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
Tuesday, January 18, 2011
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
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)
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....
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.
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.
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.
- 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).
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.
Primary Objectives:
+ Win at least one honorable duel against the Nova Cats.
+ 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)
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!
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