BattleTech technology
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The Technology in the BattleTech fictional universe is quite diverse.

A BattleMech (Mech), in the science fiction of BattleTech, is a war machine about 30 to 40 feet tall, and ranges from 20 to 100 tons in mass. BattleMechs are capable of speeds up to 180 kph (112 mph). These 'Mechs are powered by fusion reactors and are capable of fighting underwater and in outer space.
BattleMechs use a muscle-like artificial fibre called myomer to allow the 'Mech to walk and move. Powerful gyroscopes provide stability, which the pilot controls with a neurohelmet that effectively links the 'Mech's computer into the pilot's sense of balance and nervous system. The movement of a 'Mech is controlled by a dual joystick system and dual pedal system.
BattleMechs are armed with a frightening array of weaponry, including lasers, machine guns, autocannons, gauss rifles, flamers, particle projection cannons (PPCs), short, medium, and long range missiles, and the 'Mech's own arms and legs. It is interesting to note that BattleTech missiles are far shorter ranged than their modern counterparts which was explained by guidance technology being lost over time, through the Succession Wars; actually all these weapons have reduced ranges for the sake of the BattleTech board game enjoyment: it wouldn't be that fun to play without close-combat. A single 'Mech can easily destroy a city block. A BattleMech's only true rival is another 'Mech - artillery, aircraft, and tanks are nearly worthless against them without BattleMech support or a strong advantage in numbers.
Although the birth of the Battlemech started in the Inner Sphere, currently there are 2 differing origins for all Battlemech technology. With the invasion of the Clans in 3050, a differential had to be made to account for the superiority of Clan technology. Having nearly 300 years to perfect their craft while the Inner Sphere plunged deeper into darkness, the Clans burst onto the scene with tremendous force. The first official sighting of a Clan mech was that of a Timberwolf by the legendary Phelan Kell of the Kell Hounds. It was nick-named the Mad Cat by the Precentor Martial of ComStar, because of it's missile pods like a Catapult and the arms of a Maraurder. Similar gaffs in the naming of Clan mechs appear constantly. Upon seeing the Clan Summoner, it was dubbed by Prince Victor Steiner Davion as the Thor, because of its deliverance of "thunder and lightning" by its PPC and Autocannon.
Some of the differences in technology are the double heat sink, newer ferro-fibrous armor, lighter engines, lighter internal structure, superior sensor equipment, and the Omni feature which allowed them to change the overall weapons loadout while deployed in the field. All of this, and a superior code of military discipline led to a large chunk of the Inner Sphere being swallowed whole by the invasion of the Clans. Only a manipulation of their own code of honor led to their being halted at Tukayyid in 3052. Most of these newer innovations were salvaged by Inner Sphere governments and used as a basis for creating their own versions or re-creating them to the best of their ability. An unprecedented sharing of technology between Inner Sphere Houses was needed to strike back at the heart of Clan civilization, cripple them, and solidify the shaky truce of Tukayyid. Because of this, newer Inner Sphere designs also feature Omni ports for quick replacement, and the ability to adapt Clan technology into their systems, making it possible to intermix the two unique technology bases.
The first BattleMech ever developed was the Mackie, a well-described 100 tonne box with legs. It was developed in 2439 by the Terran Hegemony, first deployed in 2443, and produced throughout the rest of the Inner Sphere after the BattleMech construction plans were stolen in 2455.
Rarely used configurations of BattleMechs are the quad (four-legged 'Mech) and LAM (Land Air 'Mech).
The LAM had the ability to transform into a conventional aircraft and revert to BattleMech mode, enabling it to quickly traverse great distances in a short time. However its weight limit, real life legal conflicts with Harmony Gold (The LAMs, as well as several other 'Mechs, were based heavily off of 'Mecha designs from The Super Dimension Fortress Macross and other anime series) would end its official existence within the universe. The Wasp, Stinger and Phoenix Hawk were famous LAMs. These Land Air 'Mechs can be found in the original edition of Technical Readout: 3025, along with the other "lost" or "unseen" BattleMechs such as the Marauder, Crusader, Warhammer, and the non-LAM versions of the Stinger, Wasp, and Phoenix Hawk.
The quad 'Mech, though much maligned, has experienced a bit of a renaissance in the years after 3060. With the rediscovery of more efficient weapons, internal structure, and armor, the quad 'Mech's stability and ability to carry heavy weapons has much improved. However, the stigma associated with the general design still lingers, leaving the normal dual-legged BattleMech the vastly more common 'Mech. Notable quad designs include the 55 tonne Scorpion, 80 tonne Goliath, 70 tonne Barghest, and 100 tonne Sirocco
Certain 'Mechs have become iconic within the BattleTech Universe. The birdlike 75 tonne Timber Wolf/Mad Cat (pictured in the Legend of The Jade Phoenix novel cover above right) is popular both for its aesthetic quality and in-game performance. The Timber Wolf is a very popular subject for art, both in official BattleTech material and fan artwork. The Timber Wolf is known as the Mad Cat to the Inner Sphere armies because of its similarities to the MAD 'Marauder' (the low slung arms) and the CAT 'Catapult' (the reverse jointed legs and twin LRM 20 (long range missile) launchers on it shoulders. In the Battle Tech universe itself, the Timber Wolf has become a symbol of the Clan invasion. However, with the launch of the upcoming Total Warfare, the "Battlemaster" becomes the new "mech" mascot.
Primary characters in BattleTech stories often use customized 'Mechs. For example, Kai Allard-Liao pilots a unique Centurion medium BattleMech called "Yen-Lo-Wang" (highly modified in later books) which features a slightly different weapons configuration than a standard centurion. This 'mech was originally modified in 3027 by his father, Justin Xiang Allard, for use in the gladiatorial combats of Solaris VII. Prince Victor Steiner-Davion uses a custom Dire Wolf/Daishi (Storm of Fate cover foreground) Assault 'Mech (named "Prometheus") with more high-caliber weapons (the usual configuration sports multiple small and medium weight weapons). Jade Falcon hero Aidan Pryde pilots a custom jump-capable Timber Wolf as a temporary mech. (Please note that omni-mechs are called such because they use a pod system that allows them to be refitted to their owner's specifications with considerably less time, and the use of less resources) Gray Noton piloted a customized Rifleman fire support and anti aircraft 'Mech dubbed "Legend Killer", and although exactly what modifications were made to the chassis are unknown, they transformed the otherwise mediocre Rifleman into a deadly arena fighter. In Noton's defense, it may have also been his skills as a MechWarrior that led people to believe that the usually under-armored and under armed Rifleman had been modified by him. Finally, Natasha "The Black Widow" Kerensky piloted a customized Dire Wolf somewhat similar to Victor's, and a modified Warhammer design that was painted to resemble a black widow (Wolf's dragoons are famous for using cost-effective standard or Star League-era mechs. Before their "outing" as an advance scout force for Clan Wolf, they were well-known for having 'Mechs, such as the Hoplite, that had not seen action in centuries).
Mechs
Light Mechs
Light mechs are those that weigh between 20 and 35 tons. These mechs are generally used as scout mechs, fire-support mechs, and anti-personnel units. These units are generally quite fast, and mount light weapon payloads. They also can mount significant amounts of electronics to help them as scout mechs. One such design is the Raven. It comes with an ECM suite that both reduces enemy unit's range (ECM, or electronic counter-measures) and advanced sensors (the Beagle-Active Probe, or BAP), but due to these electronics, it has a lighter weapons payload.
Not all light mechs are lightly armed, though. Some, such as the Puma, Cougar, and Solitaire, can be strong enough to crack the armor of many larger units.
Some Light 'Mechs include:
- Flea
- Raven
- Cougar
- Puma
- Solitaire
- Wolfhound
- Uller
- Owens
- Osiris
Medium Mechs
Medium mechs weigh between 40 and 55 tons, and are very versatile. Some, such as the Hellspawn, have significant electronics payloads and are used as scout mechs. As they are heavier, they also have medium weapon layouts, using weapons such as medium lasers and pulse lasers.
Other medium mechs are used as fire-support units. One that fills this role well is the Rabid-Coyote. It has a pair of ATM (Advance Tactical Missile) racks, which allows it to change missiles during a battle from Extended, Normal, or High Explosive(HE).
Still, other medium mechs have heavy weapon payloads and can be used as front-line units. Some are the Uziel, which mounts a pair of PPCs (Particle-Projection Cannons) that have significant range and damage output. The Ryoken has a pair of Extended Range Large Lasers, a pair of LRM racks, and a pair of ER Medium Lasers, which helps it play both a long and short range role.
Some Medium 'Mechs include:
- Uziel
- Bushwacker
- Ryoken
- Chimera
- ShadowCat
- Hellspawn
- Hellhound
- Hunchback
- Enforcer
- Hermes II
- Hatchetman
Heavy Mechs
Heavy mechs weigh in between 60 and 75 tons. They are versatile like medium mechs, but generally have much heavier weapon payloads. These mechs are large enough to mount weapons like Gauss Rifles and LRM racks, but are still light enough to have good maneuverability, as they range from 60 to 90 km/h.
Many famous and well-known designs are heavy mechs, the most well-known of which is the Timberwolf (Mad Cat). It has a very heavy damage output, mounting a pair of LRM-20's, a pair of ER Large Lasers, and an assortment of smaller weapons including medium lasers and machine guns. This particular design is prone to producing large amounts of heat, but with an experienced Mechwarrior at the controls it is most deadly.
Other heavy mechs can still act as scout mechs. One such mech is the Thanatos, which has both a significant weapon payload and a good electronic layout. Not many heavy mechs are used as scouts, though, as their heavier weapons demand that they take their rightful place on the front lines.
Some Heavy 'Mechs include:
- Argus
- Black Knight
- Mad Cat
- Loki
- Thanatos
- Thor
- Nova Cat
- Catapult
- Vulture
- Dragon
- JagerMech
- Rifleman
Assault Mechs
Assault mechs are the largest of all Battlemechs, weighing in between 80 and 100 tons. These are the heaviest hitters in the BattleTech universe. Some of these huge mechs can mount up to 50 tons of weapons, and these mechs sport large amounts of armor. The trade-off, of course, is for speed, as assault mechs are generally very slow.
These mechs are used as command units, front line units, and fire-support units. Some command mechs are the Battlemaster and Cyclops, which have both average electronics and heavy weapon payloads.
Almost all assault mechs can be used as front-line units, as their huge weapon layouts can range anywhere from long to short range.
Assault mechs also generally do well as fire-support units, as their long-range weapons are hugely powerful. The most distinctive of these mechs is the Longbow, which mounts 4 LRM racks. Some Assault 'Mechs include:
- Daishi
- Atlas
- Annihilator
- Longbow
- Fafnir
- Victor
- Templar
- Sunder
- Hauptmann
- Gladiator
- Mad Cat Mark II
- Mauler
- Awesome
- Cyclops
- Stalker
- BattleMaster
JumpShips
JumpShips are what make interstellar exploration, colonization, and warfare possible. DropShips dock to the JumpShip, which is almost always positioned either at the nadir or zenith points above or below a star, where gravitational influence is negligible and FTL travel is possible. To jump, the JumpShip calculates the correct course and field strength and fires the Kearny-Fuchida drive, which instantly transports the ship to the projected star system, up to 30 light-years away.
It is possible for a JumpShip to use "pirate points" which are closer to the planets--and are caused as the planetary bodies of a system orbit, canceling one another's gravitational influence--but these points are much harder to navigate to compared to the traditional nadir and zenith points around a star.
Instantaneous interstellar travel would make warfare extremely volatile were it not for the limitations of the Kearny-Fuchida FTL drive. The jump, or teleportation of a very large mass, cannot be triggered at will. A number of days (typically a week) must be spent collecting copious amounts of energy from the nearby star, which is done by means of a solar collector with an area of many square kilometers. The immense energy is accumulated in storage pools/banks/batteries/capacitors, and dumped into the drive system wholesale to achieve the jump. Jump drives may also be charged by the JumpShip's fusion reactor, which can result in a significantly faster recharge, but has several drawbacks, namely: increased consumption of fuel for the fusion reactor and a slightly higher chance of a misjump due to the higher speed of the charge. Ships with lithium-fusion batteries typically charge the drive with the sail and the batteries with the onboard reactor.
JumpShips equipped with said lithium-fusion batteries allow the JumpShip to store two 'charges' for the jump drive, allowing the ship to make two jumps in quick succession. This places heavy stress on the jump drive and increases the risk of a failure in the drive or a misjump.
There are two primary causes for jump drive failures or misjumps. One is overstressing the drive, and the second is via spatial anomalies. The former is much more common, and results from poor maintenance, charging the jump drive too quickly (minimum time to do what is generally considered a safe jump is 150+ hours), or making two jumps in succession with lithium-fusion batteries. Spatial anomalies are far rarer, but are suspected to have caused the loss of several JumpShips over the several hundred years of their use.
During and before the time of the Star League, there were massive armed and armored JumpShips called WarShips. At the height of Star League, fleets of thousands of these behemoths roamed the stars, enforcing the League's will. The majority of these ships, and those belonging to the Inner Sphere's Houses, were destroyed during the Amaris Civil War or disappeared along with Aleksandr Kerensky and the Star League Defense Force. Most of the shipyards capable of manufacturing or repairing WarShips were heavily damaged or obliterated. Only in the later part of the 31st century has technology risen to a point where building fleets of new WarShips is even somewhat feasible. Still, only the most industrious of Successor States can construct more than one at a time because of their astronomical costs.
DropShips
While JumpShips move units and other hardware from star system to star system, it falls to the DropShips to move them inside the system. Almost all DropShips are capable of landing on a planet, and they are the primary method of moving goods and armies. These workhorses are still technological wonders, much like their bigger brethren, the JumpShip.
DropShips range in mass from 441 ton (Vampire Troop Carrier) up to massive 110,231 ton (Behemoth Cargo Carrier) and all sizes in between. This bulk would be nothing without the large and very powerful fusion engines that propel them through space. Despite their massive size, these DropShips are usually cramped inside, featuring relatively little in the way of creature-comforts or extra space. Every possible hole or space in a DropShip has some sort of system or mechanism important to the operation and maintenance of the vessel. Most crews live in small, spartan quarters bunking 4 or more a piece, though Star League-era DropShips, as well as some newer ones as of the late 3060s, feature comparatively spacious twin cabins. Except for passenger liners which afford their attendants a bit more privacy, DropShips are very public places. Most DropShips described talk of stale air and overly-cramped living conditions. Still, in terms of the needs of humanity, these DropShips and their crew are technological god-sends.
They are based around two basic hullforms, aerodyne (aerodynamic, resembling that of the space shuttle) and spheroid (egg-shaped). Aerodynes are generally smaller than spheroids, require runways to take off and land, but are capable of at least crash-landing. Spheroid must rely on brute drive strength to remain in flight. To facilitate these designs, most colonized planets feature massive starports in order to service and unload/load these behemoths. Though designed to land on any terrain, DropShips mainly set down at these facilities in order to minimize the chance of damage. Any maintenance to a DropShip usually costs more than even the average citizen of BattleTech's storyline will ever see in 3 or 4 of their lifetimes combined, let alone that of many companies. The chassis itself costs a large fortune to make, let alone any weapons, armor, avionics, and those powerful fusion engines required to even lift it off the ground.
The most common DropShips in military service are the spheroid "Union" and "Overlord" class DropShips. The Union can carry a full 12-'Mech company, and the Overlord can carry a battalion, consisting three times a Union's complement. More recent designs such as the Federated Suns Conquistador can carry even more, delegating space for heavy combat vehicles, aerospace fighters, and even battle armor. Also, some DropShips have been pressed into duty to provide support or suppression fire in combat against enemy WarShips. These designs give up space in order to carry the massive weapons fielded by Warships, even though in terms of survivability, they would never last in a head-to-head fight. Still, these designs have gained popularity for being much cheaper to field in relation to WarShips.
Hyperpulse generators
The HyperPulse Generator (HPG) arrays are based upon numerous worlds all across the Inner Sphere. ComStar owns and operates these, collecting payment from those who wish to transmit messages. The FTL devices are the primary means of interstellar communications, and ComStar has a virtual monopoly on their usage.
However, following the schism of the Word of Blake from ComStar after the battle of Tuukayid, HPG technology has slowly begun disseminating to the states of the Inner Sphere, with ComStar itself accepting money to help fund the creation of new stations.
As transmission is expensive, messages are frequently bundled into batches of hundreds, sent simultaneously. So, while the transmission of HPG array messages is done nearly instantaneously, it may be days, weeks, or months before a message is sent; one can pay a higher fee in order for "priority service". The maximum range of an HPG pulse is 50 light-years.
Transmission stations are categorized by a rating, either A, B, C, or D. Most stations in the inner sphere are class A or B stations, meaning that they transmit regularly and have high volume capacity. Class C and D stations are more often seen in the periphery or in backwater worlds, and they only transmit once a week or month, sending a few batched messages. In more recent fiction, their are only Class A and B HPG stations, with C and D possibly representing the smaller, portable units used by ComStar under contract or by ComGuard and Word of Blake military units. Here, Class A HPG's serve as regional hubs while Class B units serve off the Class-A network.
The transmission itself is a variant of the jump drive. The system effectively allows a radio transmission to travel through hyperspace for distances of fifty light years. The transmission cannot be bidirectional due to the manner that jump space works, but if two HPGs are used to establish a connection, one can receive transmissions and the other can send them, effectively bootstrapping a bi-directional comm system. This was first seen in the years leading up to the FedCom civil war, when the Archon subsidized construction of more HPG centers to allow real-time communications between New Avalon and Tharkad; effectively across the entire Inner Sphere.
OmniMechs
OmniMechs are a special class of BattleMech whose weaponry and equipment may be mounted and unmounted in a modular manner. This allows MechWarriors to customize their war machine's loadouts to emphasise their own skills and environmental considerations, making them all the deadlier foes to face in battle. Though beginning to appear more and more in the standard armies of the Inner Sphere, the OmniMech is still predominantly used by the Clans. Having mastered the design of the OmniMech many years before their invasion of the Inner Sphere in 3050, the Clans used these machines with frightening efficiency, decimating whole garrisons with nearly 3 to 1 or even 5 to 1 numerical superiority stacked against them. Incorporating a majority of Star League-era technology as well as native Clan technological advances, the OmniMech went on to symbolize the Clans themselves to much of the Inner Sphere.
Already in a technology race, all House armies treated these 'Mechs as the Holy Grail of BattleMech technology. Captured OmniMechs themselves usually never saw battle again until the Inner Sphere began to make small advances against the unstoppable Clan juggernaut. During that time, many of the Inner Sphere nations, most notably the Draconis Combine, made remarkable headway when they released reverse-engineered venerable Clan designs. Still, these OmniMechs paled in comparison to their parent designs. Not until after the Truce of Tukayyid did the Inner Sphere begin to decidedly close the gap between their technology and their aggressors. Now famous new designs such as the HA1-O Hauptmann, the TLR1-O Templar and the MS1-O Men Shen have begun to shine in the militaries of House Steiner, House Davion and House Liao respectively, with many houses following suit.
The real power of the OmniMech lies in the modular construction of its design. The OmniMech was originally based on the Mercury BattleMech and is simply an evolution of that style of design. Though not solely created for modular weapon loadouts, the OmniMech design proved advantageous for repair and construction as well. Damaged components such as arms and legs could be easily replaced in half the time it took for common BattleMechs, even without the experience of the dedicated Technician Caste of the Clans servicing them. On top of this, many of the 'Mechs seen in the invasion also sported similar limbs to each other (most notably the Summoner/Thor and the Hellbringer/Loki OmniMechs), leading many to believe that some parts serviced many chassis instead of solely one design. In a logistical sense, this greatly improved the Clans' ability to wage war. The ability of a front-line unit to quickly service, re-arm, or even modify the weapons loadout and put pilots back on the battlefield kept the Clans moving at their amazing pace. Also, the modular design caused a sizable decline in weight for many weapons and components, hence allowing, for example, a 75 tonne Timber Wolf/Mad Cat heavy OmniMech to feature as much weaponry as Inner Sphere assault 'Mech, without the maneuverability penalties.
Ironically, the first 'Mech ever seen by the Inner Sphere was one such Timber Wolf on the planet Oberon, or The Rock at the beginning of the invasion in 3050. To this day in the storyline, the Clans still field this and many other designs from the invasion in frontline Galaxies, spanning almost 2 or 3 design generations in the Inner Sphere that have fought and been destroyed at their feet. It has since become the symbol of the Clans as a whole, and is a true testament to the tenacity and brilliance of Clan technology.
Clan technology
Clan technology is viewed as the pinnacle of science throughout the Inner Sphere. While most people tend to think of the clans as being brilliant innovators, in reality the vast majority of their technology instead is the result of several hundred years of successive improvements. Whenever one compares their hardware to an Inner Sphere component, several things become apparent; Clan hardware is considerably smaller, more lightweight, and more efficient than Inner Sphere tech, but also tends to generate more heat and is more difficult to repair. In other words, it is more developed and refined, but not vastly more advanced.
The technologies that so devastated the Inner Sphere during the initial invasion, things like OmniMechs, ferro-fiberous armor, as well as extended range weapons and pulse lasers are all outgrowths of technology that was just entering production at the time of the Amaris Civil War. Around that time, the Star League Defense Force fled the Inner Sphere, and during the 270 years that passed before their descendants, the Clans, returned, the Succession Wars that tore apart the Inner Sphere resulted in a "dark age" where much technology was lost (knowledge that the Clans still retained). Had the Succession Wars not occurred, many historians believe that the Inner Sphere would probably have managed to eclipse Clan technology.
All this is not to say that all Clan technology is derivative from earlier developments. HarJel, a sticky mucus-like substance, was discovered on a Clan homeworld and found to be useful for self-sealing armor. As well, battle armor was developed from deep-sea hardsuits, transforming a trained infantryman from a nuisance to a genuine threat to a BattleMech.
After the initial invasion was halted, Clan scientists realized that their technological edge was disappearing, and so they pressed for new technologies, new weapons, and resources. Thus motivated, the Clans developed a trio of new weapons technologies. The first was the Advanced Tactical Missile launcher (ATM) that, depending on ammo, could either have a hitherto impossible reach on the battlefield or a heavy punch close up, with a third ammo type that was a cross between the two. This new missile launcher also tied in a sophisticated fire-control that improved accuracy. Secondly, a more powerful heavy laser was developed, one that dumped incredible amounts of damage compared to more common technologies. While this laser had heavy emissions that affected onboard targeting computers, the ability to do more damage than the largest autocannon in one shot offset any difficulty.
The final development was that of the protomech, something that could be called either a small 'Mech, or an overgrown suit of battle armor, as its size is generally between the two. The protomech was a concept developed and fielded by Clan Smoke Jaguar to save scarce resources. Battlemechs are akin to real life fighter jets- they are highly advanced weapons that incorporate hundreds of expensive, cutting edge technologies in their construction, costing millions of dollars apiece, making their production very difficult when the Clan found itself critically short of materiel. Clan Smoke Jaguar techs hit upon the idea of building five smaller "protomechs," standing half the height of a regular mech, that would work together as a group, bearing firepower equal to a single mech but at less than half the cost. The Protomechs proved themselves worthy in the battle for the Smoke Jaguar homeworld of Huntress, but they have not been seen again in battle after the Smoke Jaguar clan was utterly destroyed. Many speculate, however, that it is only a matter of time before the other clans discover and field the technology themselves.
Myomer
Myomer is a substance used in the 24th through 32nd centuries as a multipurpose form of artificial muscle, primarily in the internal structures of Battlemechs as a form of locomotion.
It is composed of several different alloys and its main property is the ability to contract when varying amounts of electricity are conducted through it. To keep each myomer strand from exploding due to friction and heat, a viscous jelly-like "greese" is packed between these usually giant strands. Also, a complex network of coolant works in conjunction with heat sinks to draw heat away from the myomer. Credited for the creation of the myomer "bundle" was Dr. Gregory Atlas. Sadly, he did not live long enough to see them used in the first BattleMech on February 5th 2439. Other types of Mechs use myomer as well, such as industrial, construction, and agricultural models.
Types
Myomer is usually manufactured by different companies in varying parts of the Inner Sphere. Since most of them still use the original design specifications that were stolen in 2455, there aren't many differences. The only notable variant is triple-strength myomer. Developed by House Liao from the "flawed" myomer formula "leaked" to the Capellans by Davion MIIO agents, triple-strength myomer doubles the damage done by Battlemechs in hand to hand combat and increases their speed. However, the myomer bundles are appropriately thicker and take up more internal space. The real catch is that the advantages require a tremendous heat build-up in the entire mech, making the TSM a feisty technology even for a veteran Mechwarrior.
Other uses
The Battletech and Mechwarrior novels have small references to other uses for myomer. A notable one is found in Path of Glory where it is mentioned as an added component of a mountain-climber's rope, giving it extra strength, yet maintaining flexibility. There is also a reference to a used bundle of myomer in the Blood of Kerensky trilogy. There Kai Allard Liao uses an old myomer bundle from the finger of a construction mech to break free of a basement prison by attaching it to the room's light socket. This specific bundle of fiber was speculated to have been cannibalized of its individual strands for replacements in various string instruments. Being an expensive replacement material, yet superior in quality, the owner of the used myomer could have easily made his life's fortune simply using it to upgrade pianos and violins.