(apologies for the necro)
One option was running away from the Predator Mobile Structures and the solar flares, but a second option was burrowing. This Structure is actually a series of linked 1-hex Mobile Structures where the first Mobile Structure tunnels through the ground, and the successive Mobile Structures provide additional pushing power and process the material being gathered. The single-length and single-width arrangement meant that a Worm Mobile Structure could turn quite well compared to a solid larger Structure. (Treat a Worm Mobile Structure as having double the length of its longest connected segment fur turn rate purposes).
The top speed of a Worm Mobile Structure is the slowest speed of its connected segments. In dangerous situations where top speed is critical, if a segment is damaged the Worm will wind up disconnecting that segment (and all those after it) in order to get away from a threat. As a result all Processing Unit segments will conduct daily checks to make sure their traction engines are in good working order, as well as the traction engines of the next segment between them and the Miner Head.
This ability to disconnect and reconnect led to a form of politics whenever two Worms meet, as the Miner Heads will discuss their politics with each other, and based on the results the Segments can choose to disconnect and go with the other Worm. This leads to a large variety of political forums on the Worms, both between different Worms, as well as between the segments making up a Worm. It also encouraged the Miner heads to carefully talk with their followers, as losing the single Processing Unit that refined gold meant that all the gold ore that had been saved up now had to be traded to others instead of used for onboard profit/utilities.
The Worms also serve as allies of the smaller Mobile Structures. Smaller Mobile structures have been bribing Worms to make ground that is solid up to 60 meters apart, but on either side of that smooth ground is cratered ground. This gives smaller Mobile Structures some relatively safe paths to follow if they are being chased by a Predator. The primary method of bribing Worm Structures is via industrial goods and knowledge of potentially useful mineral veins. However, larger Mobile Structures are capable of providing more advanced industrial goods, and have advanced hydroponics to provide better food supplies. This has resulted in several cases where smaller Mobile Structures followed what they thought was a safe path and it turned out to be a dead end with a 4-level deep pit at the end, while the brittle ground on either side of the safe path was not deep enough to stop a Predator Mobile Structure which could harvest the stuck (and damaged) prey.
(Rough ground for a Mobile Structure is often referred to by Battlemechs and vehicles as elevation change or low hills)
While Worms have to armor all hexsides of their structure, they have the advantage that they can 'climb' on a mesa or plateau to gather resources from within. Since they are narrower than 30 meters, they have far more locations they can climb to in order to chew up rich ores for processing. There have been pictures of multiple Worms working on a single Plateau, and the leaders of each Worm negotiating with others for access to various ore veins. Similarly, Worms will attempt to cut each other off from access to the richest ores, and there have been times where multiple Worms working on the same terrain feature would start fights with each other over future-claims jumping. Both Worms have to be careful as if they head directly towards each other their Miner Heads will have to stop before they try to tear each other apart, and while they are backing up another Worm might come in to gather up the resources they are fighting over.
Or a Predator class will come in to eat the winner.
When multiple Worms work together though, each of them can chew through a 30-m long section of a mesa in as little as two days (
Tunnel Boring Machines today can do 10m/day, so I increased it by 50%), allowing them to turn a former terrain feature into a kilometer-long section of rocks and other debris in a matter of months. As a result of this capability, current maps on this world are in great demand. It also meant that a Worm Mobile Structure could create a safe haven for itself and a few Processer segments with a couple weeks of warning. This ability to burrow itself meant that Miner head and Processer segments did not need the same level of environmental protection as surface Mobile Structures.
Processer segments attach to a Miner head, and can be of varying heights. However, the Processer segments can only be attached in decreasing order of height, to ensure that the upper edge of a Processor doesn't catch on a cavern roof. This results in the shortest Processer units being flexible in their politics as they can easily detach and re-attach, while taller Processer units tend to be more aligned with the Miner Head's politics. It also means that the taller Processer units are more optimized for raw material processing since they are more likely to be close to the Miner Head. The trailing Processer units are designed for advanced material processing. It also means that shorter Miner heads do their best to extend their height, so they can attract taller Processer segments.
All Processer segments are designed with a central pathway with a massive conveyer belt for material to transit from front to rear, so each Processer can work on the appropriate input material and output its products. This centeral conveyer belt is soetimes referrd to as a sushi belt, though nobody knows where the term came from. In general this means that as you travel along the belt from the Miner Head to the final Processer Mobile Structure, the material on the belt stedily gets more complex. Waste material is deposited at the very end of the belt, to be left underground and dealt with by tectonic subsidence.
One detail is that the number of sandstorms on the planet is starting to increase. Some environmental groups are saying that the other Mobile Structures should try to melt loose sand into solid blocks to reduce the amount of dust in the atmosphere. Other Mobile Structures point out that this melting would impose an unacceptable economic burden on the economy, that most planets tend to go through a cycle of warmth and chill and that this is just a symptom of that natural cycle. The various Predator Mobile Structures have kept quiet on this matter, but have found the larger sandstorms to be very useful at concealing their presence and approach. Some wonder if the Predators are deliberately grinding up blocks of stone to produce available dust for the storms. Still others have decided to set up small autonomous wind-powered radio relays to maintain contact with each other, using the energy from the storms to power th radio systems when the sun is blocked.
Miner Head
Width: 1 hex
Length: 1 hex
Height: 3 levels
Size: 1 hex
CF: 150
Fission power plant to move at speed 2
Arrangement: (insert text here)
Available tonnage: 450 tons (150 tons per hex-level of Fortress)
Power System Weight: 9 tons (3 hex-levels * (2/2)^2 * 3)
Motive System Weight: 12 tons (3 hex-levels * Ground Movement Modifier of 4 * Fortress Modifier of 1)
No fuel requirement due to nuclear power plant
Mobile Structure Linkage: 75 tons (1 link)
Environmental Sealing: 45 tons (single hex means it has to be insulated all around
Armor: 9.5 tons (150 points)
Lift Hoist: 3 tons for 1 of them (used to tug rocks that have jammed the teeth of the Rock Cutter Array)
Base Crew: 31
Officers/Admin: 4 (command staff on the Mobile Structure)
Field Kitchen: 3 tons (capable of feeding up to 150 people)
MASH: 6.5 tons (4 theaters)
Steerage Quarters: 20 tons (4 of them, each takes in one person-day worth of waste and converts it to 1 person-day worth of Life Support, not perfect recycling but it helps)
Total population capacity: 95
Passenger Capacity:
Foot: 10 tons (40 people, Foot only, so no vehicles or movement amplifiers/jump packs for them)
Bays:
Battlearmor: 20 tons (10 BA of different types)
Protomech: 40 tons (4 Protomechs, needing a total of 5 people)
Life Support tonnage: 15 tons (minimum is 5 tons to provide for 1 day, added 10 extra tons)
Weaponry/Equipment:
Rock Cutter Array: 60 tons (5 tons per multiplied by 3 levels needed multiplied by 4 wide)
Beagle Probe Array: 6 tons (used for seismograph readings so the Mining Head knows which path to take to get the useful ore, or to avoid another Worm's tunnel)
Remaining tonnage: 73 tons
Processing Segment - H3
Width: 1 hex
Length: 1 hex
Height: 3 levels
Size: 1 hex
CF: 150
Fission power plant to move at speed 2
Arrangement: (insert text here)
Available tonnage: 450 tons (150 tons per hex-level of Fortress)
Power System Weight: 9 tons (3 hex-levels * (2/2)^2 * 3)
Motive System Weight: 12 tons (3 hex-levels * Ground Movement Modifier of 4 * Fortress Modifier of 1)
No fuel requirement due to nuclear power plant
Mobile Structure Linkage: 75 tons (1 link)
Environmental Sealing: 45 tons (single hex means it has to be insulated all around)
Armor: 4 tons (64 points)
Lift Hoist: 6 tons for 2 of them (mounted on either side to handle material that is not directly passed from a leading or trailing Mobile Structure)
Base Crew: 31
Officers/Admin: 4 (command staff on the Mobile Structure)
Field Kitchen: 3 tons (capable of feeding up to 150 people)
MASH: 6.5 tons (4 theaters)
Steerage Quarters: 30 tons (6 of them, each takes in one person-day worth of waste and converts it to 1 person-day worth of Life Support, not perfect recycling but it helps)
Total population capacity: 110
Passenger Capacity:
Foot: 15 tons (60 people, Foot only, so no vehicles or movement amplifiers/jump packs for them)
Bays:
Battlearmor: 16 tons (8 BA of different types)
Protomech: 20 tons (2 Protomechs, needing a total of 3 people)
Battlemech: 0 tons (0 Battlemechs)
Vehicle, Light: 0 tons (0 light vehicles ready to go)
Vehicle, Heavy: 0 tons (0 Heavy vehicles ready to go)
Life Support tonnage: 18 tons (minimum is 6 tons to provide for 1 day, added 12 extra tons)
Weaponry/Equipment:
Pusher Assembly: 45 (Based off the Warship Tug Rules, used to push another Mobile Structure, pusher must be equal or greater in height to the MS being pushed)
Remaining tonnage: 145.5 tons
Processing Segments are as individually varied as their inhabitants. The number and arrangement of Bays will vary based on what that particular segment prefers, along with whatever mining or industrial purposes the onboard personnel seem to prefer. Their slow speed means that a Processing Head caught in the open is an easy snack for a Predator, so all Processing Segments will attempt to keep an eye out for a convenient hole to duck into.