Showing posts with label Dossier. Show all posts
Showing posts with label Dossier. 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: Broadsword Dropship

Smoke Jaguar Dossier

Type: Dropship

Name: Broadsword

Class: Aerodyne

Weight: 1850 Tons

Tech Base: Clan

Description:
Developed by Clan Sea Fox shortly before they became Clan Diamond Shark to replace the venerable Leopard-class, the Broadsword-class is superficially similar to the older design but has been redesigned to carry five OmniMechs as per Clan military structure.

The Broadsword features a balanced blend of speed, firepower and armor superior to its parent design, making it well suited to raiding or reconnaissance missions. The craft's only lack is integral AeroSpace Fighter support like that carried by the Leopard, a choice forced by the need to carry an additional 'Mech. The versatile and reliable craft is in use in the toumans of most Clans, though Clan Steel Viper field the lion-share after successfully staging a Trial of Possession for the Diamond Shark's Marshall yards.

Armament: 
The Broadsword features an effective armament for its size, with twin ER Large Lasers and ER PPCs, a Artemis IV FCS equipped LRM-20 and single Medium Pulse Laser mounted in its nose bays, support by twin LRM-20 launchers, a trio of Medium Pulse Lasers and a single Small Pulse Laser in each wing. Aft firepower is all short-range with a another Medium Pulse Laser carried between two Streak SRM-6 launchers. Ten tons of LRM and four tons of Streak missiles give the Broadswords missile launchers reasonable endurance, though only a single ton of reloads for its nose-mounted Anti-Missile System can quickly leave it open to attacks from enemy launchers.





Cargo:
The Broadsword is built around its ability to transport a complete OmniMech Star, but is somewhat restricted by its legacy of being based on the Leopard. The four side-bays are relatively identical to those of its aging father, with the fifth bay sitting within the craft's nose in the approximate position of the Lepoards two fighter bays. This problematic arrangement causes headaches for the technicians assigned to look after the 'Mech in the nose bay, as only the smallest 'Mech parts can fit through the internal passageway linking the other bays. Worse, the Broadsword’s main cargo bay is located on the vessel’s upper deck, which can only be reached via a pair of stairways, thus most of the vessel’s cargo must be manually transported between decks.


Captain Nash's Analysis:  As we all know...the weak point of a drop ship is her engines.  Get around to the back side and take out an engine to keep these birds on the ground.

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

Thursday, March 24, 2011

Player Dossier: Harry "Flashy" Flashman

1st Davion Guards Dossier



Type: Mechwarrior

Name:  Harry Flashman

Callsign: Flashy

Unit: 1st Davion Guards, 7th Company

Battlemech: Flashman FLS-8K

Specialty:  Lasers, ER Lasers, Women



Flashy (Harry Flashman) is a charismatic man and the image of an ideal Federated Commonwealth officer. He claims only three natural talents: Mech piloting, facility with foreign languages, and womanizing. He's become an expert cricket bowler, but that was through hard effort (he needed sporting credit at Rugby School, and was afraid to play rugby football). He can also display a winning personality, when he wants to, and is very skilled at flattering those more important than himself without appearing servile.

As he admits, Flashy is a coward, who will flee from danger if there is any way to do so, and on some occasions collapses in funk. He has one great advantage in concealing this weakness: when he is frightened, his face turns red, rather than white, so that observers think he is excited, enraged, or exuberant - as a hero ought to be.

After his expulsion from school for drunkenness, Flashy looked for an easy life. He had his wealthy father buy him an Lyran officer's commission in the fashionable 10th Donegal Guards stationed in the system of Chateau. The 10th, commanded by Marshal Sarah Steiner, was a unit of renown in Lyran space.  Flashy threw himself into the social life that the 10th offered and became a leading light of Chateau society. A duel with another officer over a courtesan led to his being relocated to a different continent on Chateau. There he met and deflowered Elspeth Morrison, daughter of a wealthy Lyran weapons developer, whom he had to marry in a "shotgun wedding".  Though he was kicked out of the 10th for "actions unbecoming an officer".  The day he was to ship out, The Clans struck Chateau, wiping out the 10th and none lived to tell the tale.  He fled the system along with the other refugees.

Unfortunately, his language talent and his habit of flattery brought him to the attention of the Morgan Kell.  Flashy having weaseled his way into a royal banquet on Tharkad, found himself rubbing elbows with the Grand Duke of Arc-Royal.  After hearing Flashy's version of escaping Clan Wolf on Chateau, Morgan offered him a position with the Kell Hounds.

His first action with the Hounds was the 2nd battle of Twycross, against Clan Jade Falcon.  Flashy, in fleeing from the Falcon Guard, led them right into the trap that had been set by Kai Allard-Liao.  Battle turned in favor of the FedCom forces, when Falcon Guard were lured into a deep canyon where Kai Allard-Liao detonated planted powerful explosives in the canyon walls. Resulting in Jade Falcon Guards destruction by being buried under rock and rubble.  Flashy close enough to the mouth of the canyon, that his Shadow Hawk battlemech was only partially buried from the rock slide.  A video crew captured the image of the Shadow Hawk emerging from the rubble that had claimed nearly 50 Falcon mechs.  Flashman's fame of the incident was only surpassed by Kai Allard-Liao.   

Flashy survived the ensuing debacle by a mixture of sheer luck and unstinting cowardice. He became an unwitting hero: The Defender of Luithen's primary LRM ammo factory, where he was the only surviving Kell Hound from his company.  Flashy was found by the relieving troops in his armless shutdown Shadow Hawk surrounded by destroyed Smoke Jaguar battlemechs. Of course, Flashy arrived at the Ammo factory by accident, collapsed in terror rather than fight, was forced to stand and fight by his subordinate, and was 'pegged' for a complete coward. He had been trying to surrender with the arms of his kneeling Shadow Hawk upraised when the the primary ammo storage warehouse was hit.  Every mech within 200m was destroyed, except for Flashy who only lost the arms of his mech to the blast due to the kneeling position.  The reinforced lower walls of the warehouse protected everything under 5m.  Happily for him, all inconvenient witnesses had been killed.

This incident set the tone for Flashy's life. Always in spite of his best efforts to evade his duty. He was often selected for especially dangerous jobs because of his heroic reputation. He met many famous people, and survived some of the worst military disasters, always coming out with more heroic laurels.

Despite his admitted cowardice, Flashy was a dab hand at fighting when he had to. It should be pointed out that most of these acts of 'bravery' were performed only when he had absolutely no choice, and to do anything else would have resulted in his being exposed as a coward and losing his respected status in society, or being shot for desertion. When he could act like a coward with impunity, he invariably did.

Flashy left the Kell Hounds on Arc-Royal to join with the 1st Davion Guards on New Avalon in Davion space.  He did so to get out of Lyran space and away from transplanted Clan Wolf in Exile who's Clan warriors would see right through Flashy and jeopardize his reputation.  He thought he would be safe, back on a capitol world, living the life in the upper echelons of society.  Then Operation Bulldog was launched and Harry Flashman was once again in the middle of the major conflicts of his time.

Harry had managed to hide on one of the invasion Jumpships, missing his invasion drop to the northern part of Port Arthur.  Just as he was about to be discovered, he snuck into a batch of reserve mechwarriors that had recently arrived.  He was assigned to replace combat losses of the 7th Company.  Upon joining the 7th he was assigned, of all mechs, a Flashman class heavy mech. 






Player Dossier: Benjamin "Patriot" Martin

1st Davion Guards Dossier

Type: Mechwarrior

Name:  Benjamin Martin

Callsign: Patriot

Unit: 1st Davion Guards, 7th Company

Battlemech: Guillotine GLT-3N

Specialty:  Lasers, SRM's


At the beginning of the War of 3039 between the Federated Suns and Draconis Combine,
Benjamin Martin is a veteran of the Fourth Succession Wars and a widower raising his seven children.  He is living in the Rochester system and is a second cousin to Field Marshal James Sandoval, The Duke of Robinson.  Martin is called to Robinson and offered a Company command for the Invasion of the Draconis Combine. Fearing the consequences of a war, Martin declines to posting. Ashamed of his father's perceived cowardice, Martin's eldest son, Gabriel, enlists in the Federated Suns Military against his father's wishes.
Colonel Tavington, Fourth Ghost Regiment
A within months the Draconis Combine has launched a counterattack which includes landings on Rochester.  Gabriel returns home to Rochester, having been wounded in early action.  His unit was wiped out, but he escaped capture returning with valuable information about Combine forces. The Martins open their estate to wounded / recovering veterans of the conflict.  However Draconis Combine forces soon arrive at the Martin estate.  A lance of the Fourth Ghost Regiment, led by the ruthless Colonel William Tavington.  They arrest Gabriel as a spy and intend to execute him back at their camp. When Benjamin's next eldest son Thomas attempts to free Gabriel, he is shot and killed by Colonel Tavington. Tavington orders the Estate burned, and the wounded shot.
On their way back to camp, the Fourth Ghost Lance is ambushed by Martin and two of his sons, freeing Gabriel in the process. Gabriel and Benjamin decide to rejoin the Federated Suns army and fight the Combine Forces on Rochester, leaving the rest of the children in the care of his sister-in-law, Charlotte. Due to his battlefield experience, Benjamin is appointed a Captain and put in charge of the local militia. His goal will be to keep The Fourth Ghost Regiment occupied in order to prevent them from marching north to the higher populated areas of Rochester. Benjamin recruits and trains his force with the assistance of Major Jean Villeneuve, a retired Lyran Tank commander, who is assigned to Martin's militia unit.
Benjamin's militia uses guerrilla warfare with limited Mechs, Tanks and infantry, harassing Combine supply lines and capturing goods. These tactics earn him the disdain of Colonel Tavington who is willing to use whatever means necessary to capture Martin and crush his militia.  Tavington learns the identities of some of the militia members and proceeds to attack their families and burn their homes. Benjamin's family is forced to flee Charlotte's plantation, after it is burned, and settle along the coast with a group of former servants.
During his campaign, Tavington rides into a town known to support the militia and has the inhabitants locked in the church. He then orders the church burned, killing all inside, including Gabriel Martin's new wife Anne Howard. In a rage, Gabriel and a small group of militia attack Tavington's encampment. Before Benjamin is able to arrive to support his son, Gabriel is killed by Tavington.
Heartbroken, Benjamin leads the militia in a decisive battle against Tavington. The Rochester militia forces prevail over the Fourth Ghost Regiment and Benjamin kills Tavington. 
Now 20 years later, all his children are grown and have lives of their own.  Martin at 54 still feels he has something to offer the Federated Suns in their battle against the Clans.  Needing every able bodied Mechwarrior, the Federated Suns quickly took Martin back.  He was assigned to the 1st Davion Guards, a unit that would be at the forefront of the Jaguar counter offensive.  Fed Suns media made his posting to the unit wide spread on many media outlets. The idea being to show the Draconis Combine allies that even a veteran of the last two conflicts between the Dracs and the Suns is in full support of liberating Combine space and removing the Clans from the Inner Sphere.  Little did they know he is really bat%&$^ CRAZY!

(Written by Patsfreak, Edit by RangerRob)

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, March 10, 2011

Player Dossier: Patrick "Warlock" McDreamy

1st Davion Guards Dossier

Type: Mechwarrior

Name:  Patrick McDreamy

Callsign: Warlock

Unit: 1st Davion Guards, 7th Company

Battlemech: Vemon SDR-9K

Specialty:  Light Mechs



Patrick McDreamy started his piloting life making courier runs for his father’s company on Bacrelona, a Lyran Commonweath world the borders the periphery.  The rough terrain of mountains, ravines and constantly blowing gale force winds give Barcelona a unique culture and commerce structure. Specialized mechs were used to transport goods along the wildly uneven ravine floors as the surface winds were too violent to allow air travel. The dexterity needed to navigate the crags and gulches as well as avoid the random whirlwinds that plagued the ravines would have granted most couriers a spot on an Olympic team. The same was true of Patrick.

Eventually wanderlust set in and he left his homeworld of Barcelona and followed his love of mechs, not into a house army, but to the Mecca of all mech sport enthusiasts – Solaris VII. Initially he found work as a junior astech, which basically meant he drove the mech retrieval truck for one of the arenas. It wasn’t until he was assisting a senior tech in the repair of a Hermes 4S and took the mech for a test run around the speed track that his exceptional skills were noticed. Patrick activated the MASC on the mech and consequently broke the track lap record. The manager of the Hermes’ mech pilot witnessed the event and soon had signed Patrick up as a pilot for his newest venture: NASMECH racing.
   
His first season on the circuit he was an alternate driver and only saw one race midseason when the primary was in detox. He had been a bit overzealous and wound up trashing his mech and that of another racer when he overestimated his clearance and drove them both into the wall.

The next season the team picked up a second mech and Patrick was allowed to race full time. Playing it a tad more conservatively he finished toward the front of the pack and garnered a small amount of notoriety. Unfortunately he had only a handful more races under his belt when the clans attacked.


Word came that his homeworld of Barcelona had been overrun by Clan Jade Falcon in the initial waves of the Clan invasion.  Devastated, he reached out to his team owner, wanting out of his contract to seek revenge.  The owner, Hugh Gibbs, a well to do Davion business man, didn't want to see Patrick throw away his life by leaving Solaris just to join up with some lowly Merc Unit.  Gibbs secured Patrick a training position on New Avalon's NAIS.  Patrick graduated with honors, excelling with light mechs in a scouting role.   Now a member of the 1st Davion Guards, 7th company, Patrick hopes to put his skills to liberating the inner sphere. 

Addendum:  With the 7th lacking any light mechs, Warlock has taken the controls of a Hunchback IIC.  "At least the armor is like a light mech", he jokes with his fellow mechwarriors.

(Written by Gregg, Edit by RangerRob)

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