Friday, December 17, 2010

Federated Suns Dossier: Captain Thomas Nash

1st Davion Guards Dossier

Type: Dropship Commander

Name:  Thomas Nash

Callsign: Lone Wolf

Unit: 1st Davion Guards

Dropship: Union Class (3055 upgrade)

Status: Operation Bulldog, Port Arthur





  Graduate of "The Warriors Hall" on New Syrtis, Captain Thomas Nash originally intended to be a Mechwarrior.  He was 6'4 at 18 when he entered the Hall and continued growing until he reached his current height of 6'11" when he graduated in 3025.  Short of being assigned an Atlas class Battlemech, Nash has outgrown the ability to be comfortable in the cockpit of a battlemech.

Captain Nash offering constructive criticism to a new member of his crew.
  Being a promising officer, he was put back into school for Dropship command, figuring that a Dropship bridge would be spacious enough to accommodate the large man.  Nash's disappointment with not being in a Battlemech on the front lines comes out from time to time.  Those close to him know he is just venting and that his laid back personality will return in short order.

  By the time Nash was 30 he was commanding his own dropship called "The Lone Wolf".  He is a veteran of the 4th Succession war and the War of 3039.
 
  The Lone Wolf was badly damaged in 3039, and was lucky to be sent to New Avalon for repairs and reassigned to the 1st Davion Guards.  Nash and the Lone Wolf remained on New Avalon during the Clan Invasion, being held in reserve like the rest of the 1st Davion Guards.  In 3055 The Lone Wolf was selected by the New Avalon Institute of Science for an overhaul.  All of her targeting and weapon systems were upgraded.  She was assigned to transport the 7th Company of the 1st Davion Guards as part of Operation Bulldog.  

  Captain Nash can be a little rough around the edges at times, acting more like a Non-Comissioned Officer than an academy graduate.  Nash has turned down promotions to command Jumpships and even a recent offer for a first officers post on one of the new Federated Suns Frigates.  He figures that that The Lone Wolf is 13 member in the company of Battlemechs she carries.  "She may not walk that fast, but you should see her Jump!" Nash jokes.  His prior battlemech training and experience in two campaigns makes him a valuable asset to any unit that has been assigned to The Lone Wolf.  Nash figures that Operation Bulldog will be his last campaign after which he will return to New Syrtis to become an instructor at "The Warrior's Hall".  

Player Dossier: Jensen "Viper" Blayloc

1st Davion Guards Dossier

Type: Mechwarrior

Name:  Jensen Blayloc

Callsign: Viper

Unit: 1st Davion Guards, 7th Company

Battlemech: Maelstrom MTR-5K

Specialty:  Lasers, Sensors
 
Born on Arcadia during the waning years of the Third Succession War, Jensen was the third son of a minor noble. Raised as were most in his position, to be military and likely Mechwarriors, he attended New Avalon Institute of Science, College of Military Science.



The College of Military Science: Arguably the most prestigious military academy in the Inner Sphere, CMS turns out high-quality cadets in all military specialties. Formerly the New Avalon Military Academy, the NAMA was founded during the Star League years after it took over Albion Military Academy, with the NAIS built around the academy. Home to some of the most advanced training equipment in the Inner Sphere, CMS lacks nothing in the way of equipment or facilities, with plenty of training ‘Mechs, fighters, and simulators for any conceivable ‘Mech design known today. The College also boasts three Gauntlets, special ‘Mech training grounds. Its large alumni base includes such notable graduates as Kai Allard-Liao. 

His early career like most officers during peacetime was training and standing station on backwater planets making nice to the locals during liberty. That all changes with the Clan invasion. Jensen and his NAIS training unit were deployed to the Capellan border, replacing troops that were to being reassigned to the Clan front.  He has seen action on over a dozen worlds, mostly defensive actions against raids by House Liao.  In 3052 his training unit was stood down, and all the Mechwarriors were reassigned to other units.  Jensen found himself a member of the 1st Davion Guards.

His callsign is a result of a tactic he likes to employ, lie in wait until the enemy gets into optimal range, and then introduce yourself with an alpha strike. While he has been known to lurk in the underbrush, he has never been found stuck upside down in a tree..

His goal has never been to be a hero, but to go out, complete the objective, and return home alive. He likes to say: "Glory comes from being in the wrong tactical position, taking unnecessary risks, and usually landing you and your shiny new ribbons in the same box." and "If you find yourself in a fair fight, you have screwed up someplace."


(Written by Scott, Edit by RangerRob)

Wednesday, December 15, 2010

Nova Cat Dossier: Nova (Black Hawk)

 Nova Cat Dossier 

Type: Battlemech

Name: Nova (Black Hawk)

Mech Class: Medium

Weight: 50 Tons

Tech Base: Clan Omnimech

Description:
The Nova is a versatile medium OmniMech that is capable of acting as a workhorse design in most forces. In fact, the design is so well balanced that it inspired the creation of the Black Hawk-KU, an Inner Sphere design based on the Nova and named using the Inner Sphere code name for this 'Mech: Black Hawk.

However, the number of Novas has been diminishing, because the design has not been in production since 2921. Designed as an early OmniMech by Clan Hell's Horses, the Nova was produced at the famous Tokasha Mechworks beginning in 2870. At the time of its introduction, the Nova was designed for infantry support, and was the first OmniMech designed with hardpoints allowing elementals to easily mount and dismount the chassis. However, after Tokasha was taken by Clan Ghost Bear during the Battle of Tokasha, production of the Nova ceased. Since 2921, every Clan has acquired Nova OmniMechs as isorla.

Armament: 
Equipped with a 250 XL Model SF-2 Fusion Engine, the Nova has a ground speed of 86.4 km/h that allows it to keep up with most heavy and assault 'Mechs while being outpaced by most lighter 'Mechs. However, the Nova remains very maneuverable through the use of five jump jets, allowing the Nova to jump up to 150 meters. The fourteen double heat sinks that the Nova mounts are barely sufficient to handle its heavy heat load of its variants. The Nova is also protected by ten tons of armor, providing the 'Mech with ninety-six percent of its maximum armor protection.

In its primary configuration the Nova is a devastating close combat 'Mech and battle armor killer that is capable of delivering a powerful barrage with its twelve ER Medium Lasers. To help it use these as effectively as possible, the Nova has added four more double heat sinks bringing the total up to eighteen. Even with the added double heat sinks, the Nova prime is capable of producing almost twice as much heat as it can dissipate.

Variants:
* Alt. Config. A - A long range sniper configuration, the Nova A has a pair of powerful Clan ER PPCs for long range combat. For protection at close range, the Nova A has a single Medium Pulse Laser and also mounts two Anti-Missile Systems for protection from missile fire.

* Alt. Config. B - Also designed around long range combat, the B configuration carries an Ultra Autocannon/5 which can fire twice as fast as a standard autocannon and a highly accurate Large Pulse Laser as its primary weapons. These are backed up for close combat by an ER Small Laser and, for soft targets, it has two Machine Guns.

* Alt. Config. C - The C configuration of the Nova has a powerful Gauss Rifle as its primary weapon, allowing it to keep enemies at arms reach. For protection at close ranges, the Nova C has a highly accurate Small Pulse Laser.

* Alt. Config. D - Intended as a fire suport 'Mech, the D configuration has an LRM-20 launcher for long range direct and indirect fire support and an LB-X Autocannon/5 that allows it to work as a vehicle hunter and in an anti-aircraft role.



Captain Nash's Mission #5 Analysis: Quite a bit depends upon which variant you are facing with the Nova.  With the Pr'me, keep it at long range if you can and plink away.  The other plan is to wait for the Alpha strike.  Pray for the target of the alpha strike.  Then take care of the overheating / shutdown Nova.


 
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=623

Nova Cat Dossier: Timber Wolf (Mad Cat)

Nova Cat Dossier 

Type: Battlemech

Name: Timber Wolf (Mad Cat)

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Clan Omnimech

Description:
Looking vaguely like a cross between the Marauder and Catapult (hence the Inner Sphere code name Mad Cat - MAD is the call sign for the Marauder, and Phelan Kell's Wolfhound's targeting computer marked the Catapult as CAT; Precentor Martial Anastasius Focht officially designated it "Mad Cat"), the Timber Wolf, is a fast heavy OmniMech and vastly more powerful than either of the 'Mechs it resembles. Eponymous with the Clans' military might, the Timber Wolf was the first Clan OmniMech encountered by Inner Sphere forces on The Rock in 3049 by Phelan Kell.

The Timber Wolf uses its speed and firepower to engage an enemy at the range of its choosing. When first encountered by Inner Sphere forces the idea that a heavy 'Mech could move so swiftly while being as heavily armed and armored as the Timber Wolf was inconceivable. With its twelve tons of Ferro-Fibrous armor and arsenal that rivaled that of most assault 'Mechs of the era, it was completely alien to Inner Sphere military planners, commanders, and even the Precentor Martial of ComStar. Since then, the secrets of the technology that makes the Timber Wolf possible have been learned by the Inner Sphere, though they are unable to duplicate the technology in any real quantity. Even with this information, with its reconfigurable weapons payload and advanced Clan weapons systems, the Timber Wolf is a formidable opponent on any battlefield.

The Timber Wolf was first introduced in 2945. The Timber Wolf, along with the Gargoyle and the Naga, were designed by Clan Wolf as second generation OmniMechs replacements for the aging Woodsman. While the Gargoyle may have been a very capable, fast assault OmniMech, and the Naga may have been an excellent fire-support OmniMech, Clan Wolf (and indeed every other Clan) instantly realized the value of the Timber Wolf; thus, production rights to the Timber Wolf were jealously (and successfully) defended. Only through trade, gifts and battlefield salvage has the Timber Wolf entered the armies of other Clans. Until the invasion of the Inner Sphere, production of the Timber Wolf has been limited to a single facility on Strana Mechty.

Armament: 
The default configuration of the Timber Wolf features a well blended mix of energy and missile weaponry; primarily extended-range lasers and long range missile racks that give the Timber Wolf considerable firepower at medium and long range. A pair of LRM-20 racks supplemented by two Extended Range Large Lasers make up the bulk of the Timber Wolf's firepower. The Timber Wolf also has an array of lighter, shorter ranged weaponry for use once the 'Mech draws closer to its prey; two ER Medium Lasers and a Medium Pulse Laser. Finally, it has two Machine Guns for point defense against infantry. Even on the modern battlefield the primary configuration of the Timber Wolf is a force to be reckoned with.

Variants:
 * Alt. Config. A - Configured specifically for long range, direct fire combat, the A configuration of the Timber Wolf is armed with a pair of ER PPCs. These give the Timber Wolf A the capability of stripping nearly two tons of armor off of an enemy 'Mech at extreme ranges. For close combat, the A configuration has three Medium Pulse Lasers, an ER Small Laser, and a Streak SRM-6 to find any weak points in an enemy's armor.

* Alt. Config. B - Armed to engage an enemy at either short or long ranges, the B configuration is an attempt to use the Timber Wolf in a workhorse role. For long range combat, a Gauss Rifle and an LRM-10 launcher gives the Timber Wolf B a powerful long range punch. For short to medium range engagements, a Large Pulse Laser is carried. Finally, for short ranges, a Small Pulse Laser and SRM-4 launcher are carried. Additionally, both of the missile launchers are linked to an Artemis IV Fire Control System to allow for greater missile accuracy.

* Alt. Config. C - A long range configuration of the Timber Wolf, the C configuration carries an assortment of long range weapons. For direct fire capabilities, the Timber Wolf C mounts two ER Large Lasers and an Ultra Autocannon/5. For indirect fire support capability, its two LRM-15 launchers provide an ample quantity of firepower. Finally, for close range protection, the C carries an ER Medium Laser and an Anti-Missile System.

* Alt. Config. D - This configuration mounts a pair of ER PPCs as its primary weapons. These are supported by four Streak SRM-6 launchers with two in the left torso and two in the right torso. One Streak SRM-6 on both torsos is rear mounted. A single ER Small Laser rounds out the Timber Wolf D's arsenal.

Captain Nash's Mission #5 Analysis:  When you think Clan Battlemech, chances are the Mad Cat is the first one you think of.  While the Lights and Mediums are nice, and the Assaults are downright terrifying.  The reason the Clanners were so successful with their invasion are the strength of their Heavies.  And of all the heavies, the Mad Cat stands at the top.  Speed of a Medium with the Firepower and Armor of an Assault mech.  Lacks Jump jets, so use terrain to your advantage.  Combine your fire to bring this one down.  Follow the guideline..."When shooting Clan mechs...drop the lightest one first, then work your way up."  This especially holds true with the Mad Cat which when teamed with lighter clan mechs will need your undivided attention, or when dealing with assaults will be easier to bring down then the bigger ones, but will remove about the same amount of firepower coming back at you when she falls.
 
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=595

Nova Cat Dossier: Ebon Jaguar (Cauldron Born)

 Nova Cat Dossier 

Type: Battlemech

Name: Ebon Jaguar (Cauldron Born)

Mech Class: Heavy

Weight: 65 Tons

Tech Base: Clan Omnimech

Description:
Named after the zombies of Irish myth, Inner Sphere warriors that first encountered it during the Battle of Luthien called this 'Mech the Cauldron-Born. Ironically, the Clan Smoke Jaguar 'Mech that was intended to replace the Loki was not referred to by its Clan designation, Ebon Jaguar, by other Clans as it was still so new that many Clans just called it by its Inner Sphere designation. It was made to ambush its enemy with a low body, similar to the Lyran Bushwacker, that makes it harder to target.

Armament: 
The primary configuration of the Ebon Jaguar was made to attack from long range. With its mammoth Gauss Rifle, LB 5-X AC, and LRM-10; it can act as a speedy support 'Mech with a variety of ways to deal damage. An SRM-2 and an ER Medium Laser provide backup for short range work. The thirteen integral double heat sinks are more than enough to keep the OmniMech cool, while its nine and a half tons of Ferro-Fibrous armor keep the design safe.

Variants:

* Alt. Config. A - Built around what was once the largest gun in the Clan arsenal, the Cauldron-Born A is capable of dealing blistering damage at a variety of ranges. For long range, the A uses a pair of ER Large Lasers. At close range, the MechWarrior can switch to an Ultra Autocannon/20 that carries a fair amount of ammunition, along with a Medium Pulse Laser, and an ER Medium Laser. For anti-infantry work, it carries a pair of Machine Guns and a multi-purpose Flamer. Finally, the A variant has a pair of ER Medium Lasers mounted in the rear to discourage lighter 'Mechs from taking advantage of its relatively weak rear armor. The MechWarrior must carefully shepherd his or her weapons fire, as the variant carries no additional heat sinks.

* Alt. Config. B - This variant uses an ER PPC and a Large Pulse Laser mounted in each arm. To supplement this, it carries a pair of Medium Pulse Lasers, as well as an Active Probe, and a TAG spotting laser. This variant is not as prone to overheating as the A, but a MechWarrior must use volley fire if he or she intends to use both PPC and Large Pulse Laser.

* Alt. Config. C - The Cauldron-Born C is a missile boat and much easier on the heat curve than the other variants. Its primary weapons are a pair of LRM-15s and Ultra Autocannon/2s. Backing these up for short range work are a pair of SRM-6s. Though this variant carries no energy weapons, it does have ample supplies of ammunition that allow it to stay on the field for long periods of time.

* Alt. Config. D - Intended as something of a medium-range brawler, the Cauldron-Born D features a pair of Ultra Autocannon/10s and an ER Large Laser. These are supplemented by a pair of ER Medium Lasers. Though the energy weapons appear primarily as backups, the less-than-ample ammunition bins ensure they will see a great deal of use.

Captain Nash's Mission #5 Analysis:  Where I see the Loki as the worst of the Clan Omni-mech designs.  I curse the day this mech hit the battlefield.  Relatively fast, Hard hitting, with the heat sinks to back it up and Armor to keep it in the fight.  Lacks Jump jets so that is one positive.  As with most omni's she can do the arm flip to get the weapon to the rear, so be careful if you get around behind her.



 
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3291

Nova Cat Dossier: Supernova

 Nova Cat Dossier 

Type: Battlemech

Name: Supernova

Mech Class: Assault

Weight: 90 Tons

Tech Base: Clan

Description:
A 'Mech feared by many Inner Sphere pilots, the Supernova seems to be an advanced version of the Black Hawk, though it was developed before that venerable OmniMech. It is slow, however, topping out at only only 54 kph, but this disadvantage was solved with a good amount of armor for a 90 ton 'Mech. Just like the Black Hawk's Prime variant, it is made to survive long battles without supply lines.

Armament: 
The Supernova's only armaments are six Clan ER Large Lasers. While this is a fair amount of firepower for a 'Mech for its size, it has a severe overheating problem. After firing no more than three full, consecutive salvos, the Supernova will force an automatic shutdown, so MechWarriors must carefully manage their heat.



Captain Nash's Mission #5 Analysis:  Even the 26 double strength freezers mounted in the 'Mech's roomy chassis can only dissipate 75 percent of the heat generated by its weapons, still it can fire four of those ER Large lasers without heat issues.  The Clan ER Large laser has one of the best ranges in the game, so don't stay at range with it.  Chances are she will be at a shorter range band than you anyway so get to short range with your weapons.  All of the lasers are arm mounted so if you can take out both arms, do it.  Finally getting around behind this guy might not be the best idea as it can flip both arms to the rear.

Speed is the weakness, but to help with that it has jump jets.  Good luck with this one, you're gonna need it.

 
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3558

Monday, December 13, 2010

Nova Cat Dossier: Port Arthur forces

Just was sent the info on the Nova Cat forces that are on Port Arthur.  Good news is that there are only five of them.  Bad news....well I'll let you read it.

Star Colonel Kachotay
Ranking Nova Cat on Port Arthur.  Ancient by normal Clan standards, Clan Nova Cat values it's elders.  This means he has much more experience than your typical Clan warrior.  With the rank of Star Colonel, you have to figure he will be the best mechwarrior you have seen to date.  To make it even worse, he pilots a Supernova.  Clan Assault mech with six ER Large Lasers.

Star Captain Costner
Second in Command of Nova Cat forces.  He distinguished himself back on the Clan homeworlds in a raid against Clan Wolf.  He was said to dance his Mad Cat among the Clan Wolf mechs dropping an entire star by himself.  Unsure which variant he will be bringing to the battle, as he is capable with any of them.

Mechwarrior Hayek
Not much data on her.  Pilots a Cauldron Born, one of the newer clan designs.  Tends to favor the D variant of this beast.  Be careful with the Twin Ultra AC10's that the D supports, they can be quite distracting.

Mechwarrior Chavez
 Freebirth Bondsman Mechwarrior.  Was running with a bunch of bandits on the periphery who called themselves "The Regulators" when he was captured and taken as a Bondsman by Kachotay.  He has proven himself a valuable warrior in Kachotay's command star.  Pilots a Nova prime. 

Mechwarrior Lopez
Recently assigned to Kachotay's command star, Lopez just arrived on Port Arthur.  Pilots a Peregrine battlemech, which we all know can be quite dangerous.  Most likely acts as a scout for the command star.   

Don't have all the details yet.  Seems command wants us to duel these Nova Cats using their rules.  Reward for us will be a clan mech if we win enough of the duels.  Not sure yet on the matching or where the battles will take place.  I'll let you know more when I have the info.
 

Mission 5: Primer

Wardens, Crusaders and Clan Nova Cat




  Within the clans there are two major philosphies styles.  These styles while similar have one fundamental diffence, that may well turn out to be the saving grace of the Inner sphere.

The Crusader philosophy believes that the clans should return to the inner sphere to conquer it in order to save it from itself.  Of the initial invading clans, Jade Falcon, Ghost Bear and Smoke Jaguar followed this belief.  After the clans loss on Tukayyid in 3052, Clan Ghost Bear secretly became believers in the Warden philosophy.

The Wardens believe that they are the guardians of the inner sphere.  There to protect it of external forces and what ever may pose a threat to the Star League.  Only Clan Wolf of the initial four invading clans followed the Warden philosophy.

After the first few waves of the invasion slowed, it was decided that two more clans would be allowed to join the invasion, and assist the Falcons and Jaguars who had much larger borders to worry about than the Bears and Wolves.  The Steel Vipers, a Crusader clan, took over some worlds in the Jade Falcon occupation zone, freeing up troops and resources for the Falcons to continue their advance..

Clan Nova Cat, a Warden Clan, was the other Clan that joined the invasion.  They were given some worlds in the Smoke Jaguar occupation zone to control.  They also were given sections of Smoke Jaguar planets to protect, (HPG's, hospitals, food production facilities, prisions).

With the reformation of the Star League, Clan Nova Cat has followed the Warden philosophy to the extreme.  They believe that the invasion is pointless now that the Star League has been reformed, and that the Invading Clans are the External threat to the inner sphere.

When Operation Bulldog was being planned, Clan Nova Cat "switched" sides.  But just handing over their territories to the Star League was not and option to the honorable clan warriors.  Many systems changed hands after ritual battles, wrestling matches, single mech duels and the like.  One system even changed hands on a coin flip, when the inner sphere commander tossed the coin and the clan warrior called "edge".  When asked later about his choice, the Clan warrior proudly stated..."Just think of the glory if I had won!"

Clan Nova Cat has only one holding on Port Arthur.  It is a Hyper Pulse Generator located in the southern continent.  Command says that a Star Colonel Kachotay of the Nova Cat forces on Port Arthur has been in contact with them.  I don't have all the details as of yet, but it seems he is wanting to face an inner sphere unit in honorable combat.  Where we are the only unit down south you can bet we will be tapped for this.  I'll let you know when I have more info.

Nash out...

Player Dossier: Lymm "Rock" McCullen

1st Davion Guards Dossier

Type: Mechwarrior

Name:  Lymm McCullen

Callsign: Rock

Unit: 1st Davion Guards, 7th Company

Battlemech: Crockett CRK-5003-1

Specialty:  Medium AC, SRMs, PPCs
 


The Steiner hero of Waco Flats, the Anvil that broke the Jade Falcons back... All of these titles are associated with Lymm, thou he lays little claim to any of them and will often tell people seeking his autograph not to believe all that you see on the news reels.

The battle was played up as a great victory, thou in truth it was a cluster #%@$ from start to finish.  It started off with a good plan to choke the enemy force in three mile wide valley leading out into some desert flats on Coventry.  For whatever reason command had called off the heavy mechs, leaving a reinforced tank battalion and a mix of medium and light mechs to hold the pass.  With the Falcons seeing this pass as the "easy" way through they pushed on it in force.  

Command scrambled and told the remaining elements to pull out, however knowing his tanks would be cut to pieces and unable to outrun the mechs on the open flats so he disobeyed the direct order to pull back and held his ground despite the remaining light and medium mechs pulling back.  The talking heads played it up as a big "feint" but the truth is the clan intercepted the comms and assuming the tanks were under the dust cloud of the retreating mechs went into the valley at speed.  It was a massacre, only 6 of the tanks in the reinforced battalion survived but they did put a severe beating on the enemy, surely not the massacre the Steiner propaganda played it out to be, but when hungry for a win or some hope, artistic license takes over.

Well, the Rock had the unfortunate luck to not only survive the battle and do well, his coms and vid link broadcasts were recovered.  The PR machine went to work, they turned his nickname of "Rock" into something meaning hard, when in truth it was given to him for being stupid.

Initially several of the tank crews abandoned there rides, however there was still enough firepower that the initial clan mechs charging down the valley were cut down in short order, Rock tucked his ride, a upgraded Patton Battletank, with the nomiker name of "Lady Kats Angry Beaver" in behind one of the dropped mechs and managed to get several flank shots and some good cover from the wreck.  Course the PR guys renamed the tank "Kathrine's Furcoat" or something, but they have no sense of humor...

In the chaos of the gun cam it looked like Rock and his crew were destroying every mech they fired on, truth is there was so much firepower being put into that gap that the clan mechs were getting mauled.  Course, clanners being clanners they neither broke nor hesitated and once they got to the line it all went to hell.  However, on a good note the Mech's that had been pulling back, upon realizing that the tanks were holding there ground returned and joined the fray.

With his tank destroyed Rock and his two surviving crew re-manned an abandoned mech and rejoined the fight, only to have that tank destroyed as well, still alive at that point rock then managed to rescue a downed mech warrior who's pod had failed to eject before stealing a chow truck and tear assing across the flats while the clans were regrouping.  The recreations of the battered and bloodied yet ruggedly handsome tank commander pulling the battered and bruised blond female mech warrior free from her wreck were all over the vids before he even got cleaned up. Truth be told she had shoulders like a man and was more stove up then even rock was at that point, but whatever... It helped people sleep better at night.  

The PR had turned a mutual asskicking into a "big win" and used Rock as the posterboy for it.  After that they made Rock do the hand shaking pony show tour they made him a mech warrior, he is alright with that, thou he often admits he misses the squeal and crank of tracks...  While not the legendary hero the propaganda reels make him out to be, he does have a wealth of battlefield experience and with that a cavalier disregard to his own safety or life expectancy making him an asset to any battlefield commander.
Hoping to keep the hero on the front page.  Steiner media managed to get "Rock" reassigned so he would be part of Operation Bulldog.  He was assigned as a reserve Mechwarrior for the 1st  Davion Guards, the Stiener folks thinking it was one of the safer deployments.  He was sent a with a lance of mechs on the condition that he pilot one of them in battle for the holocameras.  Feeling the most like a tank, "Rock" selected the Bushwacker, and has been deployed to replace combat losses with the Lucky 7th, 7th company of the First Davion Guards on Port Arthur.

Addendum:   Rock has swapped out the Buhwacker to be part of the C3 networked lance the 7th now has.  His new ride is a Daikyu DAI-02.

Addendum 2: Having the Daikyu severly damaged, Rock has swapped to a Crockett  

(Written by Poe, Edit by RangerRob)

Sunday, December 12, 2010

Mission #4: Killboard, Salvage, Mechbay and Roster

First up the Killboard. This is it set in stone, don't like it too bad.  Kills are awarded for bold actions, doing or saying something that makes most or everyone in the room laugh, and whenever I feel like it.  Anyways here it is for Mission #4.


Next up are the Mech losses.  Players lost a Wyvern.  The Raven was also scrapped due to Furlow not being able to repair all the high tech items with the loss of the head.  At the request of HQ the Raven scrap and the Howler battlemech were sent back.  Not all bad news, I was able to get them to shop a 150 rated standard fusion engine, that gets us the Firefly C up and running. 

We were sent a batch of replacement mechs as well.  Lots of new Steiner mechs.  When they said all the houses would be throwing their full production capabilities behind this invasion, they weren't kidding.   They sent us a Hollander, StarSlayer, Bushwacker and Nightsky.

 New look of the Mech Bays with all the changes.


  Mechwarrior Roster after mission #3


Jeff, Josh, Scott and Jay will need to pick their skill from the mechwarrior skill list.  They also need to choose with they want to spend the 5 kills to improve their piloting or wait til they have 10 kills to improve their gunnery.

Rules for Mechwarriors killed in the game.  Your "new" mechwarrior will start with 5 fewer kills than the guy that just died (with a minimum of 0).  All your actions up to the point of your death will be counted in your kill total.  So Poe got the kill for the Spider added to his kill total before croakin'. 

Here is the mech selection order for mission #4 (Corrected)

Jay (Dead Mechwarrior Rule)
Mitch
Kyle
Larry
Jeff
Scott (more games tiebreaker)
Josh
Fab (more games tiebreaker)
Dereck
Gregg
Derek
Lee


Finally the Clan salvage board.  Got quite a few good mechs just missing a n item or two.



That's all for now...

Mission #4: After Action Report

Farewell Kumiko, we barely knew yah.  Some extremely accurate fire from the Smoke Jag forces we encountered blew the head clean off the Hunchback IIC on Turn 3 ending Kumiko life and drastically changing the mission objectives.

So incensed were the mechwarriors of the Lucky 7th, they took the fight to the clanners.  Though that course of action cost Mechwarrior Poe his life as well, falling to another headshot from Star Captain Cano in his Shadow Cat.  The players also lost a Wyvern mech when Mechwarrior Derek valiantly dueled with a Peregrine.

However at the end of the day the players took the field, with only the Peregrine and Koshi fleeing the field.  Leaving much salvage and equipment in the players hands.

Kill board, mechbay, clan salvage and mech roster coming soon.