(Captain Nash talking via open comm line, providing information and compiling all the info from the whole company)
We are approaching the Star Port from the heavily wooded western side. Seems there are hot on the heels of some of the Jaguars. Signs all about of some very large mechs having recently come through this wooded area.
You are approaching the treeline now. Should be mostly open terrain to the Star Port from here...
(Player mechs clear the treeline to see.....)
Holy! That's quite the tonnage...and markings show that both Galaxy commanders are in those stars. Jeter is on the left, Ruth on the right. Don't let those two reach that dropship! If they do, make sure that Dropship doesn't leave! Go Go Go!
OOC: Just one table this time. You guys will move onto the table with your first move along the near table edge. Gonna be brutal. ;)
Showing posts with label Mission #10. Show all posts
Showing posts with label Mission #10. Show all posts
Sunday, June 5, 2011
Friday, June 3, 2011
One week away...
One week away from the final battle of Operation Bulldog.
Here are the updated documents...
First the Mechwarrior Roster:
Next the Mech Bays:
Finally a little walk down memory lane...remembering when you you didn't have the nice rides that you now have...
Looking forward to the 10th.
Here are the updated documents...
First the Mechwarrior Roster:
Next the Mech Bays:
Finally a little walk down memory lane...remembering when you you didn't have the nice rides that you now have...
Looking forward to the 10th.
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
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
Mission #10: Mission Briefing
Mission 10: Catch a Jaguar
Jags are in full retreat off of Port Arthur. Your job is to prevent the commanders from getting off world. Your work is cut out for you...
Mission Briefing:
We have secured Port Arthur. however that was only part of the job set before us. Our Primary goal in all is the elimination of Clan Smoke Jaguar as a fighting force. To let any of them escape will only mean more fighting for us or others in the future. We have them on the ropes, and can potentially eliminate two Galaxy Commanders here on Port Arthur.
Satellite recon shows they have abandon their HQ, and large mech facility and are falling back to their Star Port. Our Fleet assets are evenly matched with what the Jaguars have in orbit, so attempting to intercept them in space will be risky. Best chance for success is to catch them here on the ground.
Satellite recon shows they have abandon their HQ, and large mech facility and are falling back to their Star Port. Our Fleet assets are evenly matched with what the Jaguars have in orbit, so attempting to intercept them in space will be risky. Best chance for success is to catch them here on the ground.
Expected Jaguar forces:
Mechs:
Dire Wolf Prime: Galaxy Commander Ruth (1/2)
Stone Rhino (Behemoth): Star Colonel DiMaggio (2/3)
Executioner (Gladiator): Star Captain Mantel (2/3)
Executioner (Gladiator): Star Captain Mantel (2/3)
Highlander IIC: Star Captain Maris (2/3)
Warhammer IIC: Star Commander Jackson (2/3)
Warhawk C: Galaxy Commander Jeter (1/2)
Phoenix Hawk IIC: Star Captain Arod (2/3)
Marauder IIC: Star Commander Posada (2/3)
Night Gyr Prime: Star Commander Teixeira (2/3)
Kodiak: Star Captain Johnson (2/3)
Dropship:
Broadsword Class
Good Luck!
Nash out.
OOC: No ECM in the bunch...so your C3 will be working so long as the C3Masters stay up. Will be playing on just one 6' x 4' table. You guys will be entering from the short edge. Clanners will be already on the table and attempting get to the Dropship that is near the opposite short table edge. Wide open terrain for the most part.
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.
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.
Mission #10: Prelude
Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar HQ, Meeting Den. Galaxy Commander Jeter is addressing the troops.
Galaxy Commander Jeter:
Firebase Gamma was lost. We have also heard that Draconis Combine forces have landed in the northern hemisphere and have overrun our Galaxy there. We are all that remain of the Jaguar on Port Arthur. I need a status report of your mechs and their battle worthiness.
Star Captain Arod: Phoenix Hawk IIC ready
Star Commander Posada:
(To Arod) You got to replace that thing.
(To group) Marauder IIC ready to go.
Star Commander Teixeira:
Night Gyr Prime, ready for combat.
Star Captain Johnson:
Kodiak fully repaired and reloaded
Galaxy Commander Jeter:
Good, I'm expecting an attack here at the HQ. No more falling back, no more retreating, We are Jaguars, we do not Run! We will hold them here then...
The double doors to the meeting den burst open as Jeter is talking...
Galaxy Commander Ruth:
(Walks through doors followed by his command star of Mechwarriors, Interrupting Jeter mid sentence)
We will do no such thing Galaxy Commander. We have new orders from our Khan.
Galaxy Commander Jeter:
Ah, the frightened cub has come south after failing his duties in the north and now expects to hide behind the orders of his Khan...
Star Captain Mantel:
(Striding aggressively toward Jeter)
How dare you speak to Ruth that way...
Star Captain Maris:
(Catches up to Mantel and places hand on his shoulder to hold him back)
Easy Mick...Easy.
Star Colonel DiMaggio:
I'm sure the Galaxy Commander has forgotten that Galaxy Commander Ruth has overall command here on Port Arthur.
Star Commander Jackson:
Understandable mistake. What have his forces been facing? A lone company of inner sphere warriors, a reserve unit at that. He would have had plenty of time to growl orders out to his troops.
Both stars of Jaguar warriors advance on each other except the Galaxy Commanders. Just as punches are about to be thrown...
Galaxy Commander Ruth:
ENOUGH! We are withdrawing....not only from Port Arthur but from the Inner sphere all together.
All the Jaguar warriors stop in their tracks looking at Ruth with mouths agape, wondering if they heard him correctly.
Galaxy Commander Ruth:
Khan Lincoln Osis commands that all Jaguar forces are to withdraw from the Inner Sphere and make for the Clan homeworlds. Our enemies plan has been uncovered...the do not intend to just beat us, they intend to wipe out our Clan. As poorly as we have fared here on Port Arthur many planets have already fallen to the counter attack. We must fall back in order to save our Clan. To stay and fight will only weaken us to the point of our doom. That is all...Dismissed
The Jaguar warriors look at each other and slowly leave the room with slumped shoulders and puzzled looks of disbelief, wondering where it had all gone so wrong...

Firebase Gamma was lost. We have also heard that Draconis Combine forces have landed in the northern hemisphere and have overrun our Galaxy there. We are all that remain of the Jaguar on Port Arthur. I need a status report of your mechs and their battle worthiness.
Star Captain Arod: Phoenix Hawk IIC ready
Star Commander Posada:
(To Arod) You got to replace that thing.
(To group) Marauder IIC ready to go.
Star Commander Teixeira:
Night Gyr Prime, ready for combat.
Star Captain Johnson:
Kodiak fully repaired and reloaded
Galaxy Commander Jeter:
Good, I'm expecting an attack here at the HQ. No more falling back, no more retreating, We are Jaguars, we do not Run! We will hold them here then...
The double doors to the meeting den burst open as Jeter is talking...
Galaxy Commander Ruth:
(Walks through doors followed by his command star of Mechwarriors, Interrupting Jeter mid sentence)
We will do no such thing Galaxy Commander. We have new orders from our Khan.
Galaxy Commander Jeter:
Ah, the frightened cub has come south after failing his duties in the north and now expects to hide behind the orders of his Khan...
Star Captain Mantel:
(Striding aggressively toward Jeter)
How dare you speak to Ruth that way...
Star Captain Maris:
(Catches up to Mantel and places hand on his shoulder to hold him back)
Easy Mick...Easy.
Star Colonel DiMaggio:
I'm sure the Galaxy Commander has forgotten that Galaxy Commander Ruth has overall command here on Port Arthur.
Star Commander Jackson:
Understandable mistake. What have his forces been facing? A lone company of inner sphere warriors, a reserve unit at that. He would have had plenty of time to growl orders out to his troops.
Both stars of Jaguar warriors advance on each other except the Galaxy Commanders. Just as punches are about to be thrown...
Galaxy Commander Ruth:
ENOUGH! We are withdrawing....not only from Port Arthur but from the Inner sphere all together.
All the Jaguar warriors stop in their tracks looking at Ruth with mouths agape, wondering if they heard him correctly.
Galaxy Commander Ruth:
Khan Lincoln Osis commands that all Jaguar forces are to withdraw from the Inner Sphere and make for the Clan homeworlds. Our enemies plan has been uncovered...the do not intend to just beat us, they intend to wipe out our Clan. As poorly as we have fared here on Port Arthur many planets have already fallen to the counter attack. We must fall back in order to save our Clan. To stay and fight will only weaken us to the point of our doom. That is all...Dismissed
The Jaguar warriors look at each other and slowly leave the room with slumped shoulders and puzzled looks of disbelief, wondering where it had all gone so wrong...
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
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.

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
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: Warhawk (Masakari)

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.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=620
Wednesday, March 23, 2011
Smoke Jaguar Dossier: Night Gyr

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

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

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.

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