Wednesday, March 23, 2011

Smoke Jaguar Dossier: Grizzly


Smoke Jaguar Dossier

Type: Battlemech

Name: Grizzly

Mech Class: Heavy

Weight: 70 Tons

Tech Base: Clan

Description:
The Grizzly is a BattleMech that was developed by Clan Ghost Bear scientists in the 30th century. Unfortunately, the design excels at no one thing, so it never carved a niche in the Clan's touman. Thirteen tons of armor are mounted on an Endo Steel frame. Jump jets are mounted so that the Grizzly can leap up to 120 meters at a time. Aside from the jack-of-all-trades, master-of-none moniker, the Grizzly is also poorly engineered. Slagged armor tends to get stuck in joints and weapons, while the actuators are difficult to repair in their own right. Production ceased in 3013 and the remaining 'Mechs were relegated to green Provisional Garrison Clusters.

Armament: 
The Grizzly actually packs a solid long-range punch with a Omega 12-coil Gauss Rifle and a Type X "Short Bow" LRM-10 Launcher. At closer ranges, a brace of pulse lasers provides accurate fire in the form of a Kolibri Delta Series Large Pulse Laser, Kolibri Delta Series Medium Pulse Laser, and a Chi Series Small Pulse Laser.


Captain Nash's Analysis:  Don't let the description above fool you.  This is a scary machine.  It has minimal heat issues so expect to see all of the weapons fire whenever they can.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3293

Smoke Jaguar Dossier: Kodiak

Smoke Jaguar Dossier

Type: Battlemech

Name: Kodiak

Mech Class: Assault

Weight: 100 Tons

Tech Base: Clan

Description:
Able to run at 64.8 km/h, the Kodiak is a relatively fast Assault 'Mech. With seventeen and a half tons of Compound 12A2 armor, incredible firepower, and twenty double heat sinks, it is a successful blend of defense, fire-power, and speed. The Kodiak incorporates the Garret L20 as its communications system, and uses the RCA Instatrack Mark IX for targeting.

Armament: 
The Kodiak's primary armament consists of devastating short-range weaponry; namely the single Series II Ultra AC/20 occupying its entire right side of its torso, and twin Streak SRM-6s situated in the left side of the torso. These powerful weapons enable the Kodiak to savage any foe, but care must be taken with the limited ammunition at the MechWarrior's disposal. The 'Mech supplements its primary weaponry with eight Series 2a ER Medium Lasers, four above each hand set into a claw-like array. The ER Medium Lasers, powered by the fusion power plant, provide hefty firepower long after the ammunition bays have run dry. While the Kodiak is a cruel opponent close up, it is far from defenseless at long-range; mounted directly beneath the engine is a Series 7k ER Large Laser, allowing it to soften up targets as it advances for the kill.


Captain Nash's Analysis:  Play time is over folks.  Now it starts getting real.  I would suggest keeping this beast at least 120m (8") away from you, keeping most all of the weapons it carries out of short range.  If you have to get close, try to stay in the rear or rear left side so it can't bring the Ultra20 or all of the ER mediums to bear on you.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3559

Tuesday, March 22, 2011

Mission #8: Prelude

Tukayyid: 3052.

Seven years ago a great proxy battle was fought on the planet of Tukkayid.  ComStar challenged the invading clans to the battle.  Should the Clans win, ComStar would assist them by limiting the use of their HPG network, thus paving the way to Earth.  But should ComStar win, the Clans would halt their invasion of the inner sphere for 15 years.  ComStar won, letting the Inner Sphere to rebuild it's shattered forces and eventually launch the counterattack called Operation Bulldog.

When the Clans were planning their assault on Tukayyid, they settled many of their disputes through trials and duels.  Four clans demanded the honor of being the first to touch down on Tukayyid.  To be the Honored clan that started the assault that would secure Terra.  The Steel Vipers, Jade Falcons, Ghost Bears and Smoke Jaguars all wished to be that clan.  They would settle which clan would be the first with a trial.  One star of Mechs from each Clan would be matched in a tournament to win the honor.  The Vipers and Falcons faced off in a brutal fight that the Falcons won with their usual tenacity in battle.  The Ghost Bears and Smoke Jags had a more tactical battle, with much more maneuvering by the Jaguars and defensive fighting by the Bears.  The Jags won out then claimed the Ghost Bear mechwarriors as bondsmen and mechs, isorla (prizes of war).  In the final pairing the Falcons and Jaguars had an epic battle, with the Jaguars edging out a victory.  Again the Jaguars took the Falcon Mechs and Warriors as prizes of war.  The Jaguars figuring that by removing those two stars of mechs and mechwarriors that they would weaken the Bears and Falcons.  The Jags figured those stars surely would be part of the Tukayyid invasion force.  The Jaguars would have a slight advantage (at least over the Falcons and Bears) as the clans raced to be the first to achieve their objectives.  For the Clan the achieved their objectives 1st would be honored as ilClan...head clan above all the others.

These two stars of bondsmen were stationed on Port Arthur to learn the way of the Jaguar.  Over the years they one by one were given abtakha (captured warrior adopted by new clan).  Though, these warriors have not seen real combat since those trials.  With the loss of the Clans a Tukayyid, the invasion stopped, and these 10 mechwarriors have been patiently waiting for those years to pass.  Keeping their mechs and skills honed by challenging other Jaguar warriors to honor duels.  They long for combat, and the Jaguars are about to unleash the former Bear and Falcon warriors.

Notable Mechwarriors of those taken isorla:

Star Captain Johnson

Former Ghost Bear.  Star Captain Johnson is the highest ranking of the  former Bears taken in the duels.  Standing nearly seven feet tall, the Ghost Bears put him one of the few mechs that could hold his large frame.  A Kodiak the Smoke Jags have dubbed "The Big Unit". 

Star Commander Damon
Fast rising mechwarrior of the Ghost Bears.  The clean shaven style of the Smoke Jaguars was difficult at first for the young Damon to adjust too, but over the years he has embraced the Jaguar way of life.  His Grizzly class battlemech is the only of kind among Smoke Jags in the Inner Sphere.


Star Captain Sabathia
Sabathia struggled when first becoming a Smoke Jaguar.  Always, wearing his Jaguar uniform slightly askew from the way it should be worn.  It was his way of rebelling against his new masters.  He was the last of the ten mechwarriors taken to be adopted to the Jaguars. Though his Kraken 2 is a brutal addition to the Jaguar forces on Port Arthur.


Star Commander Teixeira
Teixeira might be the best mechwarrior of those taken.  He shows an unusual patience for a Falcon warrior, which translates into his uncanny accuracy.  His performance in the Night Gyr battlemech was so impressive that the Smoke Jaguars signed a contract to purchase more of the Night Gyr chassis from the Jade Falcons.
The remainder of the Ghost Bear and Jade Falcon mechwarriors are average clan mechwarriors at best.  The only thing that makes them different is that they pilot mechs normally found among the ranks of the Bears or Falcons.

Expect to be running into these guys in the near future.  
History lesson over...
Nash out.

(OOC: OK this is really just a reason for me to throw some of my Ghost bear and Jade Falcon paint jobs on the table.  Plus it will get you a look at some different Battlemechs, before the final push with the traditional Smoke Jaguar Heavy / Assault stars.  Don't worry the rest of the Bears / Falcons are in mediums and lights)

Monday, March 21, 2011

Guide to Clan Terms

 
ABTAKHA
An abtakha is a captured warrior who is adopted into his new Clan as a warrior.
 
BATCHALL
The batchall is the ritual by which Clan warriors issue combat challenges. Though the type of challenge varieswith each ritual, most begin by the challenger identifyong himself, stating what is contested, and requesting that the defender identify the forces at his disposal. Following tha challenge, bidding for what forces will contest the challenge takes place. Defenders may request that the attacker risk something of worth comparable to what the defender is risking in the contest.
 
BLOODING
Blooding is the ritual in which a Clan cantidate is officially recognized by his Clan, also known as "whelping" in Clan Wolf. Blooding is a complex, ritualistic ceremony. The cantidate must first demonstrate physical prowess in personal combat against two Clan warriors. Then the cantidate must be verbally defended by Clan warriors when he or she is challenges by representatives from other Clans, or else face those representatives in mortal combat.
 
BLOODHERITAGE
The history of the bloodnamed warriors of a particular Bloodright is called the Bloodheritage.
 
BLOODNAME
Bloodname refers to the surname of each of the 800 Warriors who stood with Nicholas Kerensky during the Exodus Civil War. these 800 are the foundation of the Clans' elaborate breeding program. The right to use one of these surnames has been the ambition of every Clan warrior since the system was established. Only 25 warriors, which corresponds to 25 Bloodrights, are allowed to use any one surname at one time. When one of the 25 Bloodnamed warriors dies, a trial is held to determine who will assume that Bloodname. A contender must prove his Bloodname lineage, then win a series of duels with other competitors. Only Bloodnamed warriors are allowed to sit on the Clan Councils or are eligible to become a Khan or ilKhan. Most Bloodnames have gradually been confined to one or two warrior classes, however, certain prestigous names, such as Kerensky, have shown their genetic value by producing excellent warriors in all three classes (MechWarrior, Fighter Pilot, and Elemental). Bloodnames are determined matrilineally, at least after the original generation. Because a warrior can only inherit from his or her female parent, he or she can only have a claim to one Bloodname.
 
BLOODRIGHT
A specific Bloodname lineage is called a Bloodright. Twenty-five Bloodrights are attached to each Bloodname. A Bloodright is not a lineage as we know the term, because the warriors who successively hold a Bloodrtight might be related only through their original ancestor. As with Bloodnames, certain Bloodrights are considered more prestigous than others, depending largely on the Bloodheritage.
 
BONDSMAN
A captured warrior, called a bondsman, is considered a member if the laborer caste unless and untilthe capturing Clan relases him or promotes him back to warrior status. A bondsman is bound by honor, not by shackles. Custom dictates that even Bloodnamed warriors captured in combat be held for a time as bondsmen. All bondsmen wear a bondcord, a woven bracelet. The base color of the bondcord indicates to which Clan the individual belongs, and the striping indicates which unit captures him.
 
CANISTER
Clan slang for the eugenics program of the warrior caste. It can also refer specifically to the artificial wombs.
 
CHALCAS
Anything or anyone who challenges the Clan caste system is consideres a chalcas.
 
CODEX
Each Warrior;s codex is his or her individual identification. It includes the names of the original Bloodnames warriors from which a warrior is descended. It also includes his generation number, Blood House, and codex ID, an alphanumeric code nothing the unique aspects of that persons's DNA. See also Master Codex.
 
CONTRACT
An agreement can be made between the commanders of two units by which the commander of one may include the units of the other in his bidding for rights to a battle or trial. During the invasion of the Inner Sphere, Cluster commanders within Galaxies frequently made contracts to allow greater, and often more extravagant, bidding, yet still maintain a good mix of BattleMech, Elemental, and fighter combat units.
 
CRUSADER
A Crusader is a Clansman who expouses the invasion of the Inner Sphere and the re-establishment of the Star League by military force. Most Crusaders are contemptuous of the people of the Inner Sphere, whom they view as barbarians, and of freeborns within their own Clans as well.
 
CUTDOWN
The minimum force necessary to win ant trial for which there has been bidding. Bidders who can push their opponent into making a bid below the cutdown are considered clever. Commanders who win with a force smaller than the cutdown are greatly honored.
 
DEZGRA
A fighting unit that disgraces itself is known as a dezgra unit. The name also refers to the ritual whereby that unit is marked and punished. Any unit that refuses orders, panics in the face of the enemy, or takes dishonorable action is disgraced. The unit warriors are given a choice: immediate execution or the dezgra, "disgraced expulsion." In pre-invasion days, dezgra warriors who chose to live were sent to one of several marginally habitable planets and left to survive or die on their own. After five years, the survivors were allowed to return, but without any guarantee of acceptance back into society. Since Tukayyid, some dezgra units have hired themselves out as mercenaries. It is highly unlikely that any Clan will accept a dezgra unit after is has served for five years as a mercenary unit, because Clan warriors consider mercenaries below even th lowest caste. Dezgra units must, by Clan law, remove all Clan markings from their weapons and uniforms and wear what historians would immediately recognize as the crest of the hated Amaris family.
 
ELEMENTALS
Elementals are the elite, battle-suited infantry of the Clans. These men and women are giants, bred specifically to handle Clan-developed battle armor
 
FREE BIRTH
This epithet, used by truborn members of the warrior caste, is a mortal insult to another truborn warrior. It generally expresses disgust or frustration.
 
FREEBIRTH
Freebirth is an epithet used by truborn members of the warrior caste, generally expressing disgust or frustration. If a truborn warrior refers to another truborn as a freebirth, it is a mortal insult.
 
FREEBORN
An individual concieved and born by natural means is called a freebirth. Because the Clans value their eugenics program so highly, a freebirth is automatically assumed to have little potential.
 
GIFTAKE
This is the sample of DNA taken from a dead warrior. The giftake is considered the warrior's best DNA sample, and the one most likely to produce improved warriors.
 
HEGIRA
Victorious Clan warriors sometimes extend the courtesy of hegira to defeated opponents. Hegira allows the opponent to withdraw honorably from the field without further combat or cost.
 
ISORLA
The spoils of battle that warriors can claim as their right, including bondsman, are known as isorla.
 
KHAN
Each Clan elects two leaders, or Khans. One serves as the Clan's senior military commander and bureaucratic administrator. The second Khan's position is less well-defind. He or she is second-in-command, carrying out duties assigned by the first Khan. The second, or junior Khan is also known as the saKhan. In times of great internal or external threat, or when a coordinated effort is required of all Clans, an ilKhan is chosen to serve as supreme ruler of the Clans.
 
KURULTAI
This is a Clan war council. A Grand Kurultai is a war council of all Khans of the Clans. Apparently, a Grand Kurultai may be called only by the ilKhan at any time or place. A normal Grand Council, on the other hand, may only be convened by the petition of three or more Clans, and must be held at the Hall of Khans on Strana Mechty.
 
LOREMASTER
The Loremaster is the keeper of Clan laws and history. The position is honorable and politically powerful. The Loremaster plays a key role in inquiries and trials, where he is often assigned the role of Advocate or Interrogator.
 
MASTER CODEX
The master codex is the master file of the Clans' breeding programs. The master codex records the DNA maps and codex name of every warrior born over the centuries.
 
OATHMASTER
The Oathmaster is the honor guard for ant official Clan ceremony. The position is similar to that of an Inner Sphere serqeant-at-arms, but it carries a greater degree of respect. Teh Oathmaster administers all oaths, and the Loremaster records them. The position of Oathmaster is usually held by the oldest Bloodnamed Warrior in a Clan (if he or she desires the honor), and is one of the few positions not decided by combat.
 
OVKHAN
This is a term of respect reserved for someone of higher rank.
 
POWLESS
The vulnerability that a warrior, particularly and Elemental, feels when forced to fight without his accustomed weapons. The word is probably derived from "powerless."
 
QUIAFF/QUINEG
These expressions are placed at the end of rhetorical questions. If an affirmative answer is expected, quiaff is used. If the answer is expected to be negative, quineg is the proper closure.
 
RANSOM
Clan custom dictates that a warrior who has been successful at his Trial of Bloodright may be rewarded with a gift by the Clan. Depending upon the warrior's success during the Trial, the ransom might range from the right to choose what type of weapon he will use as a warrior to the right to command a special unit. At the time Khan Natasha Kerensky of the Wolves returned from the Inner Sphere and then underwent her second Trial of Bloodright, ilKhan Ulric Kerensky awarded her a ransom of the right to form the Thirteenth Wolf Guards.
 
REDE
One of the many forms honor takes in the Clans, a rede is an honor-bound promise. Breaking a rede may be punised by death.
 
REMEMBRANCE, THE
The Remembrance is an ongoing heroic saga detailing Clan history from the time of the Exodus from the Inner Sphere to the present day. The Remembrance is continually expanded to include contemporary events. Each Clan has a slightly different version reflecting their own opinions and experiences. All Clan warriors can quote whole verses of the marvelous epic from memory, and it is common to see passages from the book lovingly painted in the sides of OmniMechs, fighters, and even battle armor.
 
RISTAR
This term refers to a particularly gifted warrior on his or her way to high position. It is probably derived from the expression "rising star."
 
SATARRA
A Clan council may cast a veto, or satarra, to settle or postpone disputes between castes within their jurisdiction. Satarra is invoked olny when negotiations seen at an impasse and/or threaten to disrupt the work order of the Clna. It seems to be more a ritual than an act of legislation.
 
SAVASHRI
A Clan epithet.
 
SEYLA
This word is the ritual response voiced in unison by those witnessing solemn Clan ceremonies, rituals, and other important gatherings. No one is sure if the origin or exact meaning of the word, but it is uttered only with the greatest reverence and awe.
 
SIBKO
A sibko consists of a group of children produced from the same male and female geneparents in the warrior caste eugenics program. The members of the sibko are raised together, then begin to undergo constant testing. As various members fail at each test, they are transferred to the lower castes. A sibko consists of approximately 20 members, but usually only four or five remain at the time of the final test to become warriors., the Trial of Position. These tests and other adversities may bind the surviving "sibkin" together.
 
STRAVAG
A Clan epithet, probably a combination of the Clan words stran , meaning independent, and vagon, meaning birthing.
 
SURKAI
The surkai is the Right of Forgivness. The Clans honor uniformity in thought and belief above all elsein their society. When warriors disagree, when a Clan disagrees with the Clan Council, or when a member of one caste offends a member of another caste, surkai is expected. It is a matterof pride that the offending party freely admit his wrongdoing and request punishment. Those who show great surkai are held up as examples to others for their willingness to accept the consequences of their independent thoughts. Those who do not show surkai when it is expected of them are viewed with suspicion.
 
SURKAIREDE
The Rede of Forgivness, or surkairede, is the honor-bound agreement between the majority and any dissenters. According to the surkairede, once a dissenter accepts punishment for having disagreed with the majority, he should be allowed to resume his role in society without suffering any further disgrace for having spoken out.
 
TOUMAN
The term given to the fighting arm of a Clan
 
TROTHKIN
Used formally, this term refers to members of an extended sibko. Less formally, a warrior will use the term trothkin when referring to someone he considers his peer.
 
TRUEBORN/TRUEBIRTH
A truborn is a product of the warrior caste's eugenics program.
 
WARDEN
A Warden is a Clansman who believes that the Clans were established to guard the Inner Sphere from outside threats rather than to conquer it and re-establish the Star League by force. Most Wardens were therefore opposed to the invasion of the Inner Sphere.
 
ZELLBRIGEN
This is the Clan word describing the body of rules used to regulate and ritualize duels. Zellbrigen means that combatants engage in one-on-one duels, even if both sides have many warriors. Those not immediately challenged are honor-bound to stay out of the battle intil an opponent is free (meaning he has defeated his enemy.) To attack an enemy already engaged with an opponent is a major breach of Clan code, usually resulting in at least loss of rank.

Mission #7: Mechbay (after action)

Jagermech III (Prototype)
Ok folks here is our current status for mechs after our defense of the HPG station.

We were down to three working Mechs, a Grasshopper, a Starslayer and a Crusader.

Battlefield salvage was pretty slim, you guys did a number on the both the clan mechs you fought and your mechs.

Furlow was able to get the Daikyu up and running again with the spare parts from the mechbase we captured in our first mission.  However, it is the 01 version with the twin Ultra AC5's, rather than the 02 version we had before.

Kumiko has helped us from beyond the grave.  Her Hunchback IIC was mostly unscathed when she took the head hit.  The Hunchback IIC you guys dropped was scrap except for the head.  Furlow has cobbled those two damaged mechs together and we have a fully functioning Hunchback IIC.

Command shipped us a prototype right from the NAIS mech design lab on New Avalon.  Something called a Jagermech III....Don't ask me where the Jagermech II went...I have no clue.  Anyway check the mechbay for what she has for weapons...not a terrible design.

Next, you guys have some fans.
There is a Captain of the 4th Company of the 1st Davion Guards who is fighting up North.  Somehow his unit got a hold of the battle footage of your defense of the HPG.  Captain Pedrioa, apparently bagged a salvagable Jaguar Warhawk and no longer needs his current mech.  After seeing how Meech stood up to a star of advancing Jaguars, he thought his Black Knight 6 that he dubbed "Laser Show" should be sent down to our unit.

Yes, I know that still leaves us quite a few mechs short for the Company to be up to full strength.  Wait for it...

Finally, we no longer have to worry about defending the HPG.  Command has handed the defense (and the facility itself) over to the experts...Comstar.    The white robed techie dudes, were impressed when they saw the facility, and the clan mechs you had taken out.  So, they handed us over a Level 2 of mechs.  Who knows why they call their lance's "Level 2's".  Or why these "Level 2's" are 6 units rather than the standard 4...but I'm not complaining.  We have our first Assault mechs folks.  They gave us an Atlas and a Crockett.  Atlas is still 3025 tech, but seeing as how the upgraded Atlas has an XL engine I'm not seeing the old tech as a bad thing.  The other mechs are are a solid bunch of heavies.  Flashman, Guillotine, Champion, and Exterminator.  Most of these mechs have some new tech, key word being some.  Note the lack of CASE on most of them.

We are also on the heavy side now, I requested a light scout mech through command...seems they are in short supply at this time.  Guess we will have to bag a Clan Light if we want another one on our roster any time soon.

Anyway here is the mechbay...


Nash out.

OOC:  Time to get picking...

As mentioned in the prior post...here is the selection order.
1) Mitch (Blue Falcon, jumps over Fab)
2) Fab (Dead Mechwarrior rule)
3) Jay (Tied with Kyle...tie breaker goes to Kyle with more kills in the last mission, but Jay uses BF)
4) Kyle
5) Scott
6) Larry
7) Dereck
8) Gregg (BF over Derek)
9) Jeff  (BF over Derek...ouch)
10) Lee (BF over Derek...ummm, wow)
11) Derek (who must be sore)

EDIT:  adding Clan salvage sheet.

Saturday, March 19, 2011

Mission #7: Killboard, Roster and Mech Selection order

Well done boys!  That was a close one, you managed to drop both Clan Stars at a pretty high price. Maverick will be missed, but the stand he made in his Penetrator against Star Captain Gehrig in his Warhammer IIC was epic.  It was unfortunate he was under that bridge when his ammo cooked off triggering his ejection.

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 #7.



And the current mech roster.  Command will be sending us a replacement for Maverick.  (OOC: If you have a yellow area next to your name, you need to let me know what you would like added or changed.  Meaning, Larry, Scott and Fab...Do you want the 3 gunnery or maybe drop your piloting by 2.  Also Larry and Scott I need your veteran skill from the skill page.  You may take a 3rd regular skill if you wish...dunno why but you never know.  Likewise Fab, need your three skills.  I need the skills BEFORE I release the list of new mechs you will be getting, so please get picking.  Email me your selections or reply to the blog.  Also Dereck, if you write up your character dossier you can bump up to 10 kills and have all the benefits...3 gunnery, and 3rd skill.)



 More OOC:  We had 5 players help me push Smoke Jaguar mechs, but I didn't keep track of how many player kills those guys got...so to be fair I'm awarding 1 Blue Falcon award for each of those 5 (Mitch, Jay, Jeff, Gregg and Lee.)  So when we have the new mechs...here is the selection order.


1) Mitch (Blue Falcon, jumps over Fab)
2) Fab (Dead Mechwarrior rule)
3) Jay (Tied with Kyle...tie breaker goes to Kyle with more kills in the last mission, but Jay uses BF)
4) Kyle
5) Scott
6) Larry
7) Dereck
8) Gregg (BF over Derek)
9) Jeff  (BF over Derek...ouch)
10) Lee (BF over Derek...ummm, wow)
11) Derek (who must be sore)

So here we are...Skill guys, pick your skills and then I'll tell you what new mechs command is shipping us.

Thursday, March 17, 2011

Mission #7: Meech gets a mech...

  So the player that was to have the 1st pick for mechs was going to be out of town for our March event.  Knowing this rather than secure the best mech, Meech skipped his pick, and I told him he could have 1st pick next mission, no matter what.  But then I got sick and we bumped the event a week and Meech can make it.  So rather than having everyone re-pick, I threw 4 mechs out there for Meech to pick from.

Tried to pick mechs that somewhat fit his skills (Laser, Brawling, PPC)
Here is the Email I sent him... 



 
Giving you 4 to choose from. (Two 80 tonners, and two 75)..tried to select ones that fit your skills or that you might like.  Figure that any one of these might have been taken by you before the Marauder.

Hatamoto-Hi (2 PPC, 4 MPL, one hand, easy upgrade to CM mech if you guys land another c3 master computer, most armor by far) Kurita paint job
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13375

Zues 9S (ERPPC, ERLL, LRM15, MPL, MPL <rear>) no hands, ok not really in your skills area[standard engine, lots of armor, great range] Davion green or Steiner blue white paint job
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=694

Black Knight 6  (PPC, 2LL, 4ML, 2 hands) This one can use all your skills, wanted to give you an option with two hands for brawling.  Only 20 regular HS so heat can be an issue with this one, but base to base you could shoot 2 ll, 2ml and punch twice.  Comstar white, Davion green or a merc Steel grey paint job.
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5210

Falconer (Gauss, ERPPC, 4 ML, fastest of the bunch, no hands) has 10 Double HS...link shows only single hs and is wrong.  Only one of the 4 with an XL engine, but also moves 5/8/5 where the others are slower. Davion Green paint job.
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=901

I expect to hear from Meech any time now.  I think I gave him some good alternatives to the Marauder.  
So which one do you guys think he should take?