Showing posts with label Mission #5. Show all posts
Showing posts with label Mission #5. Show all posts

Saturday, January 15, 2011

Mission #5: After Action Report

Here is a run down of the action that happened during our Honor duels with Clan Nova Cat.


Battle #1 - Nova Plateau (Rocky Plain with minimal cover)
Star Colonel Kachotay (Supernova) G2/P1
vs.
Meech (Starslayer) - Mitch
Rock (Bushwacker) - Jay
Pillsbury (Jagermech) - Kyle


Pretty wide open battlefield with minimal cover.  The Bushwacker and the Starslayer closed as the Jagermech sat back and plinked away.  By turn four both the Bushwacker and Starslayer were right next to the Supernova.  Kachotay had done significant damage to the Starslayer, but it was not enough as Meech put a Large laser and a Medium laser into the head of the Clan Assault mech.  Ending the battle with all three Mechwarriors still standing. (they then took over running some of the clan mechs...which sped up the night tremendously.)


Winner: Lucky 7th

Lucky 7th:1 , Nova Cats: 0



Battle #2 - HPG site (Firebase and HPG building)
Star Captain Costner (Mad Cat A) G2/P3
vs.
Zombie (Blackjack) - Jeff
Caster (Wolf Trap) - Dereck
Warlock (Firefly C) - Gregg


Star Captain Costner enjoyed the fact the Nova Cats were going to be defending the inner sphere after this battle.  He however was a staunch believer that Clan technology should be kept for Clan warriors and not spread about through the inner sphere.  When he saw one of his opponents was using a Clan mech...he set that mech as a priority target.  The Firefly C was the first to fall.
Costner then split fire equally among the other two mechs.  His cockpit glass was splintered by two of the scatter shot LB rounds, then another round found the SRM ammo in the Mad Cat just as he fired off both his ERPPC's.  The explosion knocked the Star Captain unconscious.  The Explosion ripped his left arm off the Mad Cat and the Right arm was crushed as he fell on it.  His final shots found their mark, one erppc took the head off the Blackjack, killing Mechwarrior Zombie.  The other took out the engine of the Wolf Trap.  Costner awoke hours later, to find he technically would have surrendered due to the loss of both arms.



Winner: Draw
Lucky 7th: 1.5, Nova Cats: 0.5

Battle #3 - Nova City (City terrain, Paved streets)
Mechwarrior Chavez (Nova C) G3/P4
vs.
Priest (Wolverine) - Larry


A truly epic battle.  Both mechs jumped about using cover where ever they could find it in the city.  The Nova C ran out of Ammo with it's Gauss rifle, then with it's SRM4.  The Wolverine ran out of ammo with it's SRM6 and it's Ultra AC5.  Larry had to surrender after his last round of fire from the SRM6, because the Medium laser on his mech was destroyed early in the combat.


Winner: Nova Cats
Lucky 7th: 1.5, Nova Cats: 1.5


Battle #4 - Nova Delta (River, Hills, Scattered forest)
Mechwarrior Hayek (Cauldron Born D) G3/P4
vs.
Maverick (Lineholder) - Fab
Patriot (Centurion) - Lee


Three engine hits did in the Cauldron Born after Mechwarrior Hayek had dropped the Lineholder.  


Winner: Lucky 7th
Lucky 7th: 2.5, Nova Cats: 1.5




Battle #5 - The Badlands (Rocky Pillars)
Mechwarrior Lopez (Peregrine) G3/P4
vs.
Viper (Nightsky) - Scott


Jumping and running about the rocky pillars.  Massed Pulse lasers and the occasional ERPPC shot finding their marks.  The Peregrine took out the left torso of the Nightsky, dropping the XL engine and claiming the victory.  Though it could have easily gone the other way.




Winner: Nova Cats
Lucky 7th: 2.5, Nova Cats: 2.5

The Lucky 7th Won two of their fights, and in return the Nova Cats gifted them a brand new Peregrine class Clan mech.  Star Captain Costner handed over the access codes for the HPG to Captain Nash as was also agreed upon by the late Star Colonel Kachotay.


Well done folks...Now get ready cause we are going back on the offensive!


Nash out.




Mission #5: Killboard, Mechbay, Roster, and Mech Selection order

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 #5.



Next up are the Mech losses.  Players lost...Firefly C, Wolverine, Enforcer, Lineholder, Blackjack, Nightsky and a Wolf Trap.  Command also took the unused Koshi (without the clan weapons), Hollander, and the Shadow Hawk.

As promised, we got a new shipment of mechs to replace our losses.  Maelstrom, Dragon Fire, Venom, Daikyu, Komodo, Crab and a Grand Dragon.  We also were given a Peregrine clan mech from our Nova Cat allies. 

 New look of the Mech Bays with all the changes.


  Mechwarrior Roster after mission #5


Mitch and Kyle, you guys have reached 10 kills. So you can lower your gunnery by 1 if you wish.  You also get another skill which can be chosen from the regular or veteran skill pools. 

Jeff, Gregg, and Lee.  You guys can choose your second regular skill (2 skills for your new guy Jeff).  You also can to choose if you want to spend the 5 kills to improve their piloting or wait til they have 10 kills to improve their gunnery (Like Kyle and Mitch are did).


Here is the mech selection order for Mission #6

Jeff (Dead Mechwarrior Rule)
Kyle (3 Blue Falcon Kills)
Mitch (1 Blue Falcon Kill)
Jay (1 Blue Falcon Kill)
Larry
Fab (More games sessions attended tie breaker)
Scott
Dereck
Gregg
Lee
Derek

Hint for the next mission:  You will be attacking a minor Smoke Jaguar military base.  Can expect to see Mechs, Tanks, Battle Armor and turrets. 

Get Pickin'

After action report for Mission #5 to follow....

Monday, January 10, 2011

Mission #5, Pre-mission notes

Just a couple of notes on Mission #5.

1) We are expecting some sort of snow storm on Wednesday.  I'll be all plowed out and will throw some sand down.  Not knowing what type of snow we will be getting, just make the turn into the driveway slowly.  I've had car slide all the way down it into my garage door before.  Wouldn't want the night to start off on a sour note with someone playing bumper cars outside.

2) Initiative:  We will be doing this a little different due to the dueling.  If the battle is one on one, or once it is down to one on one, we will use the traditional die roll to determine who moves first.  If you guys out number the clanner, we will use cards.  There will be one black card for the clanner and a red card for each of the player mechs.  We will shuffle and flip one of the cards.  If a red card is flipped, any of the player mechs (that have yet to move that turn) may move (You guys are not assigned a specific red card).  That will give you a little flexibility with movement.  Plus I've never liked the all or nothing movement when it is 2 or 3 against one.

3) Salvage:  Realized I didn't mention this yet.  There will be no enemy salvage from this mission.  You can get your reward mech if you win enough of the battles, but you will not be salvaging any clan mechs from the field. 

4) Replacement mechs after this battle.  Command has thrown their full support behind this mission.  Normally it takes quite a while to repair engine or gyro damage.  After this battle command has agreed to replace any destroyed mech or any mech that takes engine or gyro damage with a mech from the faction you choose as a group.  However the guys up north are running low on lighter weight chassis, so any left over mechs will be shipped up north.  So if you want to keep your mech and it has engine or gyro damage, you will have to run it next battle with that engine or gyro damage.  Here is how the post battle mech selection will go.

  • Players that have engine or gyro damage decide if they wish to turn in their mech for a new one.
  • Players will vote on what faction will supply them with new mechs. (Davion, Steiner, Liao, Kurita, Comstar, Rasalhauge, Mercs)
  • New mechs will be supplied from the faction chosen.
  • Players will go through normal mech section process.
  • Unselected mechs will be shipped out and removed from our roster.
5) I'll apologize in advance for those of you that get head shot this time through.  I'm expecting a 50% player mech loss and at least one of you will get the 15 point head shot.  One adjustment to the "What do to if a player dies rule."  When your character dies you get a new character with -5 kills from your total.  The furthest you can fall back is to a skill addition point (5, 10, 15 kills, etc.)  Think of it as a respawn point, once you hit the 5, 10 15 kill mark, you can never fall past that, even on back to back kills.  So if Poe (Rock) were to die this time out. he would fall back to his "respawn" cap of 5 kills.  However this respawn point is set between missions, not during missions.  Your new character will still get credit for the kills of the dead pilot on the last mission, just after he falls back to the "respawn" point.
  • Example: Poe was at 9.25 kills at the start of mission 4.  Giving him a "respawn" point of 5 kills.  During the game he kills the Spider but then is head shot.  The new character (Rock) is made starting with 5 kills, then adds the 1 for the Spider kill, giving him a total of 6.  Rock then writes a new dossier giving him a total of 7 kills.  Rock starts the next mission with a respawn point of 5 kills.  Say Rock gets 3 kills during that mission then is killed.  The new character would be made with a total of 8 kills (respawn of 5 + 3 kills).      
See yah Friday.

Tuesday, December 28, 2010

Mission #5: Recon Video



My first attempt with the new camcorder we got for Christmas.
Walk through of the 5 battlefields. 
Hope you don't get too motion sick.

Mission Briefing: Mission #5

Mission 5: Secure the HPG

  Clan Nova Cat has joined the Star League and turned away from their fellow clanners.  They have embraced their Warden path to an extreme, and now feel they must protect the inner sphere from the invading clans, most notably the Smoke Jaguars.  However these Nova Cats are not without honor, they will not just hand over territory to the Star League that they swore to defend.

  Across worlds attacked by Star League forces in Operation Bulldog, ritual battles have taken place between Star League and Clan Nova Cat forces.  These battles allow the Nova Cats to fulfill their oaths and keep their honor.

Nova Cat forces hold only one small territory, but in that territory is one of the two HPG's on Port Arthur.  Our forces to the North have secured the other one, so without this HPG, the Smoke Jaguars here will be out of communication with the rest of their clan off world. 

Primary Objectives:
+ Win at least one honorable duel against the Nova Cats.
+ Don't Die

Secondary Objectives:
+ Win more than one duel for a Clan mech.
+ Don't lose your mech.

Mission Briefing:
  
  Star Colonel Kachotay is the highest ranking Nova Cat on Port Arthur.  He has been in touch with our commanders up North about one of these ritual Duels for possession of the HPG.  Command left the details in my hands.  Have talking with Kachotay this is what we came up with.
  The Star Colonel has squared off against Inner sphere forces numerous times.  Every time they have not honored Zellbrigen (Clan dueling rules) when he faced them.  He believes that the warriors of the inner sphere are capable of an honorable battle with the proper motivation.  At first he wanted us to follow the dueling rules to the letter, luckily this was after he bid the mechs he would defend with.  With the Star he is bringing there is no way we could have gone one on one with his group.  So he agreed to a couple of concessions.  Here are the rules we must follow.

Rule #1 ) No physical attacks. Any physical attacks made by either side will result in an immediate loss of all duels.

Rule #2)  A mech may surrender at any time. Any mech that has lost the ability to fire any weapon for the remainder of the battle must surrender (Out of ammo or weapon loss).  Any mech that has lost two of it's limbs must surrender.  Any one firing upon a mech that has surrendered will result in the immediate loss of all duels.

Rule #3) Any mech leaving their designated battle area will forfeit their match if they are the last remaining mech of their side in that duel.

Rule #4) Mechs will be assigned to a given duel, and may only engage in that duel.  (This one became a moot point as you will see) 

That's it, everything else is fair game.  Firing on downed mechs, firing to the rear of a mech, multiple units attacking one target are all in play.  How did I get him to agree to these terms.  Well, When I said we would need to have multiple units at the same time against his warriors, he agreed as long as he could pick the battle locations.  So each duel will take place in a separate location, far enough away from the other battles to avoid any temptation of swapping dueling targets.   All of these battle sites are in the Nova Cats area of control.

Battle #1 - Nova Plateau (Rocky Plain with minimal cover)
Star Colonel Kachotay (Supernova) G2/P1
vs.
Meech (Starslayer) - Mitch
Rock (Bushwacker) - Jay
Pillsbury (Jagermech) - Kyle

Battle #2 - HPG site (Firebase and HPG building)
Star Captain Costner (Mad Cat A) G2/P3
vs.
Zombie (Blackjack) - Jeff
Caster (Wolf Trap) - Dereck
Warlock (Firefly C) - Gregg

Battle #3 - Nova City (City terrain, Paved streets)
Mechwarrior Chavez (Nova Prime) G3/P4
vs.
Priest (Wolverine) - Larry
Scrapper (Enforcer) - Derek

Battle #4 - Nova Delta (River, Hills, Scattered forest)
Mechwarrior Hayek (Cauldron Born D) G3/P4
vs.
Maverick (Lineholder) - Fab
Patriot (Centurion) - Lee

Battle #5 - The Badlands (Rocky Pillars)
Mechwarrior Lopez (Peregrine) G3/P4
vs.
Viper (Nightsky) - Scott

All battles will begin with the units at least 750m apart (50" or 25 hexes)


The Star Colonel is so confident that his troops will be successful if you don't resort to physical attacks, that we only need to win One duel for him to give us possession of the HPG.  So what is in it for us after we win one of these battles?  Why continue?  The Nova Cats will award us with a Clan mech depending upon how many battles past the 1st that we win.  Here is the what they have offered.


Win 1 Battle: HPG
Win 2 Battles: HPG and Peregrine Mech
Win 3 Battles: HPG and Cauldron Born Omnimech
Win 4 Battles: HPG and Mad Cat Omnimech
Win 5 Battles: HPG and Supernova Mech.


We will be given one choice of the available weapons load outs should we win one of the Omnimechs.


What's the downside?  Well remember if you take Engine or Gyro damage, it will take Furlow a while to repair your mech. (read as: It will have to sit the next mission which might put you in a smaller mech)

What if we don't win any battles?  I'd rather not think about it, but here it is.  I and all of the Dropship crew (Tina, Furlow, etc...) become a bondsmen of Kachotay and you lose the "Lone Wolf" dropship along with any unused mechs in our bays. (And command has to come up with another ritual battle to secure this HPG).  You guys will continue on, most likely getting transferred to become a line unit up north, while another unit would take over down here.  Like I said, I'd rather not think about it...so win at least one if these things will yah?!


Good Luck!


Nash out. 


OOC: I've run a piece of tape down my two tables. Each battle area will be a 3' x 4' area with the terrain listed ablove.  The one battle will be over on the side table where you guys pick up your mechs, 3' x 4' area as well.  See you on the 14th!

Monday, December 20, 2010

Mission #5: Matchups

Mech selections have been made for Mission #5.
Clickable for a larger image

Mechwarrior roster has been updated...

The red cell designates a Killed in Action during that mission.  Yes, Jay and Scott already have Kills for Mission 5.  They were awarded a "Kill" for their background stories for their characters.  So those of you that have yet to do so...Get writing for an easy kill.

Finally on to the Matchups for Mission #5.  Details still coming in slow, but here are who you will be up against.  (Assuming all 11 of you show up)

Battle #1
Star Colonel Kachotay (Supernova) G2/P1
vs.
Meech (Starslayer) - Mitch
Rock (Bushwacker) - Jay
Pillsbury (Jagermech) - Kyle


Battle #2
Star Captain Costner (Mad Cat) G2/P3
vs.
Zombie (Blackjack) - Jeff
Caster (Wolf Trap) - Dereck
Warlock (Firefly C) - Gregg


Battle #3
Mechwarrior Chavez (Nova) G3/P4
vs.
Priest (Wolverine) - Larry
Scrapper (Enforcer) - Derek

Battle #4
Mechwarrior Hayek (Cauldron Born) G3/P4
vs.
Maverick (Lineholder) - Fab
Patriot (Centurion) - Lee

Battle #5
Mechwarrior Lopez (Peregrine) G3/P4
vs.
Viper (Nightsky) - Scott

Again these matchups are assuming everyone shows.  Easily changed, by tweaking gunnery skills or weapon loadouts on the clan mechs to adjust if folks can't make it on January 14th.

Like I said in a prior post, each of these battles will be taking place separately (meaning each will have their own initiative).  We also will be using a card system for initative.  Meaning in the 3 on 1 battles there will be 3 red cards and one black card.  you will not be tied to one specific card so when a red card is flipped you guys can move any one of your mechs (that hasn't already moved that turn). When the battles get down to one on one we will roll dice for init.  This will give us a slightly more realistic movement phase, rather than the all or nothing it would be with dice. 

Details on where these battles will take place and mission objectives will come with the actual mission briefing. 

That's all for now...

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...

Friday, September 24, 2010

Smoke Jaguar Dossier: Peregrine (Horned Owl)

Smoke Jaguar Dossier

Type: Battlemech

Name: Peregrine (Horned Owl)

Mech Class: Light

Weight: 35 Tons

Tech Base:Clan

Description:
The Horned Owl (or Peregrine, as the Inner Sphere knows it) is a light, fast second-line BattleMech capable of highly accurate fire. A harassing platform, the Horned Owl is also a capable dueling 'Mech. Five tons of Ferro-Fibrous armor provide adequate protection for the light 'Mech.

Armament: 
Armed with a single Large Pulse Laser and a Medium Pulse Laser in each arm, the Horned Owl's devastatingly accurate fire can quickly destroy other light 'Mechs.

Variants:
Horned Owl 2 - This variant trades in its lasers for six LRM-5s  and four tons of ammunition. Though it is entirely ammunition-dependent, this model can provide light Stars with sustained support, as it will not build heat under normal circumstances.


Captain Nash's Mission #2 Analysis:  Details on another of the mechs Merloni spotted in his area.  This guy is very accurate with his fire having all Pulse lasers.  He will make short work of light mechs.  Safe bet that he will be jumping about making himself much harder to hit as well.  


Tech Readout:  http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=926