26) x2
Impact Armor (26) x1
Rapid Strike (29) x2
Artemis V Fire-Control Sytem (30) x2
Decoy (30) x2
Flamers (30) x4
Full Strike (30) x3
Light Ferro-Fibrous Armor (30) x1
Agility (35) x3
Armor Piercing (35) x5
Beagle Active Probe (35) x1
CASE (35) x1
Heavy Armor (35) x8
Improved Targeting (35) x2
Reflective Armor (35) x1
Pulse (37) x4
Additional Heat Sinks (39) x3
Homing Beacon (43) x2
Heavy 'Mech Gear
Camouflage (SU) (3) x4
Command (4) x1
Anti-Aircraft Targeting Equipment (11) x2
Heat-Seeking Ammo (17) x1
Electronic Camouflage (23) x2
Concussion Ammo (24) x1
Pulse (SU) (25) x2
TSEMP (SU) (25) x2
Vibroblade (25) x1
Swarm-I Ammunition (27) x1
Anti-Personnel (34) x2
Experimental Pulse (37) x2
Artemis IV Fire Control System (38) x1
Decoy (38) x2
Full Strike (38) x2
Streak Missiles (38) x1
Rapid Strike (39) x2
Armor Piercing (44) x4
Improved Targeting (44) x1
Laser Anti-Missile System (44) x1
Reactive Armor (44) x10
Reflective Armor (44) x2
Reengineered Laser (45) x1
Additional Heat Sinks (49) x1
Assault 'Mech Gear
Camouflage (SU) (3) x3
Extra Ammo (7) x2
Lock-On Targeting (10) x1
Anti-Aircraft Targeting (13) x2
Coolant Pod (16) x2
Electronic Camouflage (22) x2
Flamers (SU) (22) x1
Streak Missiles (SU) (22) x2
Pulse (SU) (26) x1
ECM Suite (No rerolls or IT against this unit) (31) x2
Anti-Personnel (34) x1
Grapple (34) x2
Extended-Range Ammo (37) x1
Anti-Missile System (43) x1
Alpha Strike (SU) (50) x1
Armor Piercing (50) x2
CASE (50) x1
Faction Pride
True Grit (5/150) (cancels other faction pride) x1
Planetary Conditions
Perfect Day (cancel other planetary condition)
Ice Field (all water clear; only shutdown 'mechs roll for heat effects when cooling; on 5 or 6 each turn, all 'mechs lose 1 heat; cancels Storm and Swamp, canceled by Desert Wasteland)
Sniper's Steppe (each side receives one free ranged attack per turn; canceled by Grasslands and Urban)
Grasslands (All infantry with defense 18 or less receive +1 DV; canceled by Jungle and Urban)
Underbrush ('Mechs -2 to attack non-'mechs at NOE; all others -1 to attack non-'mechs at NOE; cancels Heavy Fog, canceled by Grasslands)
Jungle (All nonhindering becomes hindering; cruising to NOE is +2 to DV; changing NOE and cruising cost 4"; cancels Beach, Ice Field, Mountain Range, Urban; canceled by Desert Wasteland, Storm)
Missions
Sabotage (must end game with VTOL in enemy DZ)
Target Acquired (face up, pick a non-infantry enemy unit and kill it) x2
Intercepted Orders (cancel other mission)
Defend Home Base (one able friendly and no enemies in your DZ at game end)
Seek and Destroy (kill enemy with highest point value)
Deliver the Payload (your highest-PV VTOL must spend two full turns in the enemy DZ)
At All Costs (lowest-PV infantry must end game able)
Last Man Standing (lowest-PV unit at game end must be yours)
Control the City (must end game with one figure touching each piece of blocking)
Split Up (face up, must not use ranged combat formations)
Hooray for the Underdogs (no heavy or assault 'mechs in force; win VC 1)