Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar Firebase Gamma, Primary Communications Room.
Star Colonel Giambi:
This is Star Colonel Giambi contacting Firebase Gamma. Come in Gamma.
Mechwarrior Sanders:
This is Gamma, Mechwarrior Sanders responding, how can I help you Star Colonel?
Star Colonel Giambi:
Kerensky's Ghost, you have Warriors working in communications up there at Gamma, Quiaff?
Mechwarrior Sanders:
Aff, Star Colonel. Star Captain Gehrig is having an emergency meeting with all base personnel as we speak.
Star Colonel Giambi:
I want a conference with the Star Captain and all Warriors in 5 minutes, route me to your briefing room.
Five minutes later in the Gamma's primary briefing room. The Mechwarriors and Elementals of Firebase Gamma have gathered. Star Colonel Giambi is on the large display screen at the front of the room and begins to speak.
Star Colonel Giambi:
Warriors of Smoke Jaguar, we have been betrayed. Our Nova Cat allies have shown their true colors and joined with the Inner Sphere forces that oppose the clan's march to Terra. Just yesterday the Southern HPG on Port Arthur was taken all too easily from the Nova Cats by Inner Sphere forces. You all know the Northern HPG was captured last week. This leaves us cut off from our Clan. We are on our own.
My advisers believe that Firebase Gamma will be the next target of the Davion forces in our area. I want a status report from all unit commanders at Firebase Gamma now.
Star Captain Gehrig:
The base turrets are all functioning at 100%. We have a Star of heavy tanks crewed by solohma warriors that are also at full fighting strength. My Timberwolf is at fully operational with the primary weapons loadout currently installed. Mechwarrior John hows the Summoner's elbow joint?
Mechwarrior "Tommy" John:
Had to replace the myomer fibers. We were out of replacement Summoner arm acuators so we used some from the lower leg of a downed Warhawk. Seems to be functioning better than before. Primary weapons loadout currently equipped.
Star Captain Gehrig:
Sanders, Sax, Wells...Report!
Mechwarrior Sanders:
Mad Dog, Primary weapons loadout, no issues sir.
Mechwarrior Sax:
Huntsman ready to go, Primary loadout.
Mechwarrior Wells:
(talks with cigar gritted between teeth) Yeah, Hellbringer, primary loadout. Running hot...just like always.
Star Captain Gehrig:
(rolls eyes at Wells, knowing the old mechwarrior is beyond discipline at this point) Star Commander Winfield?
Star Commander Winfield:
Full Star of Elementals are ready for action. All of my men are eager to engage the enemy.
Star Colonel Giambi:
Good! Know this Warriors of the Jaguar. These Davion warriors we face fight without honor. They do not follow our rules for dueling. They will concentrate fire upon you and pick you apart one at a time. They will use physical attacks, and even have designed battlemechs with hatchets and swords! With the loss of the HPG our rules of engagement have changed. We are now fighting for our very survival. You are no longer to be held to our code of warfare. For any mech that engages Jaguar forces and acts without honor, you are authorized to use any means necessary to destroy that mech! That includes firing upon a mech that is currently engaged by one of your fellow Jaguars. That includes responding in kind to any mech that utilizes physical attacks! They have brought us to this level, and it turns my innards to give this order, but it must be done. Our very existence may depend upon it. Fight well Warriors of the Jaguar, Giambi out.
(Giambi's image is replaced by the Smoke Jaguar logo)
Mechwarrior Wells:
(Softly, grinning with the cigar still in his teeth) Heh, Sweet...
Star Captain Gehrig:
(Rolls eyes again at Wells) Jaguars dismissed!
Thursday, January 20, 2011
C3 systems, Anti-Missile Systems, TAG and other assorted rules.
Refresher on a couple of the newer rules that will be in play for the next mission.
C3 Systems
Network of computers in a lance of mechs that allow each member of the lance to use the targeting data from the other members of that lance. A C3 lance consists of one C3 Master and three C3 Slaves.
So long as the C3 Master is functioning, the network will share data. Letting lancemates use targeting ranges from any mech in their lance. You still have to follow a given weapon systems max and minimum ranges, but it can be quite beneficial. Loss of a C3Slave removed that mech from the network. Loss of the C3Master drops the network entirely.
ECM systems can disrupt the C3 network. Any C3 unit within the effected area (12") of an ECM equipped enemy vehicle/mech has lost contact with the network and the C3 is treated as if destroyed until it leaves the effected area.
Example: Mitch moves his Venom that has a C3Slave into base to base with a Jaguar Mad Cat. Jeff who has a Komodo with a C3Master is 18" away from that same Mad Cat. Jeff wishes to shoot his 8 Medium lasers at the Mad Cat, rather than using the 18" (Long) range numbers he can use the 0" (Short) range to hit. The C3Network in this case just took 4 off the number Jeff needed to hit.
Anti-Missile Systems
Aka AMS. Work a little different than I remember. When a unit with an AMS is hit by missile fire, the mechwarrior will assign the AMS to the volley of missiles he wishes try to shoot down. That volley will take 4 away from the die roll of "how many missiles" hit. The mechwarrior must assign his AMS before the How many missiles hit roll is made. The AMS may only be used once per turn. The AMS has a firing arc based upon the location it is mounted (So most will not cover the rear). If a unit has multiple AMS, the mechwarrior may choose to stack both on one volley if they wish. The AMS will never reduce the die roll below 2, so you will always take some damage from the incoming missiles. (Like this guy...)
AMS has 12 rounds of ammo, and marks one off every time it fires. An ammo hit on AMS ammo does 2 damage per remaining ammo in the bin.
TAG
Had to Nerf the change I made to the TAG Rules. In order to mark a target for all other units to ignore the movement modifier, you must have the Sensor Skill. Every level of Sensor skill after the first will improve your chances to paint the target by 1. So if you take all 4 levels of Sensor skills, you will be at a -3 to hit with the TAG. The C3Master has a built in TAG system as well. Funny thing, Clanners all have the Sensor skill as part of their basic training.
Change to the Mechwarrior Skills
I made a slight change to the Mechwarrior skills. If you take one of the weight class skills, meaning "Light mech" All physical attacks you make in a mech of that weight class will be at -1 to hit. Not sure this ever came up before. Yes this will stack with any close combat skill you may take. So Brawling and Light mech skills together would give you a -2 to punch if you were in a light mech.
C3 Systems
Network of computers in a lance of mechs that allow each member of the lance to use the targeting data from the other members of that lance. A C3 lance consists of one C3 Master and three C3 Slaves.
So long as the C3 Master is functioning, the network will share data. Letting lancemates use targeting ranges from any mech in their lance. You still have to follow a given weapon systems max and minimum ranges, but it can be quite beneficial. Loss of a C3Slave removed that mech from the network. Loss of the C3Master drops the network entirely.
ECM systems can disrupt the C3 network. Any C3 unit within the effected area (12") of an ECM equipped enemy vehicle/mech has lost contact with the network and the C3 is treated as if destroyed until it leaves the effected area.
Example: Mitch moves his Venom that has a C3Slave into base to base with a Jaguar Mad Cat. Jeff who has a Komodo with a C3Master is 18" away from that same Mad Cat. Jeff wishes to shoot his 8 Medium lasers at the Mad Cat, rather than using the 18" (Long) range numbers he can use the 0" (Short) range to hit. The C3Network in this case just took 4 off the number Jeff needed to hit.
Anti-Missile Systems
Aka AMS. Work a little different than I remember. When a unit with an AMS is hit by missile fire, the mechwarrior will assign the AMS to the volley of missiles he wishes try to shoot down. That volley will take 4 away from the die roll of "how many missiles" hit. The mechwarrior must assign his AMS before the How many missiles hit roll is made. The AMS may only be used once per turn. The AMS has a firing arc based upon the location it is mounted (So most will not cover the rear). If a unit has multiple AMS, the mechwarrior may choose to stack both on one volley if they wish. The AMS will never reduce the die roll below 2, so you will always take some damage from the incoming missiles. (Like this guy...)
AMS has 12 rounds of ammo, and marks one off every time it fires. An ammo hit on AMS ammo does 2 damage per remaining ammo in the bin.
TAG
Had to Nerf the change I made to the TAG Rules. In order to mark a target for all other units to ignore the movement modifier, you must have the Sensor Skill. Every level of Sensor skill after the first will improve your chances to paint the target by 1. So if you take all 4 levels of Sensor skills, you will be at a -3 to hit with the TAG. The C3Master has a built in TAG system as well. Funny thing, Clanners all have the Sensor skill as part of their basic training.
Change to the Mechwarrior Skills
I made a slight change to the Mechwarrior skills. If you take one of the weight class skills, meaning "Light mech" All physical attacks you make in a mech of that weight class will be at -1 to hit. Not sure this ever came up before. Yes this will stack with any close combat skill you may take. So Brawling and Light mech skills together would give you a -2 to punch if you were in a light mech.
Wednesday, January 19, 2011
Smoke Jaguar Dossier: Demolisher Heavy Tank
Smoke Jaguar Dossier
Type: Vehicle
Name: Demolisher Heavy Tank
Vehicle Type: Tracked
Weight: 80 Tons
Tech Base: Inner Sphere
Description:
Tall, squat, and using four treads, the Demolisher has a well-earned, though sometimes exaggerated, reputation as one of the most deadly vehicles on the battlefield. Designed to counteract the increasing scarcity of 'Mechs during the Succession Wars, the Demolisher became popular, especially on worlds where BattleMechs were not available.
Aldis designed the Demolisher to be able to destroy any 'Mech, which was what appealed to the customers. The initial run was well-received, with hundreds of Demolishers being bought by 'Mech-deficient planets.
Armament:
The Demolisher is armed with two 185 mm ChemJet Gun AC/20s, which are enough to make any other unit, 'Mechs included, pause. The relatively short range of the guns means that maneuverable units with long-range weaponry can confound the Demolisher. The tank also lacks any form of secondary weapons, which may be detrimental when the massive cannons run dry.
Variants:
* Demolisher (Clan) - Developed by the Clans, this variant carries twin LB 20-X ACs as its main armament. Mounted coaxially with these huge autocannon are a pair of Medium Pulse Lasers. Six Machine Guns scattered across the front and side arcs protect it from infantry. Like most Clan vehicles, the Clan Demolisher carries CASE to protect the ammunition bay.
* Demolisher (Gauss) - This version of the Demolisher swaps the AC/20's for twin Gauss Rifles and a pair of Medium Lasers. It also adds some armor protection.
* Demolisher (MRM) - Developed during the Clan Invasion this variant can launch almost one hundred missiles at an enemy thanks to its three MRM-30 launchers. A C3 Slave allows it to take advantage of targeting data provided by other units.
Captain Nash's Analysis: Might just be the scariest tank ever created. The short range of it's weapons are it's true weakness of the main version. Don't get close to this one unless your feeling lucky. The Gauss version is pretty rare, but Kurita did have some on Port Arthur before it was taken. Pray, the Jaguars haven't upgraded any of these to the clan variant...two LB20X's will wreck just about anyone. Doubt the Jags have the MRM version as that is a new tech that was developed, and deployed outside of their occupation zone.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1129
Type: Vehicle
Name: Demolisher Heavy Tank
Vehicle Type: Tracked
Weight: 80 Tons
Tech Base: Inner Sphere
Description:
Tall, squat, and using four treads, the Demolisher has a well-earned, though sometimes exaggerated, reputation as one of the most deadly vehicles on the battlefield. Designed to counteract the increasing scarcity of 'Mechs during the Succession Wars, the Demolisher became popular, especially on worlds where BattleMechs were not available.
Aldis designed the Demolisher to be able to destroy any 'Mech, which was what appealed to the customers. The initial run was well-received, with hundreds of Demolishers being bought by 'Mech-deficient planets.
Armament:
The Demolisher is armed with two 185 mm ChemJet Gun AC/20s, which are enough to make any other unit, 'Mechs included, pause. The relatively short range of the guns means that maneuverable units with long-range weaponry can confound the Demolisher. The tank also lacks any form of secondary weapons, which may be detrimental when the massive cannons run dry.
Variants:
* Demolisher (Clan) - Developed by the Clans, this variant carries twin LB 20-X ACs as its main armament. Mounted coaxially with these huge autocannon are a pair of Medium Pulse Lasers. Six Machine Guns scattered across the front and side arcs protect it from infantry. Like most Clan vehicles, the Clan Demolisher carries CASE to protect the ammunition bay.
* Demolisher (Gauss) - This version of the Demolisher swaps the AC/20's for twin Gauss Rifles and a pair of Medium Lasers. It also adds some armor protection.
* Demolisher (MRM) - Developed during the Clan Invasion this variant can launch almost one hundred missiles at an enemy thanks to its three MRM-30 launchers. A C3 Slave allows it to take advantage of targeting data provided by other units.
Captain Nash's Analysis: Might just be the scariest tank ever created. The short range of it's weapons are it's true weakness of the main version. Don't get close to this one unless your feeling lucky. The Gauss version is pretty rare, but Kurita did have some on Port Arthur before it was taken. Pray, the Jaguars haven't upgraded any of these to the clan variant...two LB20X's will wreck just about anyone. Doubt the Jags have the MRM version as that is a new tech that was developed, and deployed outside of their occupation zone.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1129
Smoke Jaguar Dossier: LRM Carrier
Smoke Jaguar Dossier
Type: Vehicle
Name: LRM Carrier
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
Ever since the development of the first rocket centuries ago, military units have used mobile missile systems to provide cheap and effective fire support. Along with its SRM counterpart, the LRM Carrier serves in every military action across the Inner Sphere in a variety of shapes and forms.
The chassis for missile carriers vary in basic design, but they are all essentially military transport vehicles, tracked being the most common, adapted to carry the huge missile launchers and loading equipment. Those adaptations generally consist of reinforcing the suspension systems and armoring the crew and critical components areas enough to survive the back blast from so many missiles. With an average top speed of 54 kph and armor unable to survive counter-battery fire, if forced to engage in direct combat a carrier's life expectancy is measured in seconds.
Manufactured by almost every major military supplier, the modern LRM Carrier is derived from those developed in the Age of War by Quik Products Inc, the future Quikscell Company. In many cases derived a little too closely, during the Succession Wars era many manufacturers were producing little more than shoddy direct copies that fell below even Quikscell's low quality standards. After the end of the Fourth Succession War Quikscell lodged lawsuits against those manufacturing clones of Quik based carriers, resulting the closure of many smaller manufacturers and larger manufacturers ending production. While those who produced their own designs were not effected, Quikscell's elimination of much of its competitors and its offer to exchange any missile carrier not produced by them for legit Quikscell versions and parts made it the number one player of the missile carrier market.
Armament:
While its chassis is identical to its SRM counterpart, the LRM Carrier mounts three LRM-20 launchers in its turret. Quikscell utilize FarFire brand launchers, but carriers produced by other manufacturers frequently use the launchers common to their House of origin, such as DeltaDart LRMs in the Federated Suns or Shigunga in the Draconis Combine. A barrage fired from a missile carrier is a fearsome sight and four tons of ammunition allow a carrier to keep up that rate of fire up for over a minute, but forces carriers to be tied to a functioning supply system to keep them in action for any extended period.
Variants:
Upgrade - Introduced by Quikscell in 3054 for the Federated Commonwealth, the use of Lexington Ltd. High Grade Ferro-Fibrous boosts armor protection of the carrier, while dropping the engine down to InterComBust 120 frees up weight to add an Artemis IV FCS for each launcher and a C3 Slave to greatly improve their accuracy.
Captain Nash's Analysis: Truly a support weapon, the LRM carrier is a glass cannon. She can dish out the pain with her three LRM20 launchers, but throw the same back at her and she will be toast. Figure the Jaguars have a bunch of these seized during the invasion, the way the House Kurita loves them. Safe bet the Clanners have not swapped out the inner sphere LRM launchers with the clan variant, so get close to this one to take advantage of the launchers minimum range.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1124
Type: Vehicle
Name: LRM Carrier
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
Ever since the development of the first rocket centuries ago, military units have used mobile missile systems to provide cheap and effective fire support. Along with its SRM counterpart, the LRM Carrier serves in every military action across the Inner Sphere in a variety of shapes and forms.
The chassis for missile carriers vary in basic design, but they are all essentially military transport vehicles, tracked being the most common, adapted to carry the huge missile launchers and loading equipment. Those adaptations generally consist of reinforcing the suspension systems and armoring the crew and critical components areas enough to survive the back blast from so many missiles. With an average top speed of 54 kph and armor unable to survive counter-battery fire, if forced to engage in direct combat a carrier's life expectancy is measured in seconds.
Manufactured by almost every major military supplier, the modern LRM Carrier is derived from those developed in the Age of War by Quik Products Inc, the future Quikscell Company. In many cases derived a little too closely, during the Succession Wars era many manufacturers were producing little more than shoddy direct copies that fell below even Quikscell's low quality standards. After the end of the Fourth Succession War Quikscell lodged lawsuits against those manufacturing clones of Quik based carriers, resulting the closure of many smaller manufacturers and larger manufacturers ending production. While those who produced their own designs were not effected, Quikscell's elimination of much of its competitors and its offer to exchange any missile carrier not produced by them for legit Quikscell versions and parts made it the number one player of the missile carrier market.
Armament:
While its chassis is identical to its SRM counterpart, the LRM Carrier mounts three LRM-20 launchers in its turret. Quikscell utilize FarFire brand launchers, but carriers produced by other manufacturers frequently use the launchers common to their House of origin, such as DeltaDart LRMs in the Federated Suns or Shigunga in the Draconis Combine. A barrage fired from a missile carrier is a fearsome sight and four tons of ammunition allow a carrier to keep up that rate of fire up for over a minute, but forces carriers to be tied to a functioning supply system to keep them in action for any extended period.
Variants:
Upgrade - Introduced by Quikscell in 3054 for the Federated Commonwealth, the use of Lexington Ltd. High Grade Ferro-Fibrous boosts armor protection of the carrier, while dropping the engine down to InterComBust 120 frees up weight to add an Artemis IV FCS for each launcher and a C3 Slave to greatly improve their accuracy.
Captain Nash's Analysis: Truly a support weapon, the LRM carrier is a glass cannon. She can dish out the pain with her three LRM20 launchers, but throw the same back at her and she will be toast. Figure the Jaguars have a bunch of these seized during the invasion, the way the House Kurita loves them. Safe bet the Clanners have not swapped out the inner sphere LRM launchers with the clan variant, so get close to this one to take advantage of the launchers minimum range.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1124
Tuesday, January 18, 2011
Smoke Jaguar Dossier: Summoner (Thor)
Smoke Jaguar Dossier
Type: Battlemech
Name: Summoner (Thor)
Mech Class: Heavy
Weight: 70 Tons
Tech Base: Clan (Omni)
Description:
The Summoner is a highly mobile heavy OmniMech that is commonly used by Clan Jade Falcon in a wide variety of roles. Barely a second generation OmniMech, the Jade Falcons introduced the Summoner just after becoming the first Clan to win OmniMech technology from Clan Coyote in 2863. The Summoner earned the code name Thor for its powerful, yet simple arsenal. The Summoner's balanced mix of speed, mobility, armor, and firepower make it a highly effective and reliable OmniMech.
Armament:
The Summoner is powered by a lightweight 350 XL engine that gives the 'Mech a top speed of 86.4 km/h. The mobility of the Summoner is enhanced with five jump jets that allow it to jump up to one hundred and fifty meters. The Summoner has fourteen double heat sinks which are capable of handling the heat produced in most of the 'Mechs configurations with ease. To protect it from damage, the Summoner carries nine and a half tons of Ferro-Fibrous armor.
In its primary configuration the Summoner has a basic yet effective arsenal. The primary direct fire weapon is an ER PPC backed up by an LB 10-X Autocannon that can fire both standard and cluster ammunition. For fire support and bombardment, the Summoner has an LRM-15 launcher.
Variants:
* Alt. Config. A - For long range combat, the Summoner A has a powerful Gauss Rifle which is supported by a Large Pulse Laser for intermediate ranges and an SRM-6 launcher for close combat.
* Alt. Config. B - A missile bombardment configuration, the B configuration carries a pair of LRM-20 launchers for long range engagements. For close combat, the Summoner B has two SRM-4 launchers. A Narc Missile Beacon allows the Summoner to designate targets for missile fire from other friendly units. The Summoner B has further protection through the use of an Anti-Missile System which gives it increased protection from missile attacks.
* Alt. Config. C - A close range brawler, the Summoner C is armed with a single ER Large Laser for long range sniping at enemy targets but truly comes into its own at close range. The 'Mech relies on a powerful Ultra Autocannon/20 for quick kill capabilities at close ranges. This is backed up by a highly accurate Streak SRM-6 launcher to seek out weak points in an enemy's armor and an ER Small Laser.
* Alt. Config. D - A multi-role configuration of the Summoner, the D configuration is armed with a pair of ER Large Lasers for long range combat. These are backed up by a pair of ER Medium Lasers for short range combat. All of these lasers are linked to an advanced Targeting Computer making the 'Mech highly accurate. For anti-infantry combat, the 'Mech has a pair of Machine Guns. A pair of Anti-Missile Systems give the 'Mech protection from missile carrying 'Mechs and vehicles.
Captain Nash's Analysis: One of the few jump capable clan heavies, this mech is one to worry about. Capable at all ranges, with minimal overheating issues. Good all around mech with adequate armor for it's size. If it is only shooting at laser at you as you approach, don't get any closer. You're probably facing the variant with the Ultra AC20. If there is a weakness to this mech it is the size of the ammo bins. Most of the primary weapon systems can only sutain fire for a short period of time (10 rounds), then that weapon system will be out of ammunition. It's just surviving that short time that is the tough part.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=670
Type: Battlemech
Name: Summoner (Thor)
Mech Class: Heavy
Weight: 70 Tons
Tech Base: Clan (Omni)
Description:
The Summoner is a highly mobile heavy OmniMech that is commonly used by Clan Jade Falcon in a wide variety of roles. Barely a second generation OmniMech, the Jade Falcons introduced the Summoner just after becoming the first Clan to win OmniMech technology from Clan Coyote in 2863. The Summoner earned the code name Thor for its powerful, yet simple arsenal. The Summoner's balanced mix of speed, mobility, armor, and firepower make it a highly effective and reliable OmniMech.
Armament:
The Summoner is powered by a lightweight 350 XL engine that gives the 'Mech a top speed of 86.4 km/h. The mobility of the Summoner is enhanced with five jump jets that allow it to jump up to one hundred and fifty meters. The Summoner has fourteen double heat sinks which are capable of handling the heat produced in most of the 'Mechs configurations with ease. To protect it from damage, the Summoner carries nine and a half tons of Ferro-Fibrous armor.
In its primary configuration the Summoner has a basic yet effective arsenal. The primary direct fire weapon is an ER PPC backed up by an LB 10-X Autocannon that can fire both standard and cluster ammunition. For fire support and bombardment, the Summoner has an LRM-15 launcher.
Variants:
* Alt. Config. A - For long range combat, the Summoner A has a powerful Gauss Rifle which is supported by a Large Pulse Laser for intermediate ranges and an SRM-6 launcher for close combat.
* Alt. Config. B - A missile bombardment configuration, the B configuration carries a pair of LRM-20 launchers for long range engagements. For close combat, the Summoner B has two SRM-4 launchers. A Narc Missile Beacon allows the Summoner to designate targets for missile fire from other friendly units. The Summoner B has further protection through the use of an Anti-Missile System which gives it increased protection from missile attacks.
* Alt. Config. C - A close range brawler, the Summoner C is armed with a single ER Large Laser for long range sniping at enemy targets but truly comes into its own at close range. The 'Mech relies on a powerful Ultra Autocannon/20 for quick kill capabilities at close ranges. This is backed up by a highly accurate Streak SRM-6 launcher to seek out weak points in an enemy's armor and an ER Small Laser.
* Alt. Config. D - A multi-role configuration of the Summoner, the D configuration is armed with a pair of ER Large Lasers for long range combat. These are backed up by a pair of ER Medium Lasers for short range combat. All of these lasers are linked to an advanced Targeting Computer making the 'Mech highly accurate. For anti-infantry combat, the 'Mech has a pair of Machine Guns. A pair of Anti-Missile Systems give the 'Mech protection from missile carrying 'Mechs and vehicles.
Captain Nash's Analysis: One of the few jump capable clan heavies, this mech is one to worry about. Capable at all ranges, with minimal overheating issues. Good all around mech with adequate armor for it's size. If it is only shooting at laser at you as you approach, don't get any closer. You're probably facing the variant with the Ultra AC20. If there is a weakness to this mech it is the size of the ammo bins. Most of the primary weapon systems can only sutain fire for a short period of time (10 rounds), then that weapon system will be out of ammunition. It's just surviving that short time that is the tough part.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=670
Smoke Jaguar Dossier: Hellbringer (Loki)
Smoke Jaguar Dossier
Type: Battlemech
Name: Hellbringer (Loki)
Mech Class: Heavy
Weight: 65 Tons
Tech Base: Clan (Omni)
Description:
The Hellbringer is a very widespread design developed by Clan Hell's Horses. However, due to its poor armor, the Hellbringer is often passed over for more robust OmniMechs. The Inner Sphere first encountered the Hellbringer facing Clan Jade Falcon, which favors the design for its immense offensive potential. Earning the codename Loki by Galen Cox, an AFFC officer who declared each of the Hellbringer's various versions as an "utterly mad configuration", the 'Mech does at first glance appear to be highly unusual, mounting a spread of weapons, anti-personnel equipment and electronics. The Hellbringer utilizes a standard internal structure, and has decent mobility, with a top speed of 86.4 km/h. Though it has vast firepower at its disposal, the design is not particularly durable, mounting a mere eight tons of Standard armor, and the Hellbringer is not particularly suitable for defensive situations or extended engagements.
In the aftermath of the Battle of Tokasha and the loss of Tokasha Mechworks, the Hell's Horses began developing several OmniMechs. Only the Hellbringer met with success. Development time for the Hellbringer was reduced through the use of moulds used in the Summoner. Despite the poor armor, the Hellbringer devotes almost 43% of its mass to pods, allowing for great offensive potential. The design spread quickly after its introduction for two reasons: the Horses promptly lost the primary production facility, and used their remaining production to curry favor with other Clans through trade and gifts.
Armament:
Though the sheer amount of equipment is greatly confusing, comparing the 'Mech to those at the time of the Exodus, the Hellbringer Prime bears similarities in design and appearance to the classic Warhammer. The primary weapons are indeed a pair of ER PPCs. As the Hellbringer draws closer to its target, it can bring its smaller and less heat-intensive short-range weapons to bear on the target, with three ER Medium Lasers and a Streak SRM-6 missile rack. The 'Mech is more than capable of handling infantry, with a pair of Machine Guns, and two Anti-Personnel Pods on each leg. An advanced Targeting Computer gives the energy weapons lethal accuracy, and an Active Probe and ECM Suite help to minimize any tactical advantage the enemy may have. To help increase battle longevity, the Hellbringer also carries an Anti-Missile System.
Variants:
* Alt. Config. A - The Hellbringer A, though apparently a long-range configuration, does have some unusual equipment. A set of two ER Large Lasers and an Ultra AC/5 serve as primary weapons, and are supported by a LRM-20 rack. The 'Mech also carries a Narc Missile Beacon to increase missile accuracy, probably intended for nearby fire-support units. At close ranges, the 'Mech can defend itself with an ER Medium Laser and also has two Machine Guns and an Active Probe for point defense.
* Alt. Config. B - With a high damage profile at long and short range, the Hellbringer B does not utilize energy weapons as much, and so has few issues with heat buildup. A powerful Gauss Rifle and LB 5-X AC allow the 'Mech to ravage both armor and critical systems, with the Gauss Rifle's powerful slug and the LB 5-X's fragmenting shot. At closer ranges, the 'Mech has two SRM-6 racks slaved to Artemis IV fire control systems for greater accuracy, with an ER Small Laser as a backup weapon.
Captain Nash's Analysis: Where the clan designers excelled with the Vulture they fell short with the Loki. It was as if they tried to cram too much into one chassis and in the end to make everything fit sacrificed the armor. Don't get me wrong, all the variants can dish out damage, they just can't take it very well. Watch out for the ECM this mech carries, it can wreck havok with our C3 lance.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=666
Type: Battlemech
Name: Hellbringer (Loki)
Mech Class: Heavy
Weight: 65 Tons
Tech Base: Clan (Omni)
Description:
The Hellbringer is a very widespread design developed by Clan Hell's Horses. However, due to its poor armor, the Hellbringer is often passed over for more robust OmniMechs. The Inner Sphere first encountered the Hellbringer facing Clan Jade Falcon, which favors the design for its immense offensive potential. Earning the codename Loki by Galen Cox, an AFFC officer who declared each of the Hellbringer's various versions as an "utterly mad configuration", the 'Mech does at first glance appear to be highly unusual, mounting a spread of weapons, anti-personnel equipment and electronics. The Hellbringer utilizes a standard internal structure, and has decent mobility, with a top speed of 86.4 km/h. Though it has vast firepower at its disposal, the design is not particularly durable, mounting a mere eight tons of Standard armor, and the Hellbringer is not particularly suitable for defensive situations or extended engagements.
In the aftermath of the Battle of Tokasha and the loss of Tokasha Mechworks, the Hell's Horses began developing several OmniMechs. Only the Hellbringer met with success. Development time for the Hellbringer was reduced through the use of moulds used in the Summoner. Despite the poor armor, the Hellbringer devotes almost 43% of its mass to pods, allowing for great offensive potential. The design spread quickly after its introduction for two reasons: the Horses promptly lost the primary production facility, and used their remaining production to curry favor with other Clans through trade and gifts.
Armament:
Though the sheer amount of equipment is greatly confusing, comparing the 'Mech to those at the time of the Exodus, the Hellbringer Prime bears similarities in design and appearance to the classic Warhammer. The primary weapons are indeed a pair of ER PPCs. As the Hellbringer draws closer to its target, it can bring its smaller and less heat-intensive short-range weapons to bear on the target, with three ER Medium Lasers and a Streak SRM-6 missile rack. The 'Mech is more than capable of handling infantry, with a pair of Machine Guns, and two Anti-Personnel Pods on each leg. An advanced Targeting Computer gives the energy weapons lethal accuracy, and an Active Probe and ECM Suite help to minimize any tactical advantage the enemy may have. To help increase battle longevity, the Hellbringer also carries an Anti-Missile System.
Variants:
* Alt. Config. A - The Hellbringer A, though apparently a long-range configuration, does have some unusual equipment. A set of two ER Large Lasers and an Ultra AC/5 serve as primary weapons, and are supported by a LRM-20 rack. The 'Mech also carries a Narc Missile Beacon to increase missile accuracy, probably intended for nearby fire-support units. At close ranges, the 'Mech can defend itself with an ER Medium Laser and also has two Machine Guns and an Active Probe for point defense.
* Alt. Config. B - With a high damage profile at long and short range, the Hellbringer B does not utilize energy weapons as much, and so has few issues with heat buildup. A powerful Gauss Rifle and LB 5-X AC allow the 'Mech to ravage both armor and critical systems, with the Gauss Rifle's powerful slug and the LB 5-X's fragmenting shot. At closer ranges, the 'Mech has two SRM-6 racks slaved to Artemis IV fire control systems for greater accuracy, with an ER Small Laser as a backup weapon.
Captain Nash's Analysis: Where the clan designers excelled with the Vulture they fell short with the Loki. It was as if they tried to cram too much into one chassis and in the end to make everything fit sacrificed the armor. Don't get me wrong, all the variants can dish out damage, they just can't take it very well. Watch out for the ECM this mech carries, it can wreck havok with our C3 lance.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=666
Smoke Jaguar Dossier: Mad Dog (Vulture)
Smoke Jaguar Dossier
Type: Battlemech
Name: Mad Dog (Vulture)
Mech Class: Heavy
Weight: 60 Tons
Tech Base: Clan (Omni)
Description:
The Mad Dog is a heavy Clan OmniMech used for long-range indirect fire support. With hunched shoulders, a protruding head, and reverse-jointed legs, the Mad Dog resembles a vulture, so much so that it was codenamed Vulture and Hagetaka ("Vulture" in Japanese) by the Inner Sphere forces which first encountered it. The name also fit the battlefield role of the Mad Dog; the main role of the Mad Dog is to act as a support 'Mech, and it often holds a hill maintaining constant watch over the entire battlefield, like a vulture waiting for its prey. With its ample firepower and decent speed of 86.4 km/h, it makes a highly mobile firing platform, and as such has spread to near ubiquity among the forces deployed by the Clans, although the design is favored more by Clan Ghost Bear MechWarriors. The Mad Dog carries eight and a half tons of Ferro-Fibrous armor for decent protection, although it will not be able to stand up to heavy fire.
The Mad Dog was designed by Clan Smoke Jaguar as a second generation OmniMech based on the original heavy OmniMech of Clan Coyote. The Mad Dog also used some of the same moulds of the Clan Wolf Timber Wolf OmniMech. However, despite using some of the same moulds (which might be viewed as high praise), the Mad Dog was named as a slur to Clan Wolf and the Timber Wolf. Because of its widespread production, most Clans maintain a large number of Mad Dogs in their toumans.
Armament:
For its fire support purposes, the Mad Dog is armed with twin shoulder-mounted LRM-20 missile racks, which allow the 'Mech to inflict heavy damage on any opponent it may target. The Mad Dog is also more than capable of going on the offensive, mounting dual large and medium-sized pulse lasers, one on each arm. Mad Dog pilots have been known for showering missiles on opponents before swooping down with a finishing blow from the lasers, much like a vulture swooping down for carrion.
In the case that the Mad Dog must retreat or face down heavier opponents, it can adequately do such as well, as the pulse lasers it mounts are much more accurate than standard lasers, allowing it to move and fire at the same time. This allows it to stall opponents and slowly back into a more defensible position, although overheating may become an issue.
Variants:
* Alt. Config. A - The Mad Dog A can bring devastating fire on targets at any range, mounting an ER PPC and an LB 5-X AC, with which it can easily cripple enemies from long range. Should it get close enough, its six SRM-6 racks ensure the demise of nearly any foe.
* Alt. Config. B - A more general purpose configuration, the Mad Dog B mounts more laser weaponry, with two ER Large Lasers in the left arm, and three Medium Pulse Lasers in the other. For additional long-range firepower, the Mad Dog B mounts only one LRM-20 having replaced the other with two Streak SRM-6 launchers.
* Alt. Config. C - The Mad Dog C greatly differs from the other configurations, having replaced its entire weapon load with two massive Gauss Rifles for a powerful long-range punch.
Captain Nash's Analysis: Inner sphere mech builders have yet to give the 60 ton weight class a good mech. Clanners however could have stopped with their first 60 ton design, the Vulture. Capable of dishing out damage like an Inner sphere assault mech, The Vuture is one to worry about. I would give it target priority over almost any other mech, if it gives you the chance. Most likely it will be hanging in the back throwing volley after volley of LRM's at you. Weakness is the armor...Team up and drop this bad boy before he drops you.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=593
Type: Battlemech
Name: Mad Dog (Vulture)
Mech Class: Heavy
Weight: 60 Tons
Tech Base: Clan (Omni)
Description:
The Mad Dog is a heavy Clan OmniMech used for long-range indirect fire support. With hunched shoulders, a protruding head, and reverse-jointed legs, the Mad Dog resembles a vulture, so much so that it was codenamed Vulture and Hagetaka ("Vulture" in Japanese) by the Inner Sphere forces which first encountered it. The name also fit the battlefield role of the Mad Dog; the main role of the Mad Dog is to act as a support 'Mech, and it often holds a hill maintaining constant watch over the entire battlefield, like a vulture waiting for its prey. With its ample firepower and decent speed of 86.4 km/h, it makes a highly mobile firing platform, and as such has spread to near ubiquity among the forces deployed by the Clans, although the design is favored more by Clan Ghost Bear MechWarriors. The Mad Dog carries eight and a half tons of Ferro-Fibrous armor for decent protection, although it will not be able to stand up to heavy fire.
The Mad Dog was designed by Clan Smoke Jaguar as a second generation OmniMech based on the original heavy OmniMech of Clan Coyote. The Mad Dog also used some of the same moulds of the Clan Wolf Timber Wolf OmniMech. However, despite using some of the same moulds (which might be viewed as high praise), the Mad Dog was named as a slur to Clan Wolf and the Timber Wolf. Because of its widespread production, most Clans maintain a large number of Mad Dogs in their toumans.
Armament:
For its fire support purposes, the Mad Dog is armed with twin shoulder-mounted LRM-20 missile racks, which allow the 'Mech to inflict heavy damage on any opponent it may target. The Mad Dog is also more than capable of going on the offensive, mounting dual large and medium-sized pulse lasers, one on each arm. Mad Dog pilots have been known for showering missiles on opponents before swooping down with a finishing blow from the lasers, much like a vulture swooping down for carrion.
In the case that the Mad Dog must retreat or face down heavier opponents, it can adequately do such as well, as the pulse lasers it mounts are much more accurate than standard lasers, allowing it to move and fire at the same time. This allows it to stall opponents and slowly back into a more defensible position, although overheating may become an issue.
Variants:
* Alt. Config. A - The Mad Dog A can bring devastating fire on targets at any range, mounting an ER PPC and an LB 5-X AC, with which it can easily cripple enemies from long range. Should it get close enough, its six SRM-6 racks ensure the demise of nearly any foe.
* Alt. Config. B - A more general purpose configuration, the Mad Dog B mounts more laser weaponry, with two ER Large Lasers in the left arm, and three Medium Pulse Lasers in the other. For additional long-range firepower, the Mad Dog B mounts only one LRM-20 having replaced the other with two Streak SRM-6 launchers.
* Alt. Config. C - The Mad Dog C greatly differs from the other configurations, having replaced its entire weapon load with two massive Gauss Rifles for a powerful long-range punch.
Captain Nash's Analysis: Inner sphere mech builders have yet to give the 60 ton weight class a good mech. Clanners however could have stopped with their first 60 ton design, the Vulture. Capable of dishing out damage like an Inner sphere assault mech, The Vuture is one to worry about. I would give it target priority over almost any other mech, if it gives you the chance. Most likely it will be hanging in the back throwing volley after volley of LRM's at you. Weakness is the armor...Team up and drop this bad boy before he drops you.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=593
Smoke Jaguar Dossier: Huntsman (Nobori-nin)
Smoke Jaguar Dossier
Type: Battlemech
Name: Huntsman (Nobori-nin)
Mech Class: Medium
Weight: 50 Tons
Tech Base: Clan (Omni)
Description:
The Huntsman was first seen by Inner Sphere forces during the Battle of Luthien. A DCMS officer designated it the "Nobori-nin" (banner-bearer) after the fin-like object that rises from its back. No expense has been spared in the construction of this front-line OmniMech that uses an Extra-Light Engine, Endo Steel structure, and nine tons of Ferro-Fibrous armor. Five jump jets enable it to leap up to 150 meters at a time.
Armament:
The primary configuration of the Huntsman sports a myriad of weapons. An Ultra Autocannon/2 and Artemis IV-linked LRM-10 provide long-range capability, while four ER Medium Lasers and a Streak SRM-6 make it a vicious close range 'Mech. A pair of Anti-Personnel Pods and a Flamer protect it from conventional infantry, and an Anti-Missile System provides it with some defense against incoming missiles. An Active Probe finds hidden units, and a TAG spotting laser can designate targets for homing artillery strikes.
Variants:
* Alt. Config. A - Useful at all ranges, the first alternate configuration uses an LRM-10 and an LB-X Autocannon/2 at long range. A pair of Large Pulse Lasers are accurate at all ranges, though they necessitated the addition of two double heat sinks.
* Alt. Config. B - The Huntsman B uses an ER PPC at long range. Close in, it can call upon an LB-X Autocannon/10 and a pair of Medium Pulse Lasers. Two Machine Guns can make short work of unarmored infantry.
* Alt. Config. C - This long-range support variant uses an LRM-20, LRM-15, and an Ultra Autocannon/5 for most of its work. An ER Medium Laser, ER Small Laser, and Streak SRM-4 handle units that get in close. A Flamer provides defense against infantry and combat vehicles.
Captain Nash's Analysis: Solid 50 ton Medium Clan mech. More of a brawler than the Nova. Most variants of this mech have two sets of weapons one for long range and one for short, unlike the Nova which seems to focus on one range band with it's weapons. Chances are an alpha strike will get it to overheat, so figure out which range band will hurt you less and engage at that range.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2412
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