Wednesday, November 17, 2010

Smoke Jaguar Dossier: Kumiko

Smoke Jaguar Dossier

Type: Bondswoman

Name: Kumiko (formerly Kumiko Matusuzaka)

Rank:  Technician (Former Mechwarrior)

Last know location: Port Arthur

   Former Tsi-i (Captain) in the First Sword of the Light, Kumiko Matsuzaka (now to the Jaguars just known as Kumiko) was taken Bondswoman by the Star Colonel Giambi of the Smoke Jaguars.  She had remained behind as part of a token defense force left to slow the Smoke Jags as they took Port Arthur.  When she and her lance were all that was left of that force they decided to go underground.  She had hid their mechs at the family farm Kumiko had grown up on.  They then attempted to hide in the nearby city of Kobe, blending into the local population.  

  A Smoke Jaguar loyalist discovered the mechwarriors true identities, and informed the local Smoke Jaguar officials.  After numerous unsuccessful attempts to catch the fugitives, Star Colonel Giambi set a trap that captured the other three mechwarriors of Kumiko's unit.  Seeing her unit about to be executed, Kumiko revealed herself and took one of Giambi's fellow Elementals hostage using a Vibro-katana.  She demanded that her unit be released in exchange for her hostage, but Giambi refused.  She then took a page from the Clanners style and challenged the Star Colonel to an unaugmented duel (Meaning no weapons or armor).  She attempted to set the terms of the duel, but the Star Colonel would have none of it.  The Star Colonel knew how highly Draconis Combine warriors valued personal honor.  His terms were if he won, the she and her unit would become loyal bondsmen vowing on their personal honor, If she were to win, then her unit would be freed, but she would remain a prisoner of the Jaguars.   

  Their dual was brief, but lasted longer then many of the Jaguar Elementals that were watching expected it to take.  Many of them had received beating from Giambi as part of their training, and knew what a capable combatant he was.  Kumiko could only dodge the genetically engineered warrior for so long before a right cross connected stunning her ever so briefly, just long enough for Giambi to grab hold of her.  She broke his nose in her attempts to escape, but the vice like grip of the Elemental remained locked.  He easily manuvered her, using his three to one weight advantage, into a submission hold.  He then in turn, looking each of them in the eye, asked for the loyalty of her lancemates on their honor as warriors.  They all complied.  Then he asked her for her loyalty to the Jaguar.  Her reply was simple.

  "So long as no harm comes to my family, I will be a loyal servant of the Jaguars."  With that Giambi slammed her head to the concrete floor knocking Kumiko out.  Then standing over her said.  "They are no longer your family Freebirth!  They are your Clan!"

  It was a week before Kumiko awoke in the hospital to notice the three bondcords around her wrist.  Her service to the Jaguar had begun.  She and her lancemates were separated and she rarely saw any of them.  

  She was assigned as a Battlemech Technician for a Clan Mechwarrior named Joba.  Her days of piloting a Battlemech were over.  Years passes and she remained loyal to her oath, working hard to maintaining her bondmaster's battlemech.  She couldn't help but chuckle as Joba fell out of favor with his commanding officer and was assigned a Hunchback IIC as his Battlemech.  The Mech in the eyes of clanners was reserved for dezgra mechwarriors.  To Inner Sphere mechjocks that mech would is one of the scariest to come across on a battlefield.              
  

Mission #3, Odds and Ends

 Just some final notes on Mission #3.

Mechs have been selected for Mission #4.  Here is the updated Mechbay.  Added Notes on some mechs called "ArmFlip"  Mechs that do not have lower arm or Hand acuators in both arms have the ability to flip their arms to their rear firing arc during the target selection phase.  Reminded myself of the rule when we added the Blackjack and Jagermech to the ranks.  Yes, you have to flip both arms if you are doing this.


 Mechwarrior Roster has been updated with Skills.  Jeff need your selection for your 2nd regular skill choice.

Mech History...

Finally Clan Salvage.  Anytime you have a complete clan mech, I'll pull the stuff off this salvage list and put it on the MechBay Sheet.  This will get more confusing as you get more Clan salvage.


That's all for now...Up next Mission #4 Primer.

Tuesday, November 16, 2010

Smoke Jaguar Dossier: Hunchback IIC

 Smoke Jaguar Dossier 

Type: Battlemech

Name: Hunchback IIC

Mech Class: Medium

Weight: 50 Tons

Tech Base: Clan


Description:
The Hunchback IIC is a Clan-tech refit of the venerable Hunchback. Its meager six tons of armor, coupled with paltry ammunition and lack of long-range weapons, led Inner Sphere observers to conclude that this 'Mech was a last-ditch effort for failed warriors to die with glory. In truth, the assignment of a Hunchback IIC was essentially a death sentence. Warriors given this machine were not expected to survive their next battle.

After the actions of a star of Smoke Jaguar Warden MechWarriors, however, this 'Mech has become popular with Clan Jade Falcon sibbies during their first Trial of Position as it often allows them one quick kill, though the practice is often derided by older Clanners. Perhaps the only bright spot in this design is the inclusion of jump jets that allow it to more easily traverse difficult terrain so that it can bring its mammoth guns into play.

Armament: 
The Hunchback IIC is armed with a pair of Devastator Ultra AC/20s, one of the most powerful weapons in the Clan arsenal. This is backed up by a mere pair of Series 7J ER Medium Lasers. Completely eschewing long-range weapons and armor, the Hunchback IIC can scarcely expect to stand up in a pitched battle. Instead, it is designed for the one-on-one dueling that is so popular within the Clans.


Captain Nash's Analysis: For Goodness sakes, Do NOT get close to this thing!




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2404

Smoke Jaguar Dossier: Arctic Cheetah (Hankyu)

 Smoke Jaguar Dossier 

Type: Battlemech

Name: Arctic Cheetah (Hankyu)

Mech Class: Light

Weight: 30 Tons

Tech Base: Clan

Description:
The Arctic Cheetah was originally designed by Clan Ice Hellion to replace the Mist Lynx OmniMech. Shortly after they began production in 3037, Clan Smoke Jaguar conquered the factory on Foster that produced the design, enabling the Jaguars the replace their Mist Lynx 'Mechs. The design was dubbed the Hankyu (Japanese for "short bow") by the Draconis Combine forces that first encountered it during the Battle of Luthien.

The Arctic Cheetah uses all the weight-saving materials that were available to the Clans in the 3030s: an Endo Steel structure, an XL Engine, and four tons of Ferro-Fibrous armor. It maintains enough jump jets in the base chassis to leap up to one hundred eighty meters at a time.

Armament: 
Every variant of the Arctic Cheetah mounts a modular Flamer somewhere on the 'Mech for anti-infantry work. The most common configuration to Clan Smoke Jaguar and Clan Nova Cat uses a pair of LRM-5s and ER Medium Lasers, enabling it to excel in medium-range work. The primary configuration is also an incredible scout, mounting an Active Probe, ECM Suite, and TAG.

Variants:
* Alt. Config. A - The most popular variant in Clan Steel Viper adds a Small Pulse Laser and a pair of Streak SRM-6s to the Flamer.

* Alt. Config. B - Appealing to patient warriors, the bravo configuration uses an LB 2-X AC, a Medium Pulse Laser, and an ER Medium Laser.

* Alt. Config. C - This variant excels in urban combat and scouting thanks to its Active Probe. This hunter-killer makes use of four ER Medium Lasers and a pair of Medium Pulse Lasers in addition to the standard Flamer.

* Alt. Config. D - A capable long-range missile boat, configuration D mounts a pair of LRM-10s and a Medium Pulse Laser.


Captain Nash's Analysis: Light most clan lights, this mech is over gunned and under armored.  Be wary of the TAG system, you guys have seen how helpful they can be, this guy has one.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2409

Smoke Jaguar Dossier: Incubus (Vixen)

Smoke Jaguar Dossier 

Type: Battlemech

Name: Incubus (Vixen)

Mech Class: Light

Weight: 30 Tons

Tech Base: Clan

Description:
Inner Sphere analysts were stumped trying to determine the purpose on the second-line BattleMech they dubbed Vixen. The Incubus, as it is known amongst the Clans, is somewhat expensive for a light garrison 'Mech. This is because it uses all the weight-saving material known to the Clans at the time, including an XL Engine, Endo Steel frame, and five and a half tons of Ferro-Fibrous armor. This confused Spheroid observers until they understood how important one-on-one duels were in Clan culture and how often they occurred amongst bored garrison troops. The Incubus is a 'Mech that is often used in such Trials, especially because it is easy to turn off weapons to effectively balance the 'Mech's strength with that of an augmented Elemental. Despite its purpose, the Incubus does occasionally show up in second-line forces that are desperate for equipment.

Armament: 
The Incubus is armed with primarily medium-range weaponry. A Large Pulse Laser is accurate and covers a respectable range, while a pair of ER Medium Lasers are solid backup weapons. Four Machine Guns are highly effective against unarmored infantry.


Variants:
Incubus 2 - This variant replaces the pulse laser with an ER PPC.


Captain Nash's Mission #2 Analysis: Even though this thing looks like it should fly, it lacks Jump jets.  So get it in dense or hilly terrain to slow it down, then take it out.











Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=881

Smoke Jaguar Dossier: Mongrel (Grendel)

Smoke Jaguar Dossier 

Type: Battlemech

Name: Mongrel (Grendel)

Mech Class: Medium

Weight: 45 Tons

Tech Base: Clan

Description:
The Mongrel received its baptism of fire during the Battle of Tukayyid. There, it was commonly seen leading light Stars. Its ammo-efficient weapons allowed it to range far afield and helped simplify resupply. The 'Mech entered full production the following year and was re-christened "Grendel" after the name given to it by ComGuard troops. Clan Diamond Shark decided to sell or license the design to other Clans in order to avoid Trials for it.

The Grendel feature a powerful 315-rated engine that enables it to move a fleet 119 km/h and enough jump jets fixed on the chassis to propel it up to 210 meters at a leap. The Sharks spared no expense in weight-saving materials, making use of an XL Engine, Endo Steel structure, and seven and a half tons of Ferro-Fibrous armor. The incredible speed of the Grendel is not terribly helpful in most zellbrigen duels, but it is effective in large-scale actions.

Armament: 
The primary configuration uses an ER Large Laser at long range, but really excels at closer ranges. It mounts three ER Medium Lasers that can be devastating to light 'Mechs and a Streak SRM-6 that exploits any holes the lasers make. An ER Small Laser that is effective at point-blank range seems an afterthought. This design is best using its large laser to soften up an opponent, then dash closer in a flurry of lasers and missiles. Two extra double heat sinks help to keep the design mostly cool.

Variants:
Alt. Config. A - This missile boat carries a pair of LRM 15s with two tons of ammunition for each. A Medium Pulse Laser and ER Small Laser provide backup firepower. A MechWarrior will find it difficult to overheat this design.

Alt. Config. B - This variant uses an Ultra Autocannon/5 for long range work. It mounts an ER Medium Laser and a pair of Medium Pulse Lasers for close-up engagements. An ER Small Laser is again added.

Alt. Config. C - This close-range brawler mounts an LB-X Autocannon/10 as its main armament. A single ER Medium Laser backs it up. An Anti-Missile System provides added defense for the variant.

Alt. Config. D - A different take on the primary configuration, the Grendel D mounts an ER PPC for long-range engagements. When the 'Mech closes, it bring bring a Medium Pulse Laser, ER Medium Laser, and SRM 6 to bear. A Small Pulse Laser provides protection against conventional infantry..

Captain Nash's Mission #2 Analysis:  Solid Clan 2nd line medium.  If it were an inner sphere mech I would say it has the maneuverability of a Light, Armor of a Medium and Weapon load-out of a Heavy.  Work together to bring this one down.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2407

Monday, November 15, 2010

Rules: Armor Piercing Ammo

One of the benefits of being a House Davion unit is that you get to play with their toys first.

Ordinance Sgt. Juan Manillo
Our Ordinance Sgt. Juan Manillo, got us a shipment of Armor piercing AC10, AC5 and AC2 ammo. 
It is only usable with Regular AC's, not LB's or Ultra's.  So only Pillsbury and Patriot have mechs that can take advantage of it at this time.

Here's how it will work.
Every attack with armor-piercing ammunition that successfully damages armor provides a chance for a critical hit, even if the internal structure took no damage. After marking off the armor damage for the attack, roll once on the Determining Critical Hits Table.

Apply a modifier to the target number based on the type
of autocannon used:
–1 for an AC/20
–2 for an AC/10 (Need a 10+ for one crit or a 12 for two crits)
–3 for an AC/5
–4 for an AC/2 (Need a 12 for 1 crit)

If the initial attack damages the internal structure, make the standard roll for possible critical hits. Armor piercing ammunition has no additional effect for attacks that damage internal structure.  Likewise a floating crit roll will offer no additional bonus, just treat it like a regular floating critical hit.
The weight of armor-piercing ammunition means that a ton of armor-piercing ammo contains half as many shots as a ton of standard ammo (rounded down).
In addition, armor-piercing rounds are harder to aim, adding a +1 modifier to the to-hit number at all ranges

Vehicles: Every successful attack against a vehicle automatically causes a roll on the appropriate column of the Vehicle Critical Hits Table

So before the next battle starts Those players with regular AC's will have the option of loading up with AP ammo if they want.

Player Dossier: Lymm "Poe" Mao

"Poe" at the card table
1st Davion Guards Dossier


Type: Mechwarrior

Name:  Lymm Mao

Callsign:  Poe

Unit: 1st Davion Guards, 7th Company

Battlemech: Raven RVN-3L

Specialty:  Sensors, SRMs

Status: KIA, Port Arthur, Operation Bulldog

Poe hails from a long distinguished line of House Liao Mechwarriors. The Mao's are a family full of honor, rich tradition and service to the greater good.  Hailing from the St. Ives commonality his family was torn when the St. Ives Compact declared independence from the Capellan Confederation after the fourth succession war.  Poe's Grandmother Zai Mao had been a Captain in the Death Commandos perhaps the most feared unit in all of the Inner Sphere.  While Poe was was only 5 years old, he knew he was destined to be just like his Grandmother and become a Commando.  However, his parents chose to stay loyal to the St. Ives Compact.  With his dreams of serving in the Death Commandos shattered at a young age, the great grandson of the honorable Zai Mao, has taken a very different path.

Poe had the best tutors and education, martial arts training and philosophic instruction through his upbringing on the St. Ives Compact.  However, he has followed a more primal urge at every available opportunity. In his teens he impregnated a cousin out of wedlock.  In high school he was a “person of interest” in a prostitution and gambling ring. In the academy he was again in trouble for gambling and professional female companionship.  Thou no longer a “person of interest” he was this time indited and sentenced. Thankfully with the influence of his family was let off with minimum time and pressed into service. Unfortunately for his family he continued to be a stain on the family tradition until it was arranged that he be sent to serve for Davion in a Mechwarrior exchange program.

So far that has been a good deal for both him and his family, Davion tends to run looser and over look various recreational pursuits when indulged in by a skilled Mechwarrior. He was transferred to the 1st Davion Guards just before Operation Bulldog, by a CO who was concerned the way his daughter was talking about Poe.  It is safe to say that Poe is the most "colorful" mechwarrior ever to be a member of the Guards.

His skills in a Mech are exceptional, undoubtedly due to the “grooming” he received as a youth and despite being an “outsider” his reckless courage when facing the enemy have earned him if not respect, a begrudged acceptance amongst his fellow Mechwarriors.

(Written by Poe, edit by Rangerrob)