Showing posts with label Mission #4. Show all posts
Showing posts with label Mission #4. Show all posts

Sunday, December 12, 2010

Mission #4: Killboard, Salvage, Mechbay and Roster

First up the Killboard. This is it set in stone, don't like it too bad.  Kills are awarded for bold actions, doing or saying something that makes most or everyone in the room laugh, and whenever I feel like it.  Anyways here it is for Mission #4.


Next up are the Mech losses.  Players lost a Wyvern.  The Raven was also scrapped due to Furlow not being able to repair all the high tech items with the loss of the head.  At the request of HQ the Raven scrap and the Howler battlemech were sent back.  Not all bad news, I was able to get them to shop a 150 rated standard fusion engine, that gets us the Firefly C up and running. 

We were sent a batch of replacement mechs as well.  Lots of new Steiner mechs.  When they said all the houses would be throwing their full production capabilities behind this invasion, they weren't kidding.   They sent us a Hollander, StarSlayer, Bushwacker and Nightsky.

 New look of the Mech Bays with all the changes.


  Mechwarrior Roster after mission #3


Jeff, Josh, Scott and Jay will need to pick their skill from the mechwarrior skill list.  They also need to choose with they want to spend the 5 kills to improve their piloting or wait til they have 10 kills to improve their gunnery.

Rules for Mechwarriors killed in the game.  Your "new" mechwarrior will start with 5 fewer kills than the guy that just died (with a minimum of 0).  All your actions up to the point of your death will be counted in your kill total.  So Poe got the kill for the Spider added to his kill total before croakin'. 

Here is the mech selection order for mission #4 (Corrected)

Jay (Dead Mechwarrior Rule)
Mitch
Kyle
Larry
Jeff
Scott (more games tiebreaker)
Josh
Fab (more games tiebreaker)
Dereck
Gregg
Derek
Lee


Finally the Clan salvage board.  Got quite a few good mechs just missing a n item or two.



That's all for now...

Mission #4: After Action Report

Farewell Kumiko, we barely knew yah.  Some extremely accurate fire from the Smoke Jag forces we encountered blew the head clean off the Hunchback IIC on Turn 3 ending Kumiko life and drastically changing the mission objectives.

So incensed were the mechwarriors of the Lucky 7th, they took the fight to the clanners.  Though that course of action cost Mechwarrior Poe his life as well, falling to another headshot from Star Captain Cano in his Shadow Cat.  The players also lost a Wyvern mech when Mechwarrior Derek valiantly dueled with a Peregrine.

However at the end of the day the players took the field, with only the Peregrine and Koshi fleeing the field.  Leaving much salvage and equipment in the players hands.

Kill board, mechbay, clan salvage and mech roster coming soon.

Monday, December 6, 2010

Mission #4: Recon Photos

Some Shots of our expected rendezvous point with Kumiko.  (All clickable for larger images)

Entire battlefield

Players set up along the table edges, up to 20 inches from the corner, no closer than 4 inches from another player mech.

View from player entry point.  River is 3 levels deep. (Jump over or use bridge)

Kumiko said she was coming down this roadway with her last transmission.

Clan facility, note the crates of equipment. (And the two mech hangers)
See yah Friday!

Wednesday, December 1, 2010

Additional notes for Mission #4.

Some odds and ends for Mission #4.


Would you let her climb into the cockpit with you?

1) Rules for picking up Downed Mechwarriors.  There is a chance that the mechwarrior we are trying to rescue may loose her mech and be needing someone to rescue her.  We will use the same rules for picking up boxes, with a couple of changes.  If your mech falls while you are carrying a mechwarrior in your mechs hand, the mechwarrior will be killed.  You can take one full turn of not moving or shooting to open your cockpit and the Mechwarrior can cram into the cockpit with you.  You will be +1 to all your shooting and piloting check you have to make due to the cramped conditions.  But the mechwarrior will be a little safer.

2) We got another player.  Derek should be joining us for the rest of the campaign.  He was a regular in the last campaign, and I'm a little embarrassed I forgot to invite him at the start of this one.

3) Be thinking about your resupply vote that we hold at the end of the game (What faction your replacement mechs will come from).  I know I kind of surprised you last time with the vote.  I'll give you a little insight to the variations of your choices this time.
  • House Davion -  All purpose force, Varying tech from 3025 -3055
  • House Kurita - 3050+ tech with some nice Combine only Tech (lightest tonnage)
  • House Steiner -  Newest designs of your choices, 3055 and 3058 tech (2nd lightest)
  • House Liao - 3 long range mechs, with one fast moving scout. (3025 - 3058 tech)
  • Rasalhauge Republic - Highest tonnage (all 3025 Tech) 
  • Comstar - 2750 era tech (same as 3050) 2nd heaviest choice.
4)  Tina, the redheaded down in ordinance, wishes you all good luck as you head out on your mission.  ;)


See yah Next Friday.

Tuesday, November 23, 2010

Mission Briefing: Mission #4

Centurion CN9-A
Mission 4: Rescue Kumiko

Scramble! Scramble! Scramble!  Time to put those new Mechs to use.

Primary Objectives:
+ Locate Tsi-i Kumiko Matusuzaka in her Hunchback IIC Battlemech
+ Return to Extraction point with Kumiko and her Hunchback IIC (if possible).

Secondary Objectives:
+ Destroy all Smoke Jaguar forces encountered to secure Clan salvage.
+ Locate supply crates and return with them to Extraction point.


Mission Briefing:
  Scramble!  Got a distress call from a former Drac captain by the name of Kumiko Matuzuzaka.  Short story, she was a bondwoman for the Jags and has made a break for it in a Hunchback IIC.  We have a rough idea of where we can meet up with her if we march right now.
  Head South-Southeast, I'll upload the exact coordinates to your mechs in route.  Looks like there is one of Port Arthur's infamous deep rivers in the area we may find her.  Two bridges that should hold no more than a 60 ton mech.  I mention the bridges because she has jump jet damage and will not be able to cross the river without a bridge.  Also some sort of Jaguar facility in the area, secure supplies if chance allows.
  Sounds kind of like our rescue of Merloni doesn't it.  So it should be a cakewalk. 
 
1)  Link up with Tsi-i Matsuzaka.  She will need to cross one of the two bridges in the area.  She Estimates Clan forces will be catching up with her just as we reach the area. 


2)  Escort her to the extraction point.  With or without her mech, her knowledge of the Jags down here will be a great asset and let us go on the offensive.

3)  Secure some supplies (optional).  Area maps show some sort of Clan Facility.  Should be some crates ready to snatch up. 

4)  Destroy all Smoke Jaguar forces (optional)  We will not be able to secure Clan salvage from this area unless we eliminate all the clan forces that come at us.  I'll roll our recovery vehicle to trail behind you guys.  If you eliminate all the clan forces, we will be able to grab two chassis, and any weapons we can easily remove from wrecks, then evacuate the area before heavier clan units arrive. 

Expected Jaguar forces:

Kumiko figures that that there are two clan pursuit stars after her.  She has transmitted a list of the fast mechs stationed at the Jag base that probably will be at the front of the pursuit.  She also included the typical variant that is equipped on the mech, and the mechwarriors typically in them.


Shadow Cat Prime (Star Commander Cano)
Grendel Prime (Mechwarrior Guidry)
Hankyu Prime (Mechwarrior Hunter)
Peregrine (Mechwarrior Peckenpaugh)
Howler 3  (Mechwarrior Stottlemyre)

Firefly C (Star Commander Dent)
Jenner IIC (Mechwarrior Joba) <-Wide broadcast challenge to Kumiko over comms.
Locust IIC (Mechwarrior Righetti)
Vixen  (Mechwarrior Nettles)
Koshi B (Mechwarrior Munson)

Spider (Mechwarrior Rickey) Solahma warrior....not above using physical attacks.


Good Luck!

Monday, November 22, 2010

Mission #4: Primer

"So long as no harm comes to my family,
   I will be a loyal servant of the Jaguars."

That was the justification Kumiko told herself as she got out of bed each day.  It was the driving force behind her performing duties, which in a different light would be seen as aiding the enemy.  She was relatively sure the Jaguars had not made the connection between herself and the Matsuzaka cattle ranch that was on Port Arthur.  She figured it wouldn't matter much if they had figured it out anyway, with the clanners disdain for freebirths and lack of understanding about family units.

So each day Bondswoman Kumiko would report to Mechwarrior Joba, be ridiculed for 10 to 15 minutes, then proceed to service his battlemech.  She figured the constant barrage of insults and reprimands from Joba was just way of dealing with the fact he was a substandard clan warrior.  He was lazy for a clanner, and was physically out of shape compared with his fellow mechwarriors.  The fact he was still piloting a battlemech was testament to how strained the Jaguar forces were after years warfare.

Things were about to change for Kumiko.  Last night after completing her duties she went to the mess to grab a bite to eat.  Normally she just gets her meal and returns to her quarters, however she overheard a mechwarrior talking about a recent mission he had been on.  She grabbed her food and snagged a seat within ear shot of the rambeling solahma mechwarrior.

"Rickey knows when it is time to beat feet, then it was time to beat feet, so that is what Rickey did.  Do not be calling Rickey a coward, Rickey has been around long enough to know the difference.  Things went bad at those cattle farms.  Rickey had run into that Inner sphere unit before.  They did a number on us when we were hunting down those stray mechs behind our lines.  That Raven got away, but we nailed a Catapult.  Anyway, Rickey was told it was going to be a cakewalk mission, just destroy the two cattle farms and farmhouses.  Rickey heard something about the ranchers had betrayed the Jaguar, Rickey does not know for sure, and Rickey is too old to care.  At the farms that inner sphere unit took out all of our tank support, but not before the tanks had destroyed the farmhouses and cattle barns.  Rickey was dueling with a Phoenix Hawk of theirs, took out half the weapons on it too.  But the rest of their force was flanking us from the other farmstead, so Rickey thought it was time to go.  Do you know how fast I can get that Spider going? Damn fast!  They had no chance of catching Rickey.  Do not look at me like that., Rickey did not call the order to withdraw.  That was Cano, but he made the right call."  Mechwarrior Rickey stated as he nodded his head in the direction of Star Commander Cano who had just entered the mess.  Cano glared at the group now looking in his direction including Kumiko, who was a little paler than normal.  Kumiko left her meal, got up and went straight to her quarters.

  She hadn't gotten much sleep, she was busy coming up with a plan.  She knew that the Jaguars had struck her childhood home, and she was no longer honor bound to them.  She came up with a plan to escape and hopefully join up with this inner sphere unit that Mechwarrior Rickey had been talking about.


It did not take much convincing for her to get  Joba to let her bring his Hunchback IIC to the firing range in order to work out a bug she had discovered with the targeting computers.  She slated the "test" at 6pm that evening when many of the Jaguar mechwarriors would be sitting down to dinner.  More importantly that sun would be setting and she could use the darkness to aid in her escape.  She hoped she would have the secluded firing range to herself, but that was not the case.  Star Captain Gerigh was on the range with his Mad Cat.  The Mad Cat Torso twisted ever so briefly to see who was coming to the range.  "I reserved the range for myself, explain yourself Joba!" Kumiko heard over the comms as she was passing behind the Star Captain's mech as if to head toward the next firing station.

  Knowing she may not get another chance as good as this, she made a snap decision.  Her reply was a full volley from both of the Ultra AC20's into the rear of the Mad Cat.  She snapped the left leg of the Heavy mech off at the hip causing it to fall over.  She then began to sprint the Hunchback IIC for the perimeter.  Just as she reached the treeline something hit her leg hard.  The Star Captain had propped himself up and shot an ER Large laser at his attacker.  Kumiko maneuvered deeper into the forest and escaped further fire from the downed Mad Cat.  However the damage was done.  She was showing that both Jump Jets in the right leg of the Hunchback IIC were not functioning.  Gerigh must have hit the leg in just the right spot severing the controls to those jets.

  "That will make things difficult."  Kumiko thought to herself.  But she quickly re-focused her effort to push the Huchback IIC through the forest as fast as possible.  She figured she may have an hours head start, before the clanners sent figure out what had happened and went out looking for her.  Hopefully she would make contact with that Inner Sphere unit and link up with them before the Jags found her.

Tuesday, November 16, 2010

Smoke Jaguar Dossier: Hunchback IIC

 Smoke Jaguar Dossier 

Type: Battlemech

Name: Hunchback IIC

Mech Class: Medium

Weight: 50 Tons

Tech Base: Clan


Description:
The Hunchback IIC is a Clan-tech refit of the venerable Hunchback. Its meager six tons of armor, coupled with paltry ammunition and lack of long-range weapons, led Inner Sphere observers to conclude that this 'Mech was a last-ditch effort for failed warriors to die with glory. In truth, the assignment of a Hunchback IIC was essentially a death sentence. Warriors given this machine were not expected to survive their next battle.

After the actions of a star of Smoke Jaguar Warden MechWarriors, however, this 'Mech has become popular with Clan Jade Falcon sibbies during their first Trial of Position as it often allows them one quick kill, though the practice is often derided by older Clanners. Perhaps the only bright spot in this design is the inclusion of jump jets that allow it to more easily traverse difficult terrain so that it can bring its mammoth guns into play.

Armament: 
The Hunchback IIC is armed with a pair of Devastator Ultra AC/20s, one of the most powerful weapons in the Clan arsenal. This is backed up by a mere pair of Series 7J ER Medium Lasers. Completely eschewing long-range weapons and armor, the Hunchback IIC can scarcely expect to stand up in a pitched battle. Instead, it is designed for the one-on-one dueling that is so popular within the Clans.


Captain Nash's Analysis: For Goodness sakes, Do NOT get close to this thing!




Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2404

Smoke Jaguar Dossier: Arctic Cheetah (Hankyu)

 Smoke Jaguar Dossier 

Type: Battlemech

Name: Arctic Cheetah (Hankyu)

Mech Class: Light

Weight: 30 Tons

Tech Base: Clan

Description:
The Arctic Cheetah was originally designed by Clan Ice Hellion to replace the Mist Lynx OmniMech. Shortly after they began production in 3037, Clan Smoke Jaguar conquered the factory on Foster that produced the design, enabling the Jaguars the replace their Mist Lynx 'Mechs. The design was dubbed the Hankyu (Japanese for "short bow") by the Draconis Combine forces that first encountered it during the Battle of Luthien.

The Arctic Cheetah uses all the weight-saving materials that were available to the Clans in the 3030s: an Endo Steel structure, an XL Engine, and four tons of Ferro-Fibrous armor. It maintains enough jump jets in the base chassis to leap up to one hundred eighty meters at a time.

Armament: 
Every variant of the Arctic Cheetah mounts a modular Flamer somewhere on the 'Mech for anti-infantry work. The most common configuration to Clan Smoke Jaguar and Clan Nova Cat uses a pair of LRM-5s and ER Medium Lasers, enabling it to excel in medium-range work. The primary configuration is also an incredible scout, mounting an Active Probe, ECM Suite, and TAG.

Variants:
* Alt. Config. A - The most popular variant in Clan Steel Viper adds a Small Pulse Laser and a pair of Streak SRM-6s to the Flamer.

* Alt. Config. B - Appealing to patient warriors, the bravo configuration uses an LB 2-X AC, a Medium Pulse Laser, and an ER Medium Laser.

* Alt. Config. C - This variant excels in urban combat and scouting thanks to its Active Probe. This hunter-killer makes use of four ER Medium Lasers and a pair of Medium Pulse Lasers in addition to the standard Flamer.

* Alt. Config. D - A capable long-range missile boat, configuration D mounts a pair of LRM-10s and a Medium Pulse Laser.


Captain Nash's Analysis: Light most clan lights, this mech is over gunned and under armored.  Be wary of the TAG system, you guys have seen how helpful they can be, this guy has one.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2409

Tuesday, November 2, 2010

Smoke Jaguar Dossier: Jenner IIC

Smoke Jaguar Dossier 

Type: Battlemech

Name: Jenner IIC

Mech Class: Light

Weight: 35 Tons

Tech Base: Clan

Description:
The Jenner was first fielded in 2784, the same year the Exodus fleet that would eventually become the Clans left the Inner Sphere. How exactly they acquired this design is not known, but what is known is that the Clan version fields Clan weaponry, so it is known as the Jenner IIC. This second-line BattleMech is still a fast light that is now capable of delivering plenty of short-range missiles. To achieve this, it uses an XL Engine, Endo Steel structure, and mounts only three and a half tons of Ferro-Fibrous armor. It also carries enough jump jets to leap up to 210 meters at a time. This results in an expensive garrison 'Mech, but one that is still in production nonetheless.

Armament: 
This fast striker carries a Streak SRM-4 and two SRM-6 launchers. This hail of missiles can quickly overcome a light 'Mech, though it does leave the Jenner IIC vulnerable to opponents who mount an Anti-Missile System.

Variants:
Jenner IIC 2 - This support variant replaces the short-range missile launchers with an ER Large Laser and an LRM-5. A Small Pulse Laser provides defense against conventional infantry and other units that stray too close. Its jumping capacity is increased to 270 meters.


Captain Nash's Mission #2 Analysis:  Clan SRM boat.  Would be more scary if thee clanner's didn't stick to one on one duels.  Very little armor on this thing.  If it slows down enough to hammer it, do so.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=875

Friday, October 15, 2010

Smoke Jaguar Dossier: Howler (Baboon)

Smoke Jaguar Dossier

Type: Battlemech

Name: Howler (Baboon) 

Mech Class: Light

Weight: 20 Tons

Tech Base: Clan

Description:
The Howler was first observed among Clan Jade Falcon second-line units, though it has since been proven to be much more widespread. The BattleMech the Inner Sphere dubbed the Baboon is moderately fast for a 'Mech its size, topping out at 119 km/h. Its armament is at least partially enabled by the use of an Endo Steel structure and three tons of Ferro-Fibrous armor.


Armament: 
The Howler is a potent missile boat for its size. Meant to provide fire support to light garrison Stars, the 'Mech carries three LRM-5 launchers and three tons of ammunition.

Variants:
Howler 3 is a prototype in use by the Smoke Jaguars.  Apparently impressed with the capabilities of the Inner sphere Hollander battlemech the Smoke Jaguars scientists looked to improve upon the single weapon light mech design.  The Howler 3 exchanges the standard engine with an XL and adds MASC.  The saved weight allows for the 3 LRM's to be replaced by a single ERPPC with a Targeting Computer.  This design makes for a very capable sniper style mech.




Captain Nash's Mission #2 Analysis: If the Jags have any of these Baboons around, just get close and and crush them.  If they happen to the Prototype with the ERPPC...get close fast and crush them.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=894

Friday, September 24, 2010

Smoke Jaguar Dossier: Firefly C

Smoke Jaguar Dossier

Type: Battlemech

Name: Firefly

Mech Class: Light

Weight: 30 Tons

Tech Base: Inner Sphere (Clan upgrades)

Description:
Until the arrival of Wolf's Dragoons, the Firefly was a 'Mech thought to be extinct from the rigors of the Succession Wars. The Firefly is a well-armed recon 'Mech that tips the scales at thirty tons. Since it was reintroduced to the Inner Sphere, the 'Mech has been refitted by the Wolf's Dragoons with Star League technology. It has a maximum ground speed of 86.4 km/h and can jump up to one hundred and twenty meters. As a scout 'Mech, the Firefly gives average performance with its energy weapon-heavy arsenal and is useful in both a recon and in a guerilla fighter role.

Armament: 
The Firefly is armed with a Coventry Five-Tube LRM-5  for long-range firepower and to attempt to keep enemies at a distance. If facing a determined enemy that is intent on closing, the Firefly carries three Martell Medium Lasers, which can cause a considerable amount of damage. Finally, to protect against missile attacks, the Firefly carries a Sure Fire 444 Anti-Missile System.

Variants:
Firefly C - This is a variant of the Firefly that has been upgraded with all Clan technology. The Firefly C is built on an Endo Steel chassis and is armed with four ER Small Lasers, three Medium Pulse Lasers, and an SRM-2 launcher.

Captain Nash's Mission #2 Analysis: From time to time the clanners take Inner Sphere designs and upgrade their weapons with clan tech.  These mechs are listed with a "C" after their name to denote the "Clan" variant (Such as Atlas C).  This is not to be confused with a "IIC" which is where the clanners have totally redesigned a mech using an inner sphere mech as a template (Such as the Hunchback IIC).   Merloni reported that a Firefly was one of the mechs he spotted.  Being such a rare design I'm going to assume the Smoke Jags have upgraded it to the Firefly C variant.

Tech Readout:  http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=614

Smoke Jaguar Dossier: Peregrine (Horned Owl)

Smoke Jaguar Dossier

Type: Battlemech

Name: Peregrine (Horned Owl)

Mech Class: Light

Weight: 35 Tons

Tech Base:Clan

Description:
The Horned Owl (or Peregrine, as the Inner Sphere knows it) is a light, fast second-line BattleMech capable of highly accurate fire. A harassing platform, the Horned Owl is also a capable dueling 'Mech. Five tons of Ferro-Fibrous armor provide adequate protection for the light 'Mech.

Armament: 
Armed with a single Large Pulse Laser and a Medium Pulse Laser in each arm, the Horned Owl's devastatingly accurate fire can quickly destroy other light 'Mechs.

Variants:
Horned Owl 2 - This variant trades in its lasers for six LRM-5s  and four tons of ammunition. Though it is entirely ammunition-dependent, this model can provide light Stars with sustained support, as it will not build heat under normal circumstances.


Captain Nash's Mission #2 Analysis:  Details on another of the mechs Merloni spotted in his area.  This guy is very accurate with his fire having all Pulse lasers.  He will make short work of light mechs.  Safe bet that he will be jumping about making himself much harder to hit as well.  


Tech Readout:  http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=926

Monday, September 20, 2010

Smoke Jaguar Dossier: Shadow Cat


Jade Falcon Shadow Cat and Elementals on Coventry
Smoke Jaguar Dossier

Type: Battlemech

Name: Shadow Cat

Mech Class: Medium (Omni-mech)

Weight: 45 Tons

Tech Base:Clan

Description:
The Shadow Cat was first encountered by Inner Sphere forces at the Battle of Luthien. They were subsequently used during the Battle of Tukayyid. The OmniMech was developed by Clan Nova Cat to replace the Ice Ferret in the early 31st century. Use of the Shadow Cat has spread to other Clans since its introduction.

This expensive OmniMech makes use of weight-saving technologies in the form of an Endo Steel internal structure, an XL Engine, and seven tons of Ferro-Fibrous armor. All of these together allow the Shadow Cat to employ more pod space than the Ice Ferret at the expense of speed. To counteract this, the base chassis employs enough jump jets to vault up to 180 meters in a single bound and Myomer Accelerated Signal Circuitry that enables it to move up to 130 km/h in bursts.

Armament: 
The primary configuration of the Shadow Cat wields a Gauss Rifle allowing it to handily defeat smaller opponents, often before they can get within range. A pair of smaller ER Medium Lasers back up the rifle, together able to deal almost as much damage as the gauss rifle can. An Active Probe gives the Shadow Cat the ability to detect hidden units, making it a capable scout. 

Variants:
* Alt. Config. A - The first alternate configuration is also potent at long range, but it uses a pair of ER Large Lasers to gain that potency. It retains the Active Probe of the prime, but uses a Streak SRM-6 for backup. It also utilizes three extra double heat sinks to keep heat levels comfortable.

* Alt. Config. B - This variant is also a fusion of long-range weaponry with a scouting system. This configuration adds a pair of Artemis IV-guided LRM 15s to the Active Probe. It also has a pair of ER Medium Lasers for backup, though it adds an ECM Suite to the electronics package.  

Captain Nash's Mission #2 Analysis:  Was able to reestablish brief contact with Merloni.  Got a quick SitRep from him.  Seems there are two Stars of Clanners in his area.  One is all Clan mechs being led by a Shadow Cat.  He thinks it was the prime configuration with the Gauss Rifle but he is not positive.  Logically, the Jags are using a Shadow Cat, possibly the most durable scout mech in their arsenal.  If you do stumble across this clanner, don't mess around with him. Take him down fast.  That Gauss is a threat to any battlemech ever produced. I'm not even going to tell you what it could do to our current mech options.    


Tech Readout:  http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2405

Wednesday, September 8, 2010

Smoke Jaguar Dossier: Koshi (Mist Lynx)

Smoke Jaguar Dossier

Type: Battlemech

Name:Koshi (Mist Lynx)

Mech Class: Light (Omni-mech)

Weight: 25 Tons


Tech Base:Clan

Description:
Weighing in at twenty five tons, the Mist Lynx is a lightweight workhorse OmniMech. The Mist Lynx is a common light OmniMech among the Invading Clans, and is part of the touman of every clan. The Mist Lynx was designed and most commonly fielded by Clan Smoke Jaguar and earned the code name Koshi, or "small death", from the Draconis Combine forces which encountered it.

The Mist Lynx is built on a lightweight Endo Steel chassis to save weight and is powered by a 175 XL engine that gives the 'Mech a top speed of 118.8 km/h. The Mist Lynx also has six Jump Jets that allow the 'Mech to jump up to one hundred and eighty meters. The Mist Lynx has a fixed Active Probe that allows the 'Mech to protect itself from ambush by letting it detect any hidden enemy units before they can strike. For protection from enemy fire, the Mist Lynx has three and a half tons of Ferro-Fibrous armor.

Armament: 
In its primary configuration the Mist Lynx is armed to engage an enemy at any range. For long range combat, the Mist Lynx carries a single LRM-10 launcher, which is backed up by a Streak SRM-4 launcher for close combat. Finally, to protect itself from infantry, the Mist Lynx carries two Machine Guns.

Variants:
Alt. Config. A - The A configuration of the Mist Lynx is intended for artillery spotting and anti-infantry work. To spot for Arrow IV artillery, it carries a TAG laser designator. To protect itself from infantry attacks, it has two A-Pods, two Machine Guns, and a single Flamer. Finally, for added protection from missile attacks, the Mist Lynx A has two Anti-Missile Systems.

* Alt. Config. B - A close combat configuration, the Mist Lynx B has two ER Medium Lasers and two SRM-6 launchers for its primary weapons. These are backed up by a single ER Small Laser as a weapon for extremely close ranges.

* Alt. Config. C - The C configuration of the Mist Lynx is armed with a single ER Large Laser as its primary weapon backed up by an ER Medium Laser for close combat. For added protection, the Mist Lynx C has an Anti-Missile System for protection from missile fire and an ECM Suite to protect it from enemy electronic warfare systems.

* Alt. Config. D - A long range sniper configuration, the Mist Lynx D has a single Ultra Autocannon/2 for sniping at targets at long range. For close range protection, the 'Mech has an ER Medium Laser and an ER Small Laser.

Captain Nash's Mission #1 Analysis:  

Very common among the ranks of the Smoke Jaguars, figure if you see a light Omni-mech chances are it will be a Koshi, or Mist Lynx as the clanners call them.  As with all Omni-mechs, the ease of swapping weapon systems make the capabilities and role of this chassis dependent on the loadout chosen.
The B or C configurations are the only ones I would worry about.  The D in the right hands might be a nuisance, but not really a threat.  Weakness of this mech is in the arms.  Remove the arms and with them goes all  the weapon systems on this mech.

Tech Readout:
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=653