Showing posts with label Battlemech. Show all posts
Showing posts with label Battlemech. Show all posts

Tuesday, May 31, 2011

Smoke Jaguar Dossier: Marauder IIC

Smoke Jaguar Dossier

Type: Battlemech

Name: Marauder IIC

Mech Class: Assault

Weight: 85 Tons

Tech Base: Clan

Description:
The Marauder IIC is based upon one of the most iconic BattleMechs in existence, the Marauder. It is ten tons heavier than its Inner Sphere cousin and is a great deal more powerful thanks to Clan technology. The 'Mech carries eleven and a half tons of Ferro-Fibrous armor on an Endo Steel frame. It is to the credit of its engineers that no production variants appeared until a wellspring of new technology emerged in the 3050s and '60s.

Armament: 
The Marauder IIC is armed with three of one of the most powerful weapons in the Clan arsenal, the ER PPC. An enterprising MechWarrior can use volley fire to keep up a steady barrage. When enemies close, the IIC can add a pair of Medium Pulse Lasers and four ER Small Lasers to its already-destructive firepower. Twenty-one double heat sinks keep heat levels manageable.





Captain Nash's Analysis:  Very Nice machine.  Same weight class as the Warhawk and just as deadly.  Dangerous at all ranges. 
(OOC: Ok I realized that I had not put one of these on the table yet, and it is a rare chance that I get to run what I consider one of the best looking mechs in the game.  So I took out the Warhawk Posada was in and placed him in a Mad IIC instead)


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=877

Wednesday, May 25, 2011

Smoke Jaguar Dossier: Executioner (Gladiator)


Smoke Jaguar Dossier

Type: Battlemech

Name: Executioner (Gladiator)


Mech Class: Assault

Weight: 95 Tons

Tech Base: Clan Omni

Description:
Fast and powerful, the Executioner, known as the Gladiator in the Inner Sphere, is an assault OmniMech often deployed by Clan Ghost Bear. Though originally produced by Clan Ghost Bear, design schematics for the Executioner were actually acquired in a trial with Clan Burrock (sometime after the Ghost Bears began to acquire and develop Omni-technology in 2873).

The Executioner took time to develop from the schematics, however, as the Ghost Bears originally decided to splice the design with the Kodiak BattleMech (still in the planning stages), creating an Omni-Totem 'Mech. When the two designs were eventually deemed too incompatible in early prototypes, the projects were split again, quickly creating the Executioner and eventually creating the rugged second-line totem Kodiak BattleMech. The only other Clans who have had great success with producing configurations of the Executioner were the Smoke Jaguars and the Burrocks, who drew up the original blue prints.

Using a massive Heavy Force 380 XL Engine, the Executioner has a top speed of 64.8 km/h. A MASC system enhances the top speed to 86.4 km/h (albeit only in short bursts), and four permanently mounted Pryzhok WM10 jump jets give the 'Mech the ability to propel itself 120 meters into the air. This unusual emphasis on speed gives the Executioner unmatched speed for its weight class, as it is often capable of keeping up with 'Mechs twenty or thirty tons lighter than itself. The Executioner also carries thirteen and a half tons of Ferro-Fibrous armor, which is below average for its weight class, but generally adequate. Sixteen double heat sinks are mounted to cool the 'Mech down.

Armament: 
The Executioner's primary configuration uses its mobility to keep enemies as far away as possible. A Gauss Rifle is the 'Mech's primary weapon, backed up by dual ER Large Lasers, which give it excellent direct firepower. For use against soft targets and possibly any light vehicles that manage to close the ranges, the Executioner carries two Machine Guns. This makes the 'Mech very effective in an open battlefield, but makes it virtually useless should it encounter a faster enemy with enough firepower, or a physical barrier.

Variants
* Alt. Config. A - The Executioner A equips the 'Mech with much needed close-range firepower. Three Large Pulse Lasers can inflict excellent damage, and are more accurate, to compensate for any jumping the Executioner A may be doing. Four ER Medium Lasers back this up, and this configuration also carries the Machine Guns of the primary configuration.

* Alt. Config. B - The Executioner B is configured to be able to engage an enemy at any range. For long range combat, the 'Mech carries a deadly ER PPC. When an enemy closes ranges, the Executioner B has a rapid-fire, and also deadly Ultra Autocannon/20, which is backed by an ER Medium Laser. To shield the 'Mech from indirect fire, the Executioner B also mounts an Anti-Missile System.

* Alt. Config. C - Armed in a similar vein as the B configuration, the Executioner C mounts an LRM-20 missile rack as a long-range, indirect-fire weapon. An Artemis IV FCS is attached to the LRM for increased accuracy. The Executioner C also carries an Ultra Autocannon/20, which is also backed by a laser, although it has been downgraded to an ER Small Laser. A Targeting Computer is attached to the laser and autocannon, greatly improving their accuracy.

* Alt. Config. D - Another close combat configuration, the Executioner D mounts a plethora of various pulse laser weapons, which have increased accuracy to compensate for the movement the Executioner D will likely be doing. The right arm mounts a Large Pulse Laser as a primary weapon-- this is supported by an additional three Medium Pulse Lasers, and the support is supported by an array of five Small Pulse Lasers. An ER Small Laser provides some more variation, and the Executioner D also mounts two SRM-6 racks to exploit-or more accurately, explode-breaches in enemy armor. However, no additional heat sinks are mounted, and the 'Mech may overheat if too many weapons are fired at once. 



Captain Nash's Analysis:  In a Heavy mech I would be afraid of this thing.  In an Assault, I would knock it down and move on to a more dangerous target.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=646

Smoke Jaguar Dossier: Phoenix Hawk IIC


Smoke Jaguar Dossier

Type: Battlemech

Name: Phoenix Hawk IIC


Mech Class: Assault

Weight: 80 Tons

Tech Base: Clan

Description:
In a rare fit of technological innovation, scientists from Clan Steel Viper decided to base a new assault-class BattleMech on the old Phoenix Hawk chassis. The resulting design, known as the Phoenix Hawk IIC is almost twice as heavy as the original, though it is severely under-gunned for an assault 'Mech due its incredible speed for a 'Mech its size. Only the use of an XL Engine, Endo Steel, and ten and a half tons of Ferro-Fibrous armor saved it from being totally useless. Though in many ways it resembles the combat prowess of the Inner Sphere's Charger, the Phoenix Hawk IIC also mounts five jump jets, enough to propel it 150 meters in a single leap. It is a 'Mech that seems designed for physical combat in a Clan culture that looks down upon the use of melee attacks.

Following the introduction of the OmniMech by Clan Coyote, the Phoenix Hawk IIC saw itself relegated to second-line status. After Clan Diamond Shark acquired the specifications for the design in the 3060s, they restarted production at Trellshire Heavy Industries on Twycross, possibly to sell to Inner Sphere customers.

Armament: 
The main armament of the Phoenix Hawk IIC is the paired Ultra Autocannon/10s, each of which has a three-ton ammunition bin it can draw on. A pair of Machine Guns provide extra firepower that is most useful against unarmored infantry. Ten double heat sinks are more than adequate to deal with all heat generated by the 'Mech.


Captain Nash's Analysis:  Can't quite figure this one out.  In the Arenas of Solaris this mech might be one of the best possible designs.  But for a clanner on the battlefield...it is lacking.  Still an 80 tonner that can Jump like a medium is nothing to sneeze at.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=877

Smoke Jaguar Dossier: Stone Rhino (Behemoth)

Smoke Jaguar Dossier

Type: Battlemech

Name: Stone Rhino (Behemoth)


Mech Class: Assault

Weight: 100 Tons

Tech Base: Clan

Description:
Considered a mistake, the original design of the Stone Rhino was known as "Amaris' folly". Developed in a project whose objective was to create a BattleMech able to withstand an entire BattleMech company assault, these machines were to be launched into mass production and used to stop General Aleksandr Kerensky in his attempt to retake Terra. The prototype was described as a monstrosity whose leg actuators shut down during its first test run, so the project was summarily scrapped.

The Stone Rhino was one of the most remarkable surprises sprung upon the Inner Sphere by the invading Clans. Since the Inner Sphere forces knew about the Amaris Behemoth that was the name they gave to the 'Mech.

Bringing awesome firepower, those machines cannot be used effectively by commanders because they cannot afford to lose one. Mainly seen in Clan Smoke Jaguar, only a small number of those beasts have been described. No other Clan appeared to field this design, but because it is a venerable design, other Clans are suspected to possess some, widely spread throughout their toumans.

The Stone Rhino made use of eighteen tons of standard armor. It could jump up to ninety meters in one bound.

Armament: 
The design featured Large Pulse Lasers in each arm, twin Gauss Rifles in the torsos fired through the dorsal barrel, and an almost superfluous Small Pulse Laser located just below the cockpit. The Stone Rhino also sported an interesting feature; each arm contained a retractable, shock-absorbing cowl covering the weapon barrels. This allowed MechWarriors to use the arms as battering rams without damaging the weaponry.


Captain Nash's Analysis:  Yet another monster.  You guys will have to remember to focus fire with all these Clan assaults stomping around.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=919

Smoke Jaguar Dossier: Highlander IIC


Smoke Jaguar Dossier

Type: Battlemech

Name: Highlander IIC


Mech Class: Assault

Weight: 90 Tons

Tech Base: Clan

Description:
One of the most popular Star League BattleMechs, many a Highlander accompanied General Aleksandr Kerensky into exile. Some were mothballed, but many found their way into the toumans of the Clans. As technology advanced, the weapons systems were upgraded until the design known as the Highlander IIC finally emerged. Though no new Highlanders have been produced in over a century, several hundred are still in scattered use throughout the touman of every Clan.

With the use of newer, lighter weapons, the damage potential of the Highlander has roughly doubled. The IIC also contains enough ammunition that it rarely needs to conserve any during Trials. Clan scientists were forced to rearrange the placement of some weapons within the 'Mech to allow it proper ammo feeds, but the design is largely unchanged. It carries the maximum amount of Ferro-Fibrous armor that can be crammed on the frame, fourteen and a half tons. As with the original, the IIC carries enough jump jets to move up to ninety meters at a time, allowing MechWarriors to execute the "Highlander Burial".

Armament: 
At long range, Highlander IIC pilots have an EMRG "Captain" Series Gauss Rifle and a Type XXVI "Great Bow" LRM-20 launcher at their disposal. Once enemies are closer, they can bring a pair of MPA-14 Mod. 12a Streak SRM-6 launchers and a trio of Series PPS-VIII Medium Pulse Lasers into the fray. Twelve double heat sinks keep heat mostly in check. 


Captain Nash's Analysis:  If I was still piloting Battlemechs...this would be my ride.  It has it all, Armor, firepower, jump jets...and it looks pretty cool too.  Combined fire will be needed to drop this one.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1028

Smoke Jaguar Dossier: Dire Wolf (Daishi)

Smoke Jaguar Dossier

Type: Battlemech

Name: Dire Wolf (Daishi)


Mech Class: Assault

Weight: 100 Tons

Tech Base: Clan Omni

Description:
The Dire Wolf is one of the OmniMechs that became feared throughout the Inner Sphere during the initial Clan Invasion, and rightly so. The Dire Wolf weighs in at an impressive one hundred tons and has a relatively slow cruising speed of 54 km/h provided by a 300 XL engine. Its armor protection matches that of an Atlas, but it has superior potential firepower with fifty and a half tons of free pod space for weapons and equipment. It is these traits which saw the 'Mech christened Daishi (Japanese for "Great Death") by the criminal underbelly of the Draconis Combine, a name that would be proven grimly accurate time and time again.

The Dire Wolf was the brain-child of the Clan Wolf scientist caste, but was actually first produced by Clan Smoke Jaguar. Hearing rumors that Clan Wolf was developing the "Ultimate Assault OmniMech", the Jaguars won the plans and production rights in a trial that, rumor has it, was fought dishonorably. Production commenced on Huntress in 3010. In 3019, Clan Wolf began production of the OmniMech on Strana Mechty as well; Star Colonel Ulric won a trial of possession to expand manufacture into Clan Wolf. Beyond the limited manufacture of the Dire Wolf on Outreach, all Dire Wolves outside of Clans Smoke Jaguar and Wolf (or the Wolf's Dragoons) are either gifts, isorla, or were acquired through trade.

Armament: 
In its primary configuration, the Dire Wolf carries an extensive long range payload that is backed up by good close combat weapons. The primary long range weapons are four ER Large Lasers which give the Dire Wolf an impressive long range punch. These are backed up by two Ultra Autocannon/5s for even more direct fire capability and an LRM-10 launcher giving the Dire Wolf some indirect fire capabilities. For close combat, the Dire Wolf has a simple yet effective array of four Medium Pulse Lasers.

Variants
* Alt Config A - The A configuration of the Dire Wolf is configured to engage its enemies at a variety of ranges. The primary long range weapon carried in this configuration is a Gauss Rifle. This is backed up by three impressive Large Pulse Lasers which are effective at any range. For close combat, the A configuration carries two Streak SRM-6 launchers and for additional defense against incoming missiles it carries an Anti-Missile System.

* Alt. Config. B - The B configuration is armed for long range engagements with four Ultra Autocannon/2s which have a reach of 810 meters and are backed up by a pair of ER PPCs for even greater punch. An LB-X Autocannon/10 provides excellent medium to long range firepower and allows the Dire Wolf B to act in a variety of roles including vehicle hunting and anti-aircraft. For close combat, the B configuration has two Medium Pulse Lasers and an ER Small Laser.


Captain Nash's Analysis:  The pinnacle of Clan warmachines.  Use the C3 network and drop this one fast. Lethal at all ranges and the armor to keep it in the fight for quite a while.




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=590

Wednesday, April 13, 2011

Smoke Jaguar Dossier: Rifleman IIC



Smoke Jaguar Dossier

Type: Battlemech

Name: Rifleman IIC

Mech Class: Heavy

Weight: 65 Tons

Tech Base: Clan 


Description:
The Rifleman IIC is an upgrade of the venerable Rifleman BattleMech. Five tons heavier than the design it is based on, the Rifleman IIC is also slower. This creates a great deal more room with which to mount other equipment. Further weight savings are found in the use of an Endo Steel frame. One of the first upgrades to the design was maxing out its protection, with eleven tons of Ferro-Fibrous armor. The vaunted anti-aircraft 'Mech is aided in its role by the inclusion of an Active Probe. To compensate for the loss of speed, the IIC mounts three jump jets than can propel the 'Mech up to ninety meters in one leap.

Armament: 
Simple, straightforward, and accurate; the Rifleman IIC is armed with four Large Pulse Lasers. This allows it to pick apart enemies from a respectable range, as well as easily target incoming aircraft. A single ER Small Laser is installed, seemingly as an afterthought. Nineteen double heat sinks keep heat mostly in check, though volley fire should be used.

Variants:
Rifleman IIC 2 - This variant removes all of the weapons and equipment, and replaces them with four Ultra Autocannon/2s and six tons of ammunition. The weight saved, plus a half ton from armor, is used to upgrade the engine to allow the 'Mech a top speed of 64 km/h. MechWarriors must be exceptionally wary of the large, vulnerable ammo bins.


Captain Nash's Analysis:  This is your fast / light mech killer.  Quad Large Pulse lasers...she is not going to miss much.  Though it is a 65 ton mech that is the same speed as an Atlas...that is your advantage.  Stay out of range of those LPL's and drop this one with long range fire.       

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=887

Smoke Jaguar Dossier: Warhawk (Masakari)

Smoke Jaguar Dossier

Type: Battlemech

Name: Warhawk (Masakari)

Mech Class: Assault

Weight: 85 Tons

Tech Base: Clan (Omni) 


Description:
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated of the return to the Inner Sphere, when the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, often paired with the Daishi, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari, a Japanese battle-axe used on medieval Terra, from warriors within the DCMS who faced it.

Though it appeared in the Toumans of number of other Clans such as the Ghost Bears and Jade Falcons, with the Jaguars jealously guarding production, all examples of the highly prized 'Mech were battlefield salvage.

The Warhawk was powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted thirteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the waste heat produced in its various configurations, it carried an awesome twenty double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate.

Armament: 
In its primary configuration, the Warhawk had an impressive arsenal of long range weapons which were centered around four ER PPCs that took advantage of the 'Mechs Targeting Computer. While unable to fire all of the ER PPCs at once it could use a volley fire strategy to manage its heat. These were backed up by an LRM-10 launcher that allowed the Warhawk a secondary weapon that can be utilized for long range combat.

Variants:
* Alt. Config. A - Configured for a more all around combat role, the Warhawk A had two ER Large Lasers for long range combat. These were supported by an LB 10-X Autocannon that could fire both solid and cluster ammunition and an LRM-15 launcher capable of providing long range missile fire support. For close combat, the 'Mech mounted a highly accurate Streak SRM-6 launcher.

* Alt. Config. B - The B configuration of the Warhawk was a generalist rather than focused variant. For long range combat, the 'Mech carried a Gauss Rifle which could do a great deal of damage at long range. For close combat, the 'Mech had three ER Medium Lasers and a single ER Small Laser as well as two SRM-6 launchers. Finally, the 'Mech also carried a Narc Missile Beacon launcher which was capable of tagging a 'Mech with a beacon that can be used by friendly units for more accurate missile fire on the designated target.

* Alt. Config. C - The C configuration was a sort of compromise on the Primary configuration of the Warhawk. The 'Mech carried two ER PPCs for deadly accurate long range fire, supported at close range by a pair of powerful and already highly accurate Large Pulse Lasers, the lethality of all four weapons only increased by the Targeting Computer. The 'Mech carried a Flamer as well for use against infantry and mounted three additional double heat sinks to handle the 'Mech's heat load.


Captain Nash's Analysis:  To be honest I'm quite surprised we have yet to run into a Masakari.  Though lighter these things scare me more than many clan 100 tonners.  The Prime with it's quad ERPPC's is downright nasty.  The A has no heat issues and can alpha strike constantly.  The B seems oddly under gunned.  Where the C version is one of the most feared mechs the clanners have.  Rumor has it Galaxy Commander Jeter pilots the C configuration of the Warhawk.    

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=620

Smoke Jaguar Dossier: Shogun SGH-2F

Smoke Jaguar Dossier

Type: Battlemech

Name: Shogun SGH-2F

Mech Class: Assault

Weight: 85 Tons

Tech Base: Inner Sphere 

Description:
The Shogun began production before the Star League fell and eventually was thought to be lost to the Succession Wars. The 'Mech suddenly reappeared when the Wolf's Dragoons showed up and had the Shogun in their forces in sizable numbers. The 'Mech was intended to be used as an urban combat 'Mech where its jumping distance and slow speed makes it able to easily traverse the close confines of a city.
Armament: 
Though built for close combat, the weapons payload on the Shogun is built for long range combat. The 'Mech carries as its primary weapon a Magna Firestar ER PPC and two Coventry Star Fire LRM-15 launchers which allow the 'Mech to engage an enemy very effectively at long ranges. The 'Mech does carry two Thunderstroke SRM-6 launchers for close combat, allowing the 'Mech to find any weak spots in an enemy's armor when they do get to close ranges with the Shogun.

Variants:
* SHG-2E - Downgraded by the Dragoons to Succession Wars era technology the 2E simply carries a Hellstar PPC in place of the ER PPC. Otherwise, the 2E is completely identical to the 2F model. Ironically, because the 2E uses an older PPC model, the PPC produces less heat at the cost of a shorter range than the 2F model, making the 'Mech's waste heat easier to manage.

* SHG-2H - The original Shogun model is similar to the 3050's era SHG-2F, addingArtemis IV fire control systems to the LRM racks. The SRM-6 racks are replaced with four Streak SRM-2 launchers, which share a single ton of ammunition. A head mounted Medium Pulse Laser and a Medium Laser in the center torso rounds out the weapons. Ferro-Fibrous armor and CASE protect the 'Mech.

* Shogun C - A complete redesign of the Shogun using Clan technology that is used exclusively by the Wolf's Dragoons mercenary unit, the Shogun C is armed with two LRM-20 missile racks with an Artemis IV fire control system for greater missile accuracy. The 'Mech also carries an ER PPC and four Streak SRM-6 launchers, giving it a devastating close range damage capability

Captain Nash's Analysis:  One of these Shogun C's has been seen on Port Arthur.  Must have been a salvage job from Luthien, when the Dragoons faced the Jaguars.  Figure whoever is in this mech must be smart enough to realize a good design, rather than just sticking with a clan designed mech.  Dangerous at range with the Twin LRM20's and ERPPC.  But up close the Quad Streak 6 packs are pure evil.  Do not approach this mech if you are armor thin in any area.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=630

Wednesday, March 23, 2011

Smoke Jaguar Dossier: Fire Moth (Dasher)

Smoke Jaguar Dossier

Type: Battlemech

Name: Fire Moth (Dasher)

Mech Class: Light

Weight: 20 Tons

Tech Base: Clan (Omni)

Description:
The Fire Moth is a light Clan OmniMech intended for scouting, and is often deployed by Clan Ghost Bear. With a running speed of 162.0 km/h, accelerating up to 216.0 km/h with the MASC system installed on the 'Mech's chassis, the Fire Moth is easily one of the fastest designs ever created, the reason the Inner Sphere gave it the codename of Dasher.

The Fire Moth was originally designed by Clan Cloud Cobra scientists as an infantry support OmniMech. The high-placed arms were positioned in order for a pair of infantry "pods" underslung on the arms of the prototype Fire Moth. Designed to ease transporting elementals into battle, the "pods" were discarded after the first field test, but the arms were never adjusted.

Clan Ghost Bear came into possession of the Fire Moth when Clan Cloud Cobra traded the design for 5 years of trade considerations. Both the Ghost Bears and Clan Hell's Horses make extensive use of the Fire Moth for reconnaissance, dueling and infantry support. Because the Fire Moth is poorly armed and armored, and infantry support is a lack-luster assignment, the Fire Moth is frequently assigned to warriors who are older and lack bloodname before they reach solahma units. These warriors tend to be extremely aggressive.

Typical of many light 'Mechs in its liberal use of lightweight materials, the Fire Moth's superior speed comes from its 200 XL Fusion Engine. An Endo Steel chassis saves additional space. Two tons of Ferro-Fibrous armor act as the only barrier between an enemy and the 'Mech's fragile internals, although the 'Mech relies much more on its speed than its durability for survival. The standard preinstalled ten double heat sinks have little trouble dissipating the 'Mech's heat.

Armament: 
For such a light design, the Fire Moth has an excellent array of short-range weapons in its default configuration, one of the reasons for its superb performance in raids and guerilla warfare. Each arm mounts an ER Medium Laser as primary weapons. An SRM-6 and SRM-4 rack provide the Fire Moth with additional striking capability and allow it to exploit breaches in enemy armor. However, the heavy weapons load means that the Fire Moth lacks advanced electronics of any sort.

Variants:
* Alt Config. A - Taking advantage of the 'Mech's ridiculous speed, this configuration acts as an artillery spotter and a typical scout, mounting an Active Probe for detecting hidden units and a TAG system for designating artillery fire. The weapons payload was greatly reduced to fit in the electronics, however, and the Fire Moth A mounts only a single Streak SRM-4 for self-defense.

* Alt Config. B - A close combat configuration, the Fire Moth B replaces the ER Medium Lasers with Medium Pulse Lasers. Dual Machine Guns easily dispose of any infantry the 'Mech may encounter, and an A-Pod secures the 'Mech's legs against any that manage to close in.

* Alt Config. C - An attempt to use the design for indirect fire support, the Fire Moth C mounts dual LRM-5 missile racks, as well as an Anti-Missile System to prevent any retribution by its target.

* Alt Config. D - A simple harasser and guerrilla warfare specialist, the Fire Moth D simply utilizes five ER Medium Lasers for excellent short-range firepower, made all the more deadly by an advanced Targeting Computer. This configuration also mounts a Flamer for anti-infantry and incendiary use.


Captain Nash's Analysis:  Hit this mech once and it should drop.  Trouble is hitting it, she is one of the fastest you have faced.  Normally used in a scout role or a fast troop transport for Battle Armor.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=580

Smoke Jaguar Dossier: Cougar


Smoke Jaguar Dossier

Type: Battlemech

Name: Cougar

Mech Class: Light

Weight: 35 Tons

Tech Base: Clan (Omni)

Description:
After the Refusal War with Clan Wolf, Falcon Khan Marthe Pryde decided to upgrade the 'Mechs her Clan fielded as they rebuilt. Rather than waste precious resources designing a new OmniMech from the ground up, she instructed her scientists to improve upon existing designs. The design the scientists chose to modify was the Adder. Though the two 'Mechs are visually similar and share the same weight, the Falcon Cougar is slower and better armed, though it only has five and a half tons of Ferro-Fibrous armor. This process enabled the Falcon scientists to produce a new design in roughly half the time it would have taken them otherwise.


Though the Cougar first appeared among Jade Falcon forces during the battle of Coventry, it has since been seen in other Clan forces, most notably Clan Smoke Jaguar, where it was first spotted on Port Arthur during Operation Bulldog. Because it was built on the original Puma chassis and looks very similar to that 'Mech, many Inner Sphere units mistakenly believed they knew the Cougar's capabilities. Not many lived to learn from their mistakes.

Armament: 
The Jade Falcon scientists continued to closely mimic the Adder in the Cougar's weapon systems. The primary configuration uses a pair of LRM-10s and Large Pulse Lasers for a combination of direct and indirect fire support.


Variants:
* Alt. Config. A - The most popular alternate configuration, the Cougar A is built around a pair of LRM-20s, each with an Artemis IV FCS. This configuration is supported by a pair of ER Medium Lasers and a Small Pulse Laser.

* Alt. Config. B - Similar to the Adder Prime, the Cougar B uses a pair of ER PPCs for direct fire support. It has an ER Medium Laser for close range. Six additional double heat sinks help to dissipate the heat these weapons generate.

* Alt. Config. C - A configuration that has more of a mixture of long- and short-range weapons, the C is built around a single Gauss Rifle. It is complemented by five ER Medium Lasers that allow the Cougar C to stay on the field for a long time.

* Alt. Config. D - The final original configuration which uses an ER Large Laser and an Ultra Autocannon/10 for sniping and a pair of SRM-4s to finish off its opponents at close range.


Captain Nash's Analysis:  This might be the slowest light clan mech ever made.  That means she carries a lot of firepower.  Should not be that much of an issue for you guys.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=1039

Smoke Jaguar Dossier: Shadow Hawk IIC


Smoke Jaguar Dossier

Type: Battlemech

Name: Shadow Hawk IIC

Mech Class: Medium

Weight: 45 Tons

Tech Base: Clan

Description:
The Shadow Hawk IIC is a second-line Clan BattleMech based upon the Shadow Hawk that was first fielded by the Star League. The inexpensive unit is protected by seven and a half tons of Ferro-Fibrous armor, mounted on a weight-saving Endo Steel chassis. This medium 'Mech can reach a respectable top speed of 97 km/h, though it also carries enough jump jets to vault up to 180 meters at a time. 

Armament: 
The first version of the Shadow Hawk IIC that Inner Sphere forces encountered is meant for close-range fighting, and appears to be designed with urban warfare in mind. Two Medium Pulse Lasers are incredibly accurate in close. Four Streak SRM-2s are best at exploiting holes in an enemy's armor, while the Streak technology ensures the missiles will inflict no collateral damage. An ER Medium Laser and ER Small Laser rounds out the weaponry. Ten double heat sinks take care of most heat, especially since the Streaks will build no heat if they do not achieve a lock and fire.




Captain Nash's Analysis:  This mech has more incommon with the inner sphere Phoenix Hawk than the Shadow Hawk.  Wait for it to slow down, or ignore it.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=884

Smoke Jaguar Dossier: Conjurer (Hellhound)

Smoke Jaguar Dossier

Type: Battlemech

Name: Conjurer (Hellhound)

Mech Class: Medium

Weight: 50 Tons

Tech Base: Clan

Description:
The Conjurer (Hellhound to the Inner Sphere) is a fast, inexpensive medium BattleMech that excels at medium to short range. As befitting its status as a second-line 'Mech, the Conjurer uses a standard engine, though it is constructed on an Endo Steel chassis and uses eight and a half tons of Ferro-Fibrous armor. Its jump jets enable it to leap up to 180 meters at a time.

It is noteworthy that the Conjurer is, for all intents and purposes, the Wolverine-IIC.  It was designed off the original Wolverine, taking the concept and rebuilding it with advanced technology. However the Clans would not retain the name of the Not-Named Clan for the redesigned 'Mech. 

Armament: 
The Conjurer uses a Large Pulse Laser that is quite accurate and effective at a respectable range. To back that up, it mounts paired ER Medium Lasers and Streak SRM-2s. Ten double heat sinks are able to keep heat under control, though a Conjurer can summon up a heat problem if pressed too hard.


Captain Nash's Analysis:  I'm not sure if the Clans have made a bad IIC design.  Figure that this mech will be jumping about taking advantage of the Large Pulse laser accuracy.  Drop it quick or ignore it and deal with it after bigger threats are gone.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=882

Smoke Jaguar Dossier: Stormcrow (Ryoken)

Smoke Jaguar Dossier

Type: Battlemech

Name: Stormcrow (Ryoken)

Mech Class: Medium

Weight: 55 Tons

Tech Base: Clan (Omni)

Description:
The Stormcrow is a wide-spread second generation OmniMech fielded by many Clans. However, within the Clan Smoke Jaguar touman, the Stormcrow was especially common during the Clan Invasion and was code named the Ryoken by the warriors of the DCMS who encountered it. Because of its versatility through its combination of mobility, armor, and firepower in its various configurations the Stormcrow is a feared opponent on the battlefield.

The Stormcrow was designed by Clan Hell's Horses and debuted during the Battle of Tokasha. It is also implied that Stormcrow prototypes were produced on Tokasha at Tokasha MechWorks. However, prototypes of the Stormcrow had only just debuted when Clan Ghost Bear won the planet Tokasha through the Battle of Tokasha. As a result of the upheaval, design copies and moulds for the Stormcrow were scattered throughout Clan space. The final production version of the Stormcrow debuted in 2930 when Clan Snow Raven scientists finished with a series of minor design changes and rechristened the OmniMech.
Armament: 
The Stormcrow is built on a lightweight Endo Steel chassis and is powered by a 330 XL engine that propels it to a top speed of 97.2 km/h. The Stormcrow is protected by nine and a half tons of Ferro-Fibrous armor, giving the 'Mech the ability to survive encounters with other units that it isn't capable of outpacing.

The primary configuration of the Stormcrow is capable of engaging an enemy at any range and uses its speed to strike at its target with a great deal of force and evade a counter attack. The 'Mechs primary weapons are a pair of ER Large Lasers allowing the 'Mech to strike at long range. For close combat, the Stormcrow carries three ER Medium Lasers. To handle the heavy heat load, the Stormcrow prime has twelve double heat sinks on top of the ten mounted in the base chassis.

Variants:
* Alt. Config. A - Configured for close combat, the Stormcrow A is armed with a single LRM-20 launcher for long range capabilities allowing it to support friendly units at long range. For close combat, the 'Mech is armed with four Medium Pulse Lasers and two Streak SRM-6 launchers making it a deadly knife fighter.

* Alt. Config. B - Another close combat configuration, the B configuration of the Stormcrow carries a single Ultra Autocannon/20 as its primary weapon. This is backed up by six ER Medium Lasers. To handle the 'Mechs heat, it has three additional double heat sinks.

* Alt. Config. C - The Stormcrow C is armed with some of the most accurate weapons available to the clans. For long range combat, the 'Mech has an LB-X Autocannon/10 that can fire both standard and cluster ammunition. The C configuration carries a Large Pulse Laser and two Medium Pulse Lasers for short ranges.

* Alt. Config. D - A long range support configuration, the Stormcrow D has as its primary weapons a pair of LRM-20 launchers. These are backed up by two SRM-2 launchers for close combat. All of these weapons are augmented with a Narc Missile Beacon launcher which can mark enemy units with a missile homing beacon for increased accuracy.

Captain Nash's Analysis:  Backbone of the Smoke Jags Medium mechs, really surprised we have yet to see one.  Side Torsos are the weak point, they have less armor than the arms do.  Fast for it's size too (18" run).  Usually only arm mounted weapons.  Watch the B configuration...very lethal.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=587

Smoke Jaguar Dossier: Night Gyr

Smoke Jaguar Dossier

Type: Battlemech

Name: Night Gyr

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Clan (Omni)

Description:
The Night Gyr came back with Clan Jade Falcon leaders following their return to the Clan homeworlds in 3051 to elect a new ilKhan. It has become more prevalent in the Falcon touman following the Refusal War. No expense was spared in the manufacture of this OmniMech that uses an XL Engine and Endo Steel to save weight. It also incorporates eleven and a half tons of Ferro-Fibrous armor. Though it is on the slow end for a Clan heavy 'Mech, the Night Gyr mounts four fixed jump jets that enable it to jump up to 120 meters in a single bound. The design was a testbed for some new technologies, including the Laser Heat Sink, which was eventually phased out due to a lack of increased performance. 

Armament: 
The primary configuration is hard-hitting, mounting a pair of ER PPCs and an Ultra Autocannon/10. This blistering firepower can often take down an opponent before they are in range. Three Medium Pulse Lasers serve as accurate backups. Eight additional double heat sinks keep the 'Mech fairly cool.

Variants:
* Alt. Config. A - This first variant is a short-range powerhouse. It mounts an Ultra Autocannon/20 to breach opponent's armor and a pair of Streak SRM-6s to exploit those holes. A Large Pulse Laser and a trio of Medium Pulse Lasers are highly accurate weapons that can help to minimize collateral damage in an urban environment. Even with four additional double heat sinks, this variant can be quickly overwhelmed by heat.

* Alt. Config. B - The Night Gyr B seeks to destroy opponents before they can return fire. A pair of Gauss Rifles and LB-X Autocannon/2s carry out that mandate. Ammo is somewhat lacking, however, so this design cannot stray far from supply, especially as it has no backup energy weapons.

* Alt. Config. C - Another long-range variant, the C mounts three Ultra Autocannon/2s and two ER Large Lasers. A pair of ER Medium Lasers are present for backup. All of these weapons are linked to a Targeting Computer. Six extra heat sinks ensure the 'Mech stays mostly cool.

* Alt. Config. D - This missile boat carries four LRM-20 launchers, each of which is slaved to an Artemis IV FCS. Six tons of ammunition is barely enough to keep it firing for a minute. A Large Pulse Laser and Medium Pulse Laser are effective backup weapons

Captain Nash's Analysis:  Lord knows how the clanners managed to fit so many hard hitting weapons on such a well armed and armored chassis.  To be honest I'm glad the clanners favor the Mad Cat to this chassis.  Cut it off from the other clanners if possible, then team up and drop this one.  Smoke Jags have a good number of these chassis on planet, would be REALLY nice to salvage one of them. 


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=3294

Smoke Jaguar Dossier: Bane (Kraken)

Smoke Jaguar Dossier

Type: Battlemech

Name: Bane (Kraken)

Mech Class: Assault

Weight: 100 Tons

Tech Base: Clan

Description:
The Bane is a BattleMech that is based upon a Star League prototype that was never put into production. Tagged the Kraken by Inner Sphere forces who opposed it, the Bane was first built in the early part of the 29th century. It was originally a significant part of many Clan toumans, but was gradually relegated to second-line status following the introduction of the OmniMech. As such, it is still critical to many defensive units. The design uses a lightweight XL Engine so that it can mount the arsenal that it does. Nineteen tons of armor protects this venerable assault 'Mech. 

Armament: 
This long-range, direct-fire support 'Mech is armed with ten Ultra Autocannon/2s. This weapon has one of the longest ranges in the Clan arsenal, so the Bane can stand back at extreme range and pepper an enemy unit with impunity. Four tons of ammunition keep the 'Mech well-supplied. It runs into problems up close, however, stemming from the minimum range of the autocannons. To keep enemies at bay, especially unarmored infantry, the Bane mounts four Machine Guns. Ten double heat sinks are sufficient to keep the 'Mech cool.

Variants:
Bane 2 - This variant is effective at both medium and short range. It trades out the autocannon for four Ultra Autocannon/10s. In addition, it is capable of spitting out almost twice the damage of the original. Fourteen tons of ammunition allow the Bane 2 to stay in the fight for a long time.   A One shot SRM4 seems to have been added as an after thought.

Bane 3 - This design changes the weapons configuration totally. Eight LRM-15 provide fire support, while sixteen tons of ammunition proves sufficient for the design. A One-Shot Streak SRM-4 provides one-time close support. Nineteen double heat sinks are up to the task of keeping the design cool.

Captain Nash's Analysis:  14 tons of ammo, means 14 ammo bins.  Find a weak point in the armor and hit one of those bins.  She is also pretty slow, so getting through the rear armor might be an option.  Be warned though, looks like those arms can flip to the rear.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=927

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

Thursday, February 24, 2011

Smoke Jaguar Dossier: Locust IIC

Smoke Jaguar Dossier

Type: Battlemech

Name: Locust IIC

Mech Class: Light

Weight: 25 Tons

Tech Base: Clan

Description:
One of the best known BattleMechs in the Inner Sphere for its low production and operation costs, the Locust is also well known in the Clans. In 2832, Clan Mongoose unleashed an upgraded version of the venerable 'Mech on the Clans, known as the Locust IIC. The speedy design complemented Mongoose tactics, enabling them to win many Trials. When Clan Smoke Jaguar absorbed the Mongooses, they became the owners of the production line on Circe. Since it is a second-line unit Inner Sphere MechWarriors rarely see it in action.

Armament: 
Designed as a fast and light reconnaissance vehicle, the Locust was also tasked with fast-strike raids and at least became a front-line unit in the Inner Sphere. Larger than the original Locust, the IIC gives MechWarriors comparable speed with more protection and terrifying offensive capabilities. The main armament consists of a Medium Pulse Laser, flanked by eight Extended Range Small Lasers, allowing the Locust to be an excellent anti-infantry BattleMech with capabilities to harass heavier BattleMechs. Its larger size also allows it to be a more durable weapon platform, the Locust IIC is a far more difficult enemy than its Inner Sphere twin.


Captain Nash's Analysis:  You folks have already faced one of these guys.  Just realized you never saw the dossier on it.   Might just be the scariest 25 ton mech ever created.  Keep it at arms reach and you should be ok.  When those eight ER small lasers come into play is when it gets ugly. 



Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=912

Wednesday, February 23, 2011

Smoke Jaguar Dossier: Warhammer IIC

Smoke Jaguar Dossier

Type: Battlemech

Name: Warhammer IIC

Mech Class: Assault

Weight: 80 Tons

Tech Base: Clan

Description:
The original Warhammer was designed as an assault BattleMech. However, it had been overrun by heavier 'Mechs, though it remained a powerful weapons platform. The Clans wisely maintained and built on this solid frame a real assault 'Mech, the Warhammer IIC. Thanks to their technological expertise, they were able to add ten tons with the same speed and firepower. The Warhammer IIC is built on an Endo Steel frame and is protected by twelve tons of Ferro-Fibrous armor. The result is a dangerous 'Mech, able to hold its own in any battle against the Inner Sphere.

Armament: 
Paired Mk. XVII ER PPCs allow the Warhammer IIC to inflict fifty percent more damage than the regular Successor States' PPCs. Added to an SRM-6 launcher and five Medium Pulse Lasers, this firepower overwhelms most 'Mechs of equal or lesser tonnage. Twenty double heat sinks keep the design relatively cool.


Captain Nash's Analysis:  It's going to start getting scary from this point on.  First of the Jaguar Clan assault mechs you guys will probably face.  Too bad you did such a number on Star Captain Gehrig's Mad Cat, recon satellites have confirmed that one of these beasts is his back up ride.  Recommendation, given the choice I would stay at range with this monster.  The twin ERPPC's are scary, but not so much as the 5 Medium Pulse Lasers, ERPPC and SRM6 it unloads when she gets close. 









Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=914