Showing posts with label Mission #6. Show all posts
Showing posts with label Mission #6. Show all posts
Sunday, February 13, 2011
Mission #6: After Action Report (Debriefing)
Location: Briefing room, HPG station, Southern Hemisphere, Port Arthur.
Captain Nash addresing the mechwarriors after their failed assault on a Jag firebase.
Wow, that could have gone a little better. At least you all made it back. Glad we got that Mechwarrior recovery hovercraft working. She got a good workout yesterday.
Alright, you guys have faced tough tests before, this was the toughest. Command thought you guys were on a roll, and probably put you into a situation that left too much up to chance. I however am not of the same mind set.
You guys had this, but acted like a bunch of wet behind the ear recruits. Here is where I see your could have improved.
1) Whose idea was it to use a gunline rather than concentrating your forces on one point? Pushing a flank as one group might have helped. Sure a couple might have taken the brunt of the firebase defensive fire, but that would have allowed the others to engage at short range relatively untouched.
2) Did I forget to send you the dossiers of the expected tanks at the base? When looking at those, don't just look at the weapon loadouts. Also look at the Armor, and how fast they are. Lookin at the Pike and the LRM carriers, if you guys gotten to a side wall and forced them to move in order to engage at you, it might have been a little better for you.
3) Way back in Terra's history. Armies used to have Commisars. They were officers, that insured the objectives of the mission were accomplished. If a soldier retreated in the face of the enemy...he would have been an example to others as to what happens to troops that retreat during an advance. Putting the pressure on the clanners was key. Falling back after taking a couple of hits, or in the face of a squad of toads...not that good of an idea.
4) Toads. I think I overstated how dangerous they actually are. At most they can take a ton of armor off of you. Sure if they get on the head of your mech, you are in trouble, but facing volley after volley of an LRM carrier that can strip 4 tons off...easy choice which I would rather face.
5) I must have forgotten to mention to try to take out the Power building to drop all the turrets at once rather than take each one out.
6) Movement will help keep you alive when assaulting. Not using your max speed when in range of the enemy guns, will make you a prime target.
Anyway, rant over. Glad you all made it back. As you know we have been assigned garrison duty here at the HPG while we lick our wounds. Command has given us quite the selection of heavy mechs to fill out our roster. Some of you may notice the Mechwarrior Meech is not here at the briefing. He took a tumble climbing out of the Venom. Apparently there was some hidden damage on the access ladder and a rung let go on him. He will be down at least a month (Player in Florida for next months game).
I fully expect a counter attack by many of the same forces we just faced. They will probably leave the tanks at their base and hit us with some mechs, maybe elementals. Be ready folks. Look over the new mechs we have, and start familiarizing yourself with your selection.
Dismissed.
(OOC) Mitch will miss the next mission, he has given up his pick to help the team...he will get the first pick next time through no matter the killboard or dead mechwarriors. Jay is staying in the Daikyu, so Kyle your pick.
Saturday, February 12, 2011
Mission #6: Killboard, Mechbay, Roster and Mech Selection order
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 #6.
It was asked what the heck Aggressive play means. Well it is a tool I use to help catch players up to the others, or to give some points where a player may not have earned any. But to earn it you must play aggressively...meaning no falling back, or hiding behind a building. Goes back to my Battletech is a long enough game don't make it longer than it needs to be speech that you all have heard many times.
Next up are the Mech losses. Players lost a freakin lot. Dragon Fire, Maelstrom, Peregrine, Komodo, Grand Dragon. The Crab was also too badly damaged to repair and was shipped back to command.
Command has given us a garrison duty while we review our latest action. We got some pretty sweet rides to use as we Defend the HPG we took from the Nova Cats. Our new mechs are:
Marauder, Penetrator, Crusader, Grasshopper, Thunderbolt, Warhammer, Rifleman, and a Catapult. Furlow has also taken the c3Slave out of the Venom and added back the Medium pulse laser, making it the 9K version were we don't have a C3Master to link it to at the moment.
New look of the Mech Bays with all the changes.
Mechwarrior Roster after Mission #6
Jay, you reached 10 kills, so I lowered your gunnery, you also have a skill choice from the regular or veteran skills.
Fab and Larry, you guys are within 1 kill of your 10th. You also have yet to turn in a Character Dossier. Turn one in and get the bonus kill bumping you to the next level essentially. For your dossier to count, you must have a background story, (How you got into the Lucky 7th) plus a picture or two of what your guy looks like.
Derek, you hit 5 kills. So you can lower your piloting by 1 if you wish or wait for 10 kills (like everyone else) and lower your gunnery. You also get to chose a 2nd skill from the regular skills list.
Here is the mech selection order for Mission #7 (Hint, we will be using almost the exact same map, only you guys will be defending)
Mitch
Jay
Kyle
Fab
Larry
Scott
Jeff (Blue Falcon)
Dereck
Lee
Gregg
Derek
Get Pickin'
After action report for Mission #6 to follow....
Command has given us a garrison duty while we review our latest action. We got some pretty sweet rides to use as we Defend the HPG we took from the Nova Cats. Our new mechs are:
Marauder, Penetrator, Crusader, Grasshopper, Thunderbolt, Warhammer, Rifleman, and a Catapult. Furlow has also taken the c3Slave out of the Venom and added back the Medium pulse laser, making it the 9K version were we don't have a C3Master to link it to at the moment.
New look of the Mech Bays with all the changes.
Jay, you reached 10 kills, so I lowered your gunnery, you also have a skill choice from the regular or veteran skills.
Fab and Larry, you guys are within 1 kill of your 10th. You also have yet to turn in a Character Dossier. Turn one in and get the bonus kill bumping you to the next level essentially. For your dossier to count, you must have a background story, (How you got into the Lucky 7th) plus a picture or two of what your guy looks like.
Derek, you hit 5 kills. So you can lower your piloting by 1 if you wish or wait for 10 kills (like everyone else) and lower your gunnery. You also get to chose a 2nd skill from the regular skills list.
Here is the mech selection order for Mission #7 (Hint, we will be using almost the exact same map, only you guys will be defending)
Mitch
Jay
Kyle
Fab
Larry
Scott
Jeff (Blue Falcon)
Dereck
Lee
Gregg
Derek
Get Pickin'
After action report for Mission #6 to follow....
Thursday, February 3, 2011
Mission #6: Mission Briefing
Mission 6: Capture the Firebase
Time to go on the offensive, roll out guys.
Primary Objectives:
+ Eliminate all opposing Jaguar forces at firebase.
+ Eliminate all opposing Jaguar forces at firebase.
Secondary Objectives:
+ Cause minimal collateral damage. (We would like to use the base for future operations)
Mission Briefing:
Pretty simple this time out...push the Jag out of the firebase. We will approach from the south, which should give us the best chance at surprise.
We will strike at dawn. Gave brief thought to a nighttime assault, but the firebase is too well lit for it to be of any real advantage.
There are 2 walls around the firebase.
The outermost is rounded on the top so it will be almost impossible for your mechs to stand on. Not sure if it would support the weight of a mech anyway. Use it as cover, jump over, climb over, or destroy a section to continue your push. It is short wall and should only come to the waist level of your mechs.
The innermost is on the firebase itself. This one appears to be built right into the terrain, and will be impossible to destroy a section. Estimates are that each wall section could support at least 500 tons.
Get in there and dig them out. Eliminate or rout all Jaguar forces from the area.
Get in there and dig them out. Eliminate or rout all Jaguar forces from the area.
Expected Jaguar forces:
Mechs:
Timberwolf Prime: Star Captain Gehrig (2/3)
Thor Prime: Mechwarrior "Tommy" John (3/4)
Loki Prime: Mechwarrior Wells (3/4)
Vulture Prime: Mechwarrior Sanders (3/4)
Huntsman Prime: Mechwarror Sax (3/4)
Vehicles:
Demolisher Heavy Tank (unknown variant): (3/4)
LRM Carrier (3058): (4/5)
LRM Carrier (3058): (4/5)
Pike Support Tank (Clan): (4/5)
Pike Support Tank (Clan): (4/5)
Elementals:
Star Commander Winfield's Point: Small Lasers (2/3)
Point 2: Small Lasers (3/4)
Point 3: Small Lasers (3/4)
Point 4: Small Lasers (3/4)
Point 5: Flamers (3/4)
Automated Turrets:
The South East and North West corners of the firebase are protected by a pair of turrets.
One of the pair has Dual Ultra AC2's, the other has an LRM 20 launcher.
There appears to be a structure on the northside of the firebase that may power these turrets. Scan the building to see if dropping it will take out all 4 of the turrets.
Good Luck!
Nash out.
Wednesday, February 2, 2011
Mission #6: Recon Video
Here as promised is the video of the table.
Players will be coming in on the edge near the hills. Objective will be detailed in the mission briefing, but safe bet is you will have to capture the firebase.
On a side note. Furlow, our master Technician, when looking over the new Kurita mechs thought is wuold be quite wasteful for us to send out a C3slave without a network to link to. She was able to take the C3Slave unit out of the Grand Dragon and restore the Mech to the DRG-5K variant. She was able to replace the rear mounted medium laser in the spot left by the C3Slave. Yes, this gives the Grand Dragon two rear facing Medium lasers, not overly useful, but more so than the C3Slave.
Mission Briefing to come.
Nash out.
OOC: Also, Larry had graciously donated his Barstools for use around the table. Thanks Larry! Those should work much better than the lawn chairs I have down there now.
Players will be coming in on the edge near the hills. Objective will be detailed in the mission briefing, but safe bet is you will have to capture the firebase.
On a side note. Furlow, our master Technician, when looking over the new Kurita mechs thought is wuold be quite wasteful for us to send out a C3slave without a network to link to. She was able to take the C3Slave unit out of the Grand Dragon and restore the Mech to the DRG-5K variant. She was able to replace the rear mounted medium laser in the spot left by the C3Slave. Yes, this gives the Grand Dragon two rear facing Medium lasers, not overly useful, but more so than the C3Slave.
Mission Briefing to come.
Nash out.
OOC: Also, Larry had graciously donated his Barstools for use around the table. Thanks Larry! Those should work much better than the lawn chairs I have down there now.
Monday, January 31, 2011
Mission #6: Dueling / Physical attacks.
Just a couple of notes for Mission #6 as the game approaches.
In an earlier post Star Colonel Giambi esentially takes the gloves off the clanners for combat. Here is what he meant when he said..."Authorized to use any means necessary to destroy that mech."
1) The Jaguar Mechwarriors will still try to duel with you. I'll place the fire declaration sticks first. Then let you guys place yours.
2) Any player that fires on a mech that is not firing at them will become "Dezgra" (Clan term for disgraced). And will write their name on the whiteboard we use for initiative tracking in the Dezgra section.
3) Any mech that is Dezgra may be fired upon targeted by any and all clan mechs.
4) Physical attacks work a little different. You guys will declare physical attacks first. If you declare a physical attack, the clanners will be allowed to respond that turn with a physical attack of their own.
5) If you perform a physical attack on a Mech or vehicle you will write your name down in the Dezgra section of the whiteboard. (Notice I didn't say Elementals, Clanners fully expect you to try to stomp them or punch them off you as they climb your mech.)
6) Any mech that is Dezgra may be the target of Physical attacks.
To sum up, If you break a duel or perform a Physical attack then the clanners get to play by your rules against your mech.
Teaser as to what you will be facing...A Star of Mechs, A Star of Heavy / Assault tanks, and a Star of Elementals, plus base defenses. Should be the toughest one yet. I know I keep saying they and you keep rising to the challenge.
Mission briefing and video of the map to come later this week.
In an earlier post Star Colonel Giambi esentially takes the gloves off the clanners for combat. Here is what he meant when he said..."Authorized to use any means necessary to destroy that mech."
1) The Jaguar Mechwarriors will still try to duel with you. I'll place the fire declaration sticks first. Then let you guys place yours.
2) Any player that fires on a mech that is not firing at them will become "Dezgra" (Clan term for disgraced). And will write their name on the whiteboard we use for initiative tracking in the Dezgra section.
3) Any mech that is Dezgra may be fired upon targeted by any and all clan mechs.
4) Physical attacks work a little different. You guys will declare physical attacks first. If you declare a physical attack, the clanners will be allowed to respond that turn with a physical attack of their own.
5) If you perform a physical attack on a Mech or vehicle you will write your name down in the Dezgra section of the whiteboard. (Notice I didn't say Elementals, Clanners fully expect you to try to stomp them or punch them off you as they climb your mech.)
6) Any mech that is Dezgra may be the target of Physical attacks.
To sum up, If you break a duel or perform a Physical attack then the clanners get to play by your rules against your mech.
Teaser as to what you will be facing...A Star of Mechs, A Star of Heavy / Assault tanks, and a Star of Elementals, plus base defenses. Should be the toughest one yet. I know I keep saying they and you keep rising to the challenge.
Mission briefing and video of the map to come later this week.
Monday, January 24, 2011
Mission #6: Mechs selected
Looks like we are set for Mission #6. Mechwarriors have selected their Mechs. The left over Centurion was taken back by command.
A walk down memory lane, just showing the mechs you guys had used up to this point.
Current Mechwarrior Roster. Added a column showing if you have written a background dossier for your character yet (and getting your free kill). Still need a callsign from you Jeff.
Got the table set up. Should have some images or a recon video coming later this week.
Figure the game should play something like the game in the link below from the last campaign. (Just without the cheating of the new player.)
http://www.greenhousegamesonline.com/CarverV10.htm
A walk down memory lane, just showing the mechs you guys had used up to this point.
Current Mechwarrior Roster. Added a column showing if you have written a background dossier for your character yet (and getting your free kill). Still need a callsign from you Jeff.
Got the table set up. Should have some images or a recon video coming later this week.
Figure the game should play something like the game in the link below from the last campaign. (Just without the cheating of the new player.)
http://www.greenhousegamesonline.com/CarverV10.htm
Thursday, January 20, 2011
Mission #6: Prelude
Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar Firebase Gamma, Primary Communications Room.
Star Colonel Giambi:
This is Star Colonel Giambi contacting Firebase Gamma. Come in Gamma.
Mechwarrior Sanders:
This is Gamma, Mechwarrior Sanders responding, how can I help you Star Colonel?
Star Colonel Giambi:
Kerensky's Ghost, you have Warriors working in communications up there at Gamma, Quiaff?
Mechwarrior Sanders:
Aff, Star Colonel. Star Captain Gehrig is having an emergency meeting with all base personnel as we speak.
Star Colonel Giambi:
I want a conference with the Star Captain and all Warriors in 5 minutes, route me to your briefing room.
Five minutes later in the Gamma's primary briefing room. The Mechwarriors and Elementals of Firebase Gamma have gathered. Star Colonel Giambi is on the large display screen at the front of the room and begins to speak.
Star Colonel Giambi:
Warriors of Smoke Jaguar, we have been betrayed. Our Nova Cat allies have shown their true colors and joined with the Inner Sphere forces that oppose the clan's march to Terra. Just yesterday the Southern HPG on Port Arthur was taken all too easily from the Nova Cats by Inner Sphere forces. You all know the Northern HPG was captured last week. This leaves us cut off from our Clan. We are on our own.
My advisers believe that Firebase Gamma will be the next target of the Davion forces in our area. I want a status report from all unit commanders at Firebase Gamma now.
Star Captain Gehrig:
The base turrets are all functioning at 100%. We have a Star of heavy tanks crewed by solohma warriors that are also at full fighting strength. My Timberwolf is at fully operational with the primary weapons loadout currently installed. Mechwarrior John hows the Summoner's elbow joint?
Mechwarrior "Tommy" John:
Had to replace the myomer fibers. We were out of replacement Summoner arm acuators so we used some from the lower leg of a downed Warhawk. Seems to be functioning better than before. Primary weapons loadout currently equipped.
Star Captain Gehrig:
Sanders, Sax, Wells...Report!
Mechwarrior Sanders:
Mad Dog, Primary weapons loadout, no issues sir.
Mechwarrior Sax:
Huntsman ready to go, Primary loadout.
Mechwarrior Wells:
(talks with cigar gritted between teeth) Yeah, Hellbringer, primary loadout. Running hot...just like always.
Star Captain Gehrig:
(rolls eyes at Wells, knowing the old mechwarrior is beyond discipline at this point) Star Commander Winfield?
Star Commander Winfield:
Full Star of Elementals are ready for action. All of my men are eager to engage the enemy.
Star Colonel Giambi:
Good! Know this Warriors of the Jaguar. These Davion warriors we face fight without honor. They do not follow our rules for dueling. They will concentrate fire upon you and pick you apart one at a time. They will use physical attacks, and even have designed battlemechs with hatchets and swords! With the loss of the HPG our rules of engagement have changed. We are now fighting for our very survival. You are no longer to be held to our code of warfare. For any mech that engages Jaguar forces and acts without honor, you are authorized to use any means necessary to destroy that mech! That includes firing upon a mech that is currently engaged by one of your fellow Jaguars. That includes responding in kind to any mech that utilizes physical attacks! They have brought us to this level, and it turns my innards to give this order, but it must be done. Our very existence may depend upon it. Fight well Warriors of the Jaguar, Giambi out.
(Giambi's image is replaced by the Smoke Jaguar logo)
Mechwarrior Wells:
(Softly, grinning with the cigar still in his teeth) Heh, Sweet...
Star Captain Gehrig:
(Rolls eyes again at Wells) Jaguars dismissed!
Star Colonel Giambi:
This is Star Colonel Giambi contacting Firebase Gamma. Come in Gamma.
Mechwarrior Sanders:
This is Gamma, Mechwarrior Sanders responding, how can I help you Star Colonel?
Star Colonel Giambi:
Kerensky's Ghost, you have Warriors working in communications up there at Gamma, Quiaff?
Mechwarrior Sanders:
Aff, Star Colonel. Star Captain Gehrig is having an emergency meeting with all base personnel as we speak.
Star Colonel Giambi:
I want a conference with the Star Captain and all Warriors in 5 minutes, route me to your briefing room.
Five minutes later in the Gamma's primary briefing room. The Mechwarriors and Elementals of Firebase Gamma have gathered. Star Colonel Giambi is on the large display screen at the front of the room and begins to speak.
Star Colonel Giambi:
Warriors of Smoke Jaguar, we have been betrayed. Our Nova Cat allies have shown their true colors and joined with the Inner Sphere forces that oppose the clan's march to Terra. Just yesterday the Southern HPG on Port Arthur was taken all too easily from the Nova Cats by Inner Sphere forces. You all know the Northern HPG was captured last week. This leaves us cut off from our Clan. We are on our own.
My advisers believe that Firebase Gamma will be the next target of the Davion forces in our area. I want a status report from all unit commanders at Firebase Gamma now.
Star Captain Gehrig:
The base turrets are all functioning at 100%. We have a Star of heavy tanks crewed by solohma warriors that are also at full fighting strength. My Timberwolf is at fully operational with the primary weapons loadout currently installed. Mechwarrior John hows the Summoner's elbow joint?
Mechwarrior "Tommy" John:
Had to replace the myomer fibers. We were out of replacement Summoner arm acuators so we used some from the lower leg of a downed Warhawk. Seems to be functioning better than before. Primary weapons loadout currently equipped.
Star Captain Gehrig:
Sanders, Sax, Wells...Report!
Mechwarrior Sanders:
Mad Dog, Primary weapons loadout, no issues sir.
Mechwarrior Sax:
Huntsman ready to go, Primary loadout.
Mechwarrior Wells:
(talks with cigar gritted between teeth) Yeah, Hellbringer, primary loadout. Running hot...just like always.
Star Captain Gehrig:
(rolls eyes at Wells, knowing the old mechwarrior is beyond discipline at this point) Star Commander Winfield?
Star Commander Winfield:
Full Star of Elementals are ready for action. All of my men are eager to engage the enemy.
Star Colonel Giambi:
Good! Know this Warriors of the Jaguar. These Davion warriors we face fight without honor. They do not follow our rules for dueling. They will concentrate fire upon you and pick you apart one at a time. They will use physical attacks, and even have designed battlemechs with hatchets and swords! With the loss of the HPG our rules of engagement have changed. We are now fighting for our very survival. You are no longer to be held to our code of warfare. For any mech that engages Jaguar forces and acts without honor, you are authorized to use any means necessary to destroy that mech! That includes firing upon a mech that is currently engaged by one of your fellow Jaguars. That includes responding in kind to any mech that utilizes physical attacks! They have brought us to this level, and it turns my innards to give this order, but it must be done. Our very existence may depend upon it. Fight well Warriors of the Jaguar, Giambi out.
(Giambi's image is replaced by the Smoke Jaguar logo)
Mechwarrior Wells:
(Softly, grinning with the cigar still in his teeth) Heh, Sweet...
Star Captain Gehrig:
(Rolls eyes again at Wells) Jaguars dismissed!
Wednesday, January 19, 2011
Smoke Jaguar Dossier: Demolisher Heavy Tank
Smoke Jaguar Dossier
Type: Vehicle
Name: Demolisher Heavy Tank
Vehicle Type: Tracked
Weight: 80 Tons
Tech Base: Inner Sphere
Description:
Tall, squat, and using four treads, the Demolisher has a well-earned, though sometimes exaggerated, reputation as one of the most deadly vehicles on the battlefield. Designed to counteract the increasing scarcity of 'Mechs during the Succession Wars, the Demolisher became popular, especially on worlds where BattleMechs were not available.
Aldis designed the Demolisher to be able to destroy any 'Mech, which was what appealed to the customers. The initial run was well-received, with hundreds of Demolishers being bought by 'Mech-deficient planets.
Armament:
The Demolisher is armed with two 185 mm ChemJet Gun AC/20s, which are enough to make any other unit, 'Mechs included, pause. The relatively short range of the guns means that maneuverable units with long-range weaponry can confound the Demolisher. The tank also lacks any form of secondary weapons, which may be detrimental when the massive cannons run dry.
Variants:
* Demolisher (Clan) - Developed by the Clans, this variant carries twin LB 20-X ACs as its main armament. Mounted coaxially with these huge autocannon are a pair of Medium Pulse Lasers. Six Machine Guns scattered across the front and side arcs protect it from infantry. Like most Clan vehicles, the Clan Demolisher carries CASE to protect the ammunition bay.
* Demolisher (Gauss) - This version of the Demolisher swaps the AC/20's for twin Gauss Rifles and a pair of Medium Lasers. It also adds some armor protection.
* Demolisher (MRM) - Developed during the Clan Invasion this variant can launch almost one hundred missiles at an enemy thanks to its three MRM-30 launchers. A C3 Slave allows it to take advantage of targeting data provided by other units.
Captain Nash's Analysis: Might just be the scariest tank ever created. The short range of it's weapons are it's true weakness of the main version. Don't get close to this one unless your feeling lucky. The Gauss version is pretty rare, but Kurita did have some on Port Arthur before it was taken. Pray, the Jaguars haven't upgraded any of these to the clan variant...two LB20X's will wreck just about anyone. Doubt the Jags have the MRM version as that is a new tech that was developed, and deployed outside of their occupation zone.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1129
Type: Vehicle
Name: Demolisher Heavy Tank
Vehicle Type: Tracked
Weight: 80 Tons
Tech Base: Inner Sphere
Description:
Tall, squat, and using four treads, the Demolisher has a well-earned, though sometimes exaggerated, reputation as one of the most deadly vehicles on the battlefield. Designed to counteract the increasing scarcity of 'Mechs during the Succession Wars, the Demolisher became popular, especially on worlds where BattleMechs were not available.
Aldis designed the Demolisher to be able to destroy any 'Mech, which was what appealed to the customers. The initial run was well-received, with hundreds of Demolishers being bought by 'Mech-deficient planets.
Armament:
The Demolisher is armed with two 185 mm ChemJet Gun AC/20s, which are enough to make any other unit, 'Mechs included, pause. The relatively short range of the guns means that maneuverable units with long-range weaponry can confound the Demolisher. The tank also lacks any form of secondary weapons, which may be detrimental when the massive cannons run dry.
Variants:
* Demolisher (Clan) - Developed by the Clans, this variant carries twin LB 20-X ACs as its main armament. Mounted coaxially with these huge autocannon are a pair of Medium Pulse Lasers. Six Machine Guns scattered across the front and side arcs protect it from infantry. Like most Clan vehicles, the Clan Demolisher carries CASE to protect the ammunition bay.
* Demolisher (Gauss) - This version of the Demolisher swaps the AC/20's for twin Gauss Rifles and a pair of Medium Lasers. It also adds some armor protection.
* Demolisher (MRM) - Developed during the Clan Invasion this variant can launch almost one hundred missiles at an enemy thanks to its three MRM-30 launchers. A C3 Slave allows it to take advantage of targeting data provided by other units.
Captain Nash's Analysis: Might just be the scariest tank ever created. The short range of it's weapons are it's true weakness of the main version. Don't get close to this one unless your feeling lucky. The Gauss version is pretty rare, but Kurita did have some on Port Arthur before it was taken. Pray, the Jaguars haven't upgraded any of these to the clan variant...two LB20X's will wreck just about anyone. Doubt the Jags have the MRM version as that is a new tech that was developed, and deployed outside of their occupation zone.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1129
Smoke Jaguar Dossier: LRM Carrier
Smoke Jaguar Dossier
Type: Vehicle
Name: LRM Carrier
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
Ever since the development of the first rocket centuries ago, military units have used mobile missile systems to provide cheap and effective fire support. Along with its SRM counterpart, the LRM Carrier serves in every military action across the Inner Sphere in a variety of shapes and forms.
The chassis for missile carriers vary in basic design, but they are all essentially military transport vehicles, tracked being the most common, adapted to carry the huge missile launchers and loading equipment. Those adaptations generally consist of reinforcing the suspension systems and armoring the crew and critical components areas enough to survive the back blast from so many missiles. With an average top speed of 54 kph and armor unable to survive counter-battery fire, if forced to engage in direct combat a carrier's life expectancy is measured in seconds.
Manufactured by almost every major military supplier, the modern LRM Carrier is derived from those developed in the Age of War by Quik Products Inc, the future Quikscell Company. In many cases derived a little too closely, during the Succession Wars era many manufacturers were producing little more than shoddy direct copies that fell below even Quikscell's low quality standards. After the end of the Fourth Succession War Quikscell lodged lawsuits against those manufacturing clones of Quik based carriers, resulting the closure of many smaller manufacturers and larger manufacturers ending production. While those who produced their own designs were not effected, Quikscell's elimination of much of its competitors and its offer to exchange any missile carrier not produced by them for legit Quikscell versions and parts made it the number one player of the missile carrier market.
Armament:
While its chassis is identical to its SRM counterpart, the LRM Carrier mounts three LRM-20 launchers in its turret. Quikscell utilize FarFire brand launchers, but carriers produced by other manufacturers frequently use the launchers common to their House of origin, such as DeltaDart LRMs in the Federated Suns or Shigunga in the Draconis Combine. A barrage fired from a missile carrier is a fearsome sight and four tons of ammunition allow a carrier to keep up that rate of fire up for over a minute, but forces carriers to be tied to a functioning supply system to keep them in action for any extended period.
Variants:
Upgrade - Introduced by Quikscell in 3054 for the Federated Commonwealth, the use of Lexington Ltd. High Grade Ferro-Fibrous boosts armor protection of the carrier, while dropping the engine down to InterComBust 120 frees up weight to add an Artemis IV FCS for each launcher and a C3 Slave to greatly improve their accuracy.

Captain Nash's Analysis: Truly a support weapon, the LRM carrier is a glass cannon. She can dish out the pain with her three LRM20 launchers, but throw the same back at her and she will be toast. Figure the Jaguars have a bunch of these seized during the invasion, the way the House Kurita loves them. Safe bet the Clanners have not swapped out the inner sphere LRM launchers with the clan variant, so get close to this one to take advantage of the launchers minimum range.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1124

Type: Vehicle
Name: LRM Carrier
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
Ever since the development of the first rocket centuries ago, military units have used mobile missile systems to provide cheap and effective fire support. Along with its SRM counterpart, the LRM Carrier serves in every military action across the Inner Sphere in a variety of shapes and forms.
The chassis for missile carriers vary in basic design, but they are all essentially military transport vehicles, tracked being the most common, adapted to carry the huge missile launchers and loading equipment. Those adaptations generally consist of reinforcing the suspension systems and armoring the crew and critical components areas enough to survive the back blast from so many missiles. With an average top speed of 54 kph and armor unable to survive counter-battery fire, if forced to engage in direct combat a carrier's life expectancy is measured in seconds.
Manufactured by almost every major military supplier, the modern LRM Carrier is derived from those developed in the Age of War by Quik Products Inc, the future Quikscell Company. In many cases derived a little too closely, during the Succession Wars era many manufacturers were producing little more than shoddy direct copies that fell below even Quikscell's low quality standards. After the end of the Fourth Succession War Quikscell lodged lawsuits against those manufacturing clones of Quik based carriers, resulting the closure of many smaller manufacturers and larger manufacturers ending production. While those who produced their own designs were not effected, Quikscell's elimination of much of its competitors and its offer to exchange any missile carrier not produced by them for legit Quikscell versions and parts made it the number one player of the missile carrier market.
Armament:
While its chassis is identical to its SRM counterpart, the LRM Carrier mounts three LRM-20 launchers in its turret. Quikscell utilize FarFire brand launchers, but carriers produced by other manufacturers frequently use the launchers common to their House of origin, such as DeltaDart LRMs in the Federated Suns or Shigunga in the Draconis Combine. A barrage fired from a missile carrier is a fearsome sight and four tons of ammunition allow a carrier to keep up that rate of fire up for over a minute, but forces carriers to be tied to a functioning supply system to keep them in action for any extended period.
Variants:
Upgrade - Introduced by Quikscell in 3054 for the Federated Commonwealth, the use of Lexington Ltd. High Grade Ferro-Fibrous boosts armor protection of the carrier, while dropping the engine down to InterComBust 120 frees up weight to add an Artemis IV FCS for each launcher and a C3 Slave to greatly improve their accuracy.

Captain Nash's Analysis: Truly a support weapon, the LRM carrier is a glass cannon. She can dish out the pain with her three LRM20 launchers, but throw the same back at her and she will be toast. Figure the Jaguars have a bunch of these seized during the invasion, the way the House Kurita loves them. Safe bet the Clanners have not swapped out the inner sphere LRM launchers with the clan variant, so get close to this one to take advantage of the launchers minimum range.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1124
Tuesday, January 18, 2011
Smoke Jaguar Dossier: Summoner (Thor)
Smoke Jaguar Dossier
Type: Battlemech
Name: Summoner (Thor)
Mech Class: Heavy
Weight: 70 Tons
Tech Base: Clan (Omni)
Description:
The Summoner is a highly mobile heavy OmniMech that is commonly used by Clan Jade Falcon in a wide variety of roles. Barely a second generation OmniMech, the Jade Falcons introduced the Summoner just after becoming the first Clan to win OmniMech technology from Clan Coyote in 2863. The Summoner earned the code name Thor for its powerful, yet simple arsenal. The Summoner's balanced mix of speed, mobility, armor, and firepower make it a highly effective and reliable OmniMech.
Armament:
The Summoner is powered by a lightweight 350 XL engine that gives the 'Mech a top speed of 86.4 km/h. The mobility of the Summoner is enhanced with five jump jets that allow it to jump up to one hundred and fifty meters. The Summoner has fourteen double heat sinks which are capable of handling the heat produced in most of the 'Mechs configurations with ease. To protect it from damage, the Summoner carries nine and a half tons of Ferro-Fibrous armor.
In its primary configuration the Summoner has a basic yet effective arsenal. The primary direct fire weapon is an ER PPC backed up by an LB 10-X Autocannon that can fire both standard and cluster ammunition. For fire support and bombardment, the Summoner has an LRM-15 launcher.
Variants:
* Alt. Config. A - For long range combat, the Summoner A has a powerful Gauss Rifle which is supported by a Large Pulse Laser for intermediate ranges and an SRM-6 launcher for close combat.
* Alt. Config. B - A missile bombardment configuration, the B configuration carries a pair of LRM-20 launchers for long range engagements. For close combat, the Summoner B has two SRM-4 launchers. A Narc Missile Beacon allows the Summoner to designate targets for missile fire from other friendly units. The Summoner B has further protection through the use of an Anti-Missile System which gives it increased protection from missile attacks.
* Alt. Config. C - A close range brawler, the Summoner C is armed with a single ER Large Laser for long range sniping at enemy targets but truly comes into its own at close range. The 'Mech relies on a powerful Ultra Autocannon/20 for quick kill capabilities at close ranges. This is backed up by a highly accurate Streak SRM-6 launcher to seek out weak points in an enemy's armor and an ER Small Laser.
* Alt. Config. D - A multi-role configuration of the Summoner, the D configuration is armed with a pair of ER Large Lasers for long range combat. These are backed up by a pair of ER Medium Lasers for short range combat. All of these lasers are linked to an advanced Targeting Computer making the 'Mech highly accurate. For anti-infantry combat, the 'Mech has a pair of Machine Guns. A pair of Anti-Missile Systems give the 'Mech protection from missile carrying 'Mechs and vehicles.
Captain Nash's Analysis: One of the few jump capable clan heavies, this mech is one to worry about. Capable at all ranges, with minimal overheating issues. Good all around mech with adequate armor for it's size. If it is only shooting at laser at you as you approach, don't get any closer. You're probably facing the variant with the Ultra AC20. If there is a weakness to this mech it is the size of the ammo bins. Most of the primary weapon systems can only sutain fire for a short period of time (10 rounds), then that weapon system will be out of ammunition. It's just surviving that short time that is the tough part.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=670
Type: Battlemech
Name: Summoner (Thor)
Mech Class: Heavy
Weight: 70 Tons
Tech Base: Clan (Omni)
Description:
The Summoner is a highly mobile heavy OmniMech that is commonly used by Clan Jade Falcon in a wide variety of roles. Barely a second generation OmniMech, the Jade Falcons introduced the Summoner just after becoming the first Clan to win OmniMech technology from Clan Coyote in 2863. The Summoner earned the code name Thor for its powerful, yet simple arsenal. The Summoner's balanced mix of speed, mobility, armor, and firepower make it a highly effective and reliable OmniMech.
Armament:
The Summoner is powered by a lightweight 350 XL engine that gives the 'Mech a top speed of 86.4 km/h. The mobility of the Summoner is enhanced with five jump jets that allow it to jump up to one hundred and fifty meters. The Summoner has fourteen double heat sinks which are capable of handling the heat produced in most of the 'Mechs configurations with ease. To protect it from damage, the Summoner carries nine and a half tons of Ferro-Fibrous armor.
In its primary configuration the Summoner has a basic yet effective arsenal. The primary direct fire weapon is an ER PPC backed up by an LB 10-X Autocannon that can fire both standard and cluster ammunition. For fire support and bombardment, the Summoner has an LRM-15 launcher.
Variants:
* Alt. Config. A - For long range combat, the Summoner A has a powerful Gauss Rifle which is supported by a Large Pulse Laser for intermediate ranges and an SRM-6 launcher for close combat.
* Alt. Config. B - A missile bombardment configuration, the B configuration carries a pair of LRM-20 launchers for long range engagements. For close combat, the Summoner B has two SRM-4 launchers. A Narc Missile Beacon allows the Summoner to designate targets for missile fire from other friendly units. The Summoner B has further protection through the use of an Anti-Missile System which gives it increased protection from missile attacks.
* Alt. Config. C - A close range brawler, the Summoner C is armed with a single ER Large Laser for long range sniping at enemy targets but truly comes into its own at close range. The 'Mech relies on a powerful Ultra Autocannon/20 for quick kill capabilities at close ranges. This is backed up by a highly accurate Streak SRM-6 launcher to seek out weak points in an enemy's armor and an ER Small Laser.
* Alt. Config. D - A multi-role configuration of the Summoner, the D configuration is armed with a pair of ER Large Lasers for long range combat. These are backed up by a pair of ER Medium Lasers for short range combat. All of these lasers are linked to an advanced Targeting Computer making the 'Mech highly accurate. For anti-infantry combat, the 'Mech has a pair of Machine Guns. A pair of Anti-Missile Systems give the 'Mech protection from missile carrying 'Mechs and vehicles.
Captain Nash's Analysis: One of the few jump capable clan heavies, this mech is one to worry about. Capable at all ranges, with minimal overheating issues. Good all around mech with adequate armor for it's size. If it is only shooting at laser at you as you approach, don't get any closer. You're probably facing the variant with the Ultra AC20. If there is a weakness to this mech it is the size of the ammo bins. Most of the primary weapon systems can only sutain fire for a short period of time (10 rounds), then that weapon system will be out of ammunition. It's just surviving that short time that is the tough part.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=670
Smoke Jaguar Dossier: Hellbringer (Loki)
Smoke Jaguar Dossier
Type: Battlemech
Name: Hellbringer (Loki)
Mech Class: Heavy
Weight: 65 Tons
Tech Base: Clan (Omni)
Description:
The Hellbringer is a very widespread design developed by Clan Hell's Horses. However, due to its poor armor, the Hellbringer is often passed over for more robust OmniMechs. The Inner Sphere first encountered the Hellbringer facing Clan Jade Falcon, which favors the design for its immense offensive potential. Earning the codename Loki by Galen Cox, an AFFC officer who declared each of the Hellbringer's various versions as an "utterly mad configuration", the 'Mech does at first glance appear to be highly unusual, mounting a spread of weapons, anti-personnel equipment and electronics. The Hellbringer utilizes a standard internal structure, and has decent mobility, with a top speed of 86.4 km/h. Though it has vast firepower at its disposal, the design is not particularly durable, mounting a mere eight tons of Standard armor, and the Hellbringer is not particularly suitable for defensive situations or extended engagements.
In the aftermath of the Battle of Tokasha and the loss of Tokasha Mechworks, the Hell's Horses began developing several OmniMechs. Only the Hellbringer met with success. Development time for the Hellbringer was reduced through the use of moulds used in the Summoner. Despite the poor armor, the Hellbringer devotes almost 43% of its mass to pods, allowing for great offensive potential. The design spread quickly after its introduction for two reasons: the Horses promptly lost the primary production facility, and used their remaining production to curry favor with other Clans through trade and gifts.
Armament:
Though the sheer amount of equipment is greatly confusing, comparing the 'Mech to those at the time of the Exodus, the Hellbringer Prime bears similarities in design and appearance to the classic Warhammer. The primary weapons are indeed a pair of ER PPCs. As the Hellbringer draws closer to its target, it can bring its smaller and less heat-intensive short-range weapons to bear on the target, with three ER Medium Lasers and a Streak SRM-6 missile rack. The 'Mech is more than capable of handling infantry, with a pair of Machine Guns, and two Anti-Personnel Pods on each leg. An advanced Targeting Computer gives the energy weapons lethal accuracy, and an Active Probe and ECM Suite help to minimize any tactical advantage the enemy may have. To help increase battle longevity, the Hellbringer also carries an Anti-Missile System.
Variants:
* Alt. Config. A - The Hellbringer A, though apparently a long-range configuration, does have some unusual equipment. A set of two ER Large Lasers and an Ultra AC/5 serve as primary weapons, and are supported by a LRM-20 rack. The 'Mech also carries a Narc Missile Beacon to increase missile accuracy, probably intended for nearby fire-support units. At close ranges, the 'Mech can defend itself with an ER Medium Laser and also has two Machine Guns and an Active Probe for point defense.
* Alt. Config. B - With a high damage profile at long and short range, the Hellbringer B does not utilize energy weapons as much, and so has few issues with heat buildup. A powerful Gauss Rifle and LB 5-X AC allow the 'Mech to ravage both armor and critical systems, with the Gauss Rifle's powerful slug and the LB 5-X's fragmenting shot. At closer ranges, the 'Mech has two SRM-6 racks slaved to Artemis IV fire control systems for greater accuracy, with an ER Small Laser as a backup weapon.
Captain Nash's Analysis: Where the clan designers excelled with the Vulture they fell short with the Loki. It was as if they tried to cram too much into one chassis and in the end to make everything fit sacrificed the armor. Don't get me wrong, all the variants can dish out damage, they just can't take it very well. Watch out for the ECM this mech carries, it can wreck havok with our C3 lance.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=666
Type: Battlemech
Name: Hellbringer (Loki)
Mech Class: Heavy
Weight: 65 Tons
Tech Base: Clan (Omni)
Description:
The Hellbringer is a very widespread design developed by Clan Hell's Horses. However, due to its poor armor, the Hellbringer is often passed over for more robust OmniMechs. The Inner Sphere first encountered the Hellbringer facing Clan Jade Falcon, which favors the design for its immense offensive potential. Earning the codename Loki by Galen Cox, an AFFC officer who declared each of the Hellbringer's various versions as an "utterly mad configuration", the 'Mech does at first glance appear to be highly unusual, mounting a spread of weapons, anti-personnel equipment and electronics. The Hellbringer utilizes a standard internal structure, and has decent mobility, with a top speed of 86.4 km/h. Though it has vast firepower at its disposal, the design is not particularly durable, mounting a mere eight tons of Standard armor, and the Hellbringer is not particularly suitable for defensive situations or extended engagements.
In the aftermath of the Battle of Tokasha and the loss of Tokasha Mechworks, the Hell's Horses began developing several OmniMechs. Only the Hellbringer met with success. Development time for the Hellbringer was reduced through the use of moulds used in the Summoner. Despite the poor armor, the Hellbringer devotes almost 43% of its mass to pods, allowing for great offensive potential. The design spread quickly after its introduction for two reasons: the Horses promptly lost the primary production facility, and used their remaining production to curry favor with other Clans through trade and gifts.
Armament:
Though the sheer amount of equipment is greatly confusing, comparing the 'Mech to those at the time of the Exodus, the Hellbringer Prime bears similarities in design and appearance to the classic Warhammer. The primary weapons are indeed a pair of ER PPCs. As the Hellbringer draws closer to its target, it can bring its smaller and less heat-intensive short-range weapons to bear on the target, with three ER Medium Lasers and a Streak SRM-6 missile rack. The 'Mech is more than capable of handling infantry, with a pair of Machine Guns, and two Anti-Personnel Pods on each leg. An advanced Targeting Computer gives the energy weapons lethal accuracy, and an Active Probe and ECM Suite help to minimize any tactical advantage the enemy may have. To help increase battle longevity, the Hellbringer also carries an Anti-Missile System.
Variants:
* Alt. Config. A - The Hellbringer A, though apparently a long-range configuration, does have some unusual equipment. A set of two ER Large Lasers and an Ultra AC/5 serve as primary weapons, and are supported by a LRM-20 rack. The 'Mech also carries a Narc Missile Beacon to increase missile accuracy, probably intended for nearby fire-support units. At close ranges, the 'Mech can defend itself with an ER Medium Laser and also has two Machine Guns and an Active Probe for point defense.
* Alt. Config. B - With a high damage profile at long and short range, the Hellbringer B does not utilize energy weapons as much, and so has few issues with heat buildup. A powerful Gauss Rifle and LB 5-X AC allow the 'Mech to ravage both armor and critical systems, with the Gauss Rifle's powerful slug and the LB 5-X's fragmenting shot. At closer ranges, the 'Mech has two SRM-6 racks slaved to Artemis IV fire control systems for greater accuracy, with an ER Small Laser as a backup weapon.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=666
Smoke Jaguar Dossier: Mad Dog (Vulture)
Smoke Jaguar Dossier
Type: Battlemech
Name: Mad Dog (Vulture)
Mech Class: Heavy
Weight: 60 Tons
Tech Base: Clan (Omni)
Description:
The Mad Dog is a heavy Clan OmniMech used for long-range indirect fire support. With hunched shoulders, a protruding head, and reverse-jointed legs, the Mad Dog resembles a vulture, so much so that it was codenamed Vulture and Hagetaka ("Vulture" in Japanese) by the Inner Sphere forces which first encountered it. The name also fit the battlefield role of the Mad Dog; the main role of the Mad Dog is to act as a support 'Mech, and it often holds a hill maintaining constant watch over the entire battlefield, like a vulture waiting for its prey. With its ample firepower and decent speed of 86.4 km/h, it makes a highly mobile firing platform, and as such has spread to near ubiquity among the forces deployed by the Clans, although the design is favored more by Clan Ghost Bear MechWarriors. The Mad Dog carries eight and a half tons of Ferro-Fibrous armor for decent protection, although it will not be able to stand up to heavy fire.
The Mad Dog was designed by Clan Smoke Jaguar as a second generation OmniMech based on the original heavy OmniMech of Clan Coyote. The Mad Dog also used some of the same moulds of the Clan Wolf Timber Wolf OmniMech. However, despite using some of the same moulds (which might be viewed as high praise), the Mad Dog was named as a slur to Clan Wolf and the Timber Wolf. Because of its widespread production, most Clans maintain a large number of Mad Dogs in their toumans.
Armament:
For its fire support purposes, the Mad Dog is armed with twin shoulder-mounted LRM-20 missile racks, which allow the 'Mech to inflict heavy damage on any opponent it may target. The Mad Dog is also more than capable of going on the offensive, mounting dual large and medium-sized pulse lasers, one on each arm. Mad Dog pilots have been known for showering missiles on opponents before swooping down with a finishing blow from the lasers, much like a vulture swooping down for carrion.
In the case that the Mad Dog must retreat or face down heavier opponents, it can adequately do such as well, as the pulse lasers it mounts are much more accurate than standard lasers, allowing it to move and fire at the same time. This allows it to stall opponents and slowly back into a more defensible position, although overheating may become an issue.
Variants:
* Alt. Config. A - The Mad Dog A can bring devastating fire on targets at any range, mounting an ER PPC and an LB 5-X AC, with which it can easily cripple enemies from long range. Should it get close enough, its six SRM-6 racks ensure the demise of nearly any foe.
* Alt. Config. B - A more general purpose configuration, the Mad Dog B mounts more laser weaponry, with two ER Large Lasers in the left arm, and three Medium Pulse Lasers in the other. For additional long-range firepower, the Mad Dog B mounts only one LRM-20 having replaced the other with two Streak SRM-6 launchers.
* Alt. Config. C - The Mad Dog C greatly differs from the other configurations, having replaced its entire weapon load with two massive Gauss Rifles for a powerful long-range punch.
Captain Nash's Analysis: Inner sphere mech builders have yet to give the 60 ton weight class a good mech. Clanners however could have stopped with their first 60 ton design, the Vulture. Capable of dishing out damage like an Inner sphere assault mech, The Vuture is one to worry about. I would give it target priority over almost any other mech, if it gives you the chance. Most likely it will be hanging in the back throwing volley after volley of LRM's at you. Weakness is the armor...Team up and drop this bad boy before he drops you.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=593
Type: Battlemech
Name: Mad Dog (Vulture)
Mech Class: Heavy
Weight: 60 Tons
Tech Base: Clan (Omni)
Description:
The Mad Dog is a heavy Clan OmniMech used for long-range indirect fire support. With hunched shoulders, a protruding head, and reverse-jointed legs, the Mad Dog resembles a vulture, so much so that it was codenamed Vulture and Hagetaka ("Vulture" in Japanese) by the Inner Sphere forces which first encountered it. The name also fit the battlefield role of the Mad Dog; the main role of the Mad Dog is to act as a support 'Mech, and it often holds a hill maintaining constant watch over the entire battlefield, like a vulture waiting for its prey. With its ample firepower and decent speed of 86.4 km/h, it makes a highly mobile firing platform, and as such has spread to near ubiquity among the forces deployed by the Clans, although the design is favored more by Clan Ghost Bear MechWarriors. The Mad Dog carries eight and a half tons of Ferro-Fibrous armor for decent protection, although it will not be able to stand up to heavy fire.
The Mad Dog was designed by Clan Smoke Jaguar as a second generation OmniMech based on the original heavy OmniMech of Clan Coyote. The Mad Dog also used some of the same moulds of the Clan Wolf Timber Wolf OmniMech. However, despite using some of the same moulds (which might be viewed as high praise), the Mad Dog was named as a slur to Clan Wolf and the Timber Wolf. Because of its widespread production, most Clans maintain a large number of Mad Dogs in their toumans.
Armament:
For its fire support purposes, the Mad Dog is armed with twin shoulder-mounted LRM-20 missile racks, which allow the 'Mech to inflict heavy damage on any opponent it may target. The Mad Dog is also more than capable of going on the offensive, mounting dual large and medium-sized pulse lasers, one on each arm. Mad Dog pilots have been known for showering missiles on opponents before swooping down with a finishing blow from the lasers, much like a vulture swooping down for carrion.
In the case that the Mad Dog must retreat or face down heavier opponents, it can adequately do such as well, as the pulse lasers it mounts are much more accurate than standard lasers, allowing it to move and fire at the same time. This allows it to stall opponents and slowly back into a more defensible position, although overheating may become an issue.
Variants:
* Alt. Config. A - The Mad Dog A can bring devastating fire on targets at any range, mounting an ER PPC and an LB 5-X AC, with which it can easily cripple enemies from long range. Should it get close enough, its six SRM-6 racks ensure the demise of nearly any foe.
* Alt. Config. B - A more general purpose configuration, the Mad Dog B mounts more laser weaponry, with two ER Large Lasers in the left arm, and three Medium Pulse Lasers in the other. For additional long-range firepower, the Mad Dog B mounts only one LRM-20 having replaced the other with two Streak SRM-6 launchers.
* Alt. Config. C - The Mad Dog C greatly differs from the other configurations, having replaced its entire weapon load with two massive Gauss Rifles for a powerful long-range punch.
Captain Nash's Analysis: Inner sphere mech builders have yet to give the 60 ton weight class a good mech. Clanners however could have stopped with their first 60 ton design, the Vulture. Capable of dishing out damage like an Inner sphere assault mech, The Vuture is one to worry about. I would give it target priority over almost any other mech, if it gives you the chance. Most likely it will be hanging in the back throwing volley after volley of LRM's at you. Weakness is the armor...Team up and drop this bad boy before he drops you.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=593
Smoke Jaguar Dossier: Huntsman (Nobori-nin)
Smoke Jaguar Dossier
Type: Battlemech
Name: Huntsman (Nobori-nin)
Mech Class: Medium
Weight: 50 Tons
Tech Base: Clan (Omni)
Description:
The Huntsman was first seen by Inner Sphere forces during the Battle of Luthien. A DCMS officer designated it the "Nobori-nin" (banner-bearer) after the fin-like object that rises from its back. No expense has been spared in the construction of this front-line OmniMech that uses an Extra-Light Engine, Endo Steel structure, and nine tons of Ferro-Fibrous armor. Five jump jets enable it to leap up to 150 meters at a time.
Armament:
The primary configuration of the Huntsman sports a myriad of weapons. An Ultra Autocannon/2 and Artemis IV-linked LRM-10 provide long-range capability, while four ER Medium Lasers and a Streak SRM-6 make it a vicious close range 'Mech. A pair of Anti-Personnel Pods and a Flamer protect it from conventional infantry, and an Anti-Missile System provides it with some defense against incoming missiles. An Active Probe finds hidden units, and a TAG spotting laser can designate targets for homing artillery strikes.
Variants:
* Alt. Config. A - Useful at all ranges, the first alternate configuration uses an LRM-10 and an LB-X Autocannon/2 at long range. A pair of Large Pulse Lasers are accurate at all ranges, though they necessitated the addition of two double heat sinks.
* Alt. Config. B - The Huntsman B uses an ER PPC at long range. Close in, it can call upon an LB-X Autocannon/10 and a pair of Medium Pulse Lasers. Two Machine Guns can make short work of unarmored infantry.
* Alt. Config. C - This long-range support variant uses an LRM-20, LRM-15, and an Ultra Autocannon/5 for most of its work. An ER Medium Laser, ER Small Laser, and Streak SRM-4 handle units that get in close. A Flamer provides defense against infantry and combat vehicles.

Captain Nash's Analysis: Solid 50 ton Medium Clan mech. More of a brawler than the Nova. Most variants of this mech have two sets of weapons one for long range and one for short, unlike the Nova which seems to focus on one range band with it's weapons. Chances are an alpha strike will get it to overheat, so figure out which range band will hurt you less and engage at that range.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2412
Wednesday, December 15, 2010
Nova Cat Dossier: Timber Wolf (Mad Cat)
Nova Cat Dossier
Type: Battlemech
Name: Timber Wolf (Mad Cat)
Mech Class: Heavy
Weight: 75 Tons
Tech Base: Clan Omnimech
Description:
Looking vaguely like a cross between the Marauder and Catapult (hence the Inner Sphere code name Mad Cat - MAD is the call sign for the Marauder, and Phelan Kell's Wolfhound's targeting computer marked the Catapult as CAT; Precentor Martial Anastasius Focht officially designated it "Mad Cat"), the Timber Wolf, is a fast heavy OmniMech and vastly more powerful than either of the 'Mechs it resembles. Eponymous with the Clans' military might, the Timber Wolf was the first Clan OmniMech encountered by Inner Sphere forces on The Rock in 3049 by Phelan Kell.
The Timber Wolf uses its speed and firepower to engage an enemy at the range of its choosing. When first encountered by Inner Sphere forces the idea that a heavy 'Mech could move so swiftly while being as heavily armed and armored as the Timber Wolf was inconceivable. With its twelve tons of Ferro-Fibrous armor and arsenal that rivaled that of most assault 'Mechs of the era, it was completely alien to Inner Sphere military planners, commanders, and even the Precentor Martial of ComStar. Since then, the secrets of the technology that makes the Timber Wolf possible have been learned by the Inner Sphere, though they are unable to duplicate the technology in any real quantity. Even with this information, with its reconfigurable weapons payload and advanced Clan weapons systems, the Timber Wolf is a formidable opponent on any battlefield.
The Timber Wolf was first introduced in 2945. The Timber Wolf, along with the Gargoyle and the Naga, were designed by Clan Wolf as second generation OmniMechs replacements for the aging Woodsman. While the Gargoyle may have been a very capable, fast assault OmniMech, and the Naga may have been an excellent fire-support OmniMech, Clan Wolf (and indeed every other Clan) instantly realized the value of the Timber Wolf; thus, production rights to the Timber Wolf were jealously (and successfully) defended. Only through trade, gifts and battlefield salvage has the Timber Wolf entered the armies of other Clans. Until the invasion of the Inner Sphere, production of the Timber Wolf has been limited to a single facility on Strana Mechty.
Armament:
The default configuration of the Timber Wolf features a well blended mix of energy and missile weaponry; primarily extended-range lasers and long range missile racks that give the Timber Wolf considerable firepower at medium and long range. A pair of LRM-20 racks supplemented by two Extended Range Large Lasers make up the bulk of the Timber Wolf's firepower. The Timber Wolf also has an array of lighter, shorter ranged weaponry for use once the 'Mech draws closer to its prey; two ER Medium Lasers and a Medium Pulse Laser. Finally, it has two Machine Guns for point defense against infantry. Even on the modern battlefield the primary configuration of the Timber Wolf is a force to be reckoned with.
Variants:
* Alt. Config. A - Configured specifically for long range, direct fire combat, the A configuration of the Timber Wolf is armed with a pair of ER PPCs. These give the Timber Wolf A the capability of stripping nearly two tons of armor off of an enemy 'Mech at extreme ranges. For close combat, the A configuration has three Medium Pulse Lasers, an ER Small Laser, and a Streak SRM-6 to find any weak points in an enemy's armor.
* Alt. Config. B - Armed to engage an enemy at either short or long ranges, the B configuration is an attempt to use the Timber Wolf in a workhorse role. For long range combat, a Gauss Rifle and an LRM-10 launcher gives the Timber Wolf B a powerful long range punch. For short to medium range engagements, a Large Pulse Laser is carried. Finally, for short ranges, a Small Pulse Laser and SRM-4 launcher are carried. Additionally, both of the missile launchers are linked to an Artemis IV Fire Control System to allow for greater missile accuracy.
* Alt. Config. C - A long range configuration of the Timber Wolf, the C configuration carries an assortment of long range weapons. For direct fire capabilities, the Timber Wolf C mounts two ER Large Lasers and an Ultra Autocannon/5. For indirect fire support capability, its two LRM-15 launchers provide an ample quantity of firepower. Finally, for close range protection, the C carries an ER Medium Laser and an Anti-Missile System.
* Alt. Config. D - This configuration mounts a pair of ER PPCs as its primary weapons. These are supported by four Streak SRM-6 launchers with two in the left torso and two in the right torso. One Streak SRM-6 on both torsos is rear mounted. A single ER Small Laser rounds out the Timber Wolf D's arsenal.
Captain Nash's Mission #5 Analysis: When you think Clan Battlemech, chances are the Mad Cat is the first one you think of. While the Lights and Mediums are nice, and the Assaults are downright terrifying. The reason the Clanners were so successful with their invasion are the strength of their Heavies. And of all the heavies, the Mad Cat stands at the top. Speed of a Medium with the Firepower and Armor of an Assault mech. Lacks Jump jets, so use terrain to your advantage. Combine your fire to bring this one down. Follow the guideline..."When shooting Clan mechs...drop the lightest one first, then work your way up." This especially holds true with the Mad Cat which when teamed with lighter clan mechs will need your undivided attention, or when dealing with assaults will be easier to bring down then the bigger ones, but will remove about the same amount of firepower coming back at you when she falls.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=595
Type: Battlemech
Name: Timber Wolf (Mad Cat)
Mech Class: Heavy
Weight: 75 Tons
Tech Base: Clan Omnimech
Description:
Looking vaguely like a cross between the Marauder and Catapult (hence the Inner Sphere code name Mad Cat - MAD is the call sign for the Marauder, and Phelan Kell's Wolfhound's targeting computer marked the Catapult as CAT; Precentor Martial Anastasius Focht officially designated it "Mad Cat"), the Timber Wolf, is a fast heavy OmniMech and vastly more powerful than either of the 'Mechs it resembles. Eponymous with the Clans' military might, the Timber Wolf was the first Clan OmniMech encountered by Inner Sphere forces on The Rock in 3049 by Phelan Kell.
The Timber Wolf uses its speed and firepower to engage an enemy at the range of its choosing. When first encountered by Inner Sphere forces the idea that a heavy 'Mech could move so swiftly while being as heavily armed and armored as the Timber Wolf was inconceivable. With its twelve tons of Ferro-Fibrous armor and arsenal that rivaled that of most assault 'Mechs of the era, it was completely alien to Inner Sphere military planners, commanders, and even the Precentor Martial of ComStar. Since then, the secrets of the technology that makes the Timber Wolf possible have been learned by the Inner Sphere, though they are unable to duplicate the technology in any real quantity. Even with this information, with its reconfigurable weapons payload and advanced Clan weapons systems, the Timber Wolf is a formidable opponent on any battlefield.
The Timber Wolf was first introduced in 2945. The Timber Wolf, along with the Gargoyle and the Naga, were designed by Clan Wolf as second generation OmniMechs replacements for the aging Woodsman. While the Gargoyle may have been a very capable, fast assault OmniMech, and the Naga may have been an excellent fire-support OmniMech, Clan Wolf (and indeed every other Clan) instantly realized the value of the Timber Wolf; thus, production rights to the Timber Wolf were jealously (and successfully) defended. Only through trade, gifts and battlefield salvage has the Timber Wolf entered the armies of other Clans. Until the invasion of the Inner Sphere, production of the Timber Wolf has been limited to a single facility on Strana Mechty.
Armament:
The default configuration of the Timber Wolf features a well blended mix of energy and missile weaponry; primarily extended-range lasers and long range missile racks that give the Timber Wolf considerable firepower at medium and long range. A pair of LRM-20 racks supplemented by two Extended Range Large Lasers make up the bulk of the Timber Wolf's firepower. The Timber Wolf also has an array of lighter, shorter ranged weaponry for use once the 'Mech draws closer to its prey; two ER Medium Lasers and a Medium Pulse Laser. Finally, it has two Machine Guns for point defense against infantry. Even on the modern battlefield the primary configuration of the Timber Wolf is a force to be reckoned with.
Variants:
* Alt. Config. A - Configured specifically for long range, direct fire combat, the A configuration of the Timber Wolf is armed with a pair of ER PPCs. These give the Timber Wolf A the capability of stripping nearly two tons of armor off of an enemy 'Mech at extreme ranges. For close combat, the A configuration has three Medium Pulse Lasers, an ER Small Laser, and a Streak SRM-6 to find any weak points in an enemy's armor.
* Alt. Config. B - Armed to engage an enemy at either short or long ranges, the B configuration is an attempt to use the Timber Wolf in a workhorse role. For long range combat, a Gauss Rifle and an LRM-10 launcher gives the Timber Wolf B a powerful long range punch. For short to medium range engagements, a Large Pulse Laser is carried. Finally, for short ranges, a Small Pulse Laser and SRM-4 launcher are carried. Additionally, both of the missile launchers are linked to an Artemis IV Fire Control System to allow for greater missile accuracy.
* Alt. Config. C - A long range configuration of the Timber Wolf, the C configuration carries an assortment of long range weapons. For direct fire capabilities, the Timber Wolf C mounts two ER Large Lasers and an Ultra Autocannon/5. For indirect fire support capability, its two LRM-15 launchers provide an ample quantity of firepower. Finally, for close range protection, the C carries an ER Medium Laser and an Anti-Missile System.
* Alt. Config. D - This configuration mounts a pair of ER PPCs as its primary weapons. These are supported by four Streak SRM-6 launchers with two in the left torso and two in the right torso. One Streak SRM-6 on both torsos is rear mounted. A single ER Small Laser rounds out the Timber Wolf D's arsenal.
Captain Nash's Mission #5 Analysis: When you think Clan Battlemech, chances are the Mad Cat is the first one you think of. While the Lights and Mediums are nice, and the Assaults are downright terrifying. The reason the Clanners were so successful with their invasion are the strength of their Heavies. And of all the heavies, the Mad Cat stands at the top. Speed of a Medium with the Firepower and Armor of an Assault mech. Lacks Jump jets, so use terrain to your advantage. Combine your fire to bring this one down. Follow the guideline..."When shooting Clan mechs...drop the lightest one first, then work your way up." This especially holds true with the Mad Cat which when teamed with lighter clan mechs will need your undivided attention, or when dealing with assaults will be easier to bring down then the bigger ones, but will remove about the same amount of firepower coming back at you when she falls.
Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=595
Labels:
Battlemech,
Dossier,
Mission #5,
Mission #6,
Mission #9
Monday, September 27, 2010
Smoke Jaguar Dossier: Elemental Battle Armor
Smoke Jaguar Dossier
Type: Battle Armor
Name: Elemental
Weight: 1 Ton
Tech Base: Clan
Description:
The standard against which all battle armor is measured, the Elemental battle armor was first introduced in 2868 by Clan Wolf in a Trial of Possession against the Nova Cats. It was a marvel of Clan engineering that allowed a small group of Clan Elementals to take down large 'Mechs and survive the encounter. While it is possible for a normal-sized human to use the battle armor, this design is tailored for the Clans' giant Elemental warriors and only they can bring out its fullest potential.
Armament:
Clan Elemental Battle Armor mounts one primary and one secondary weapon, plus a detachable SRM-2 pack. If two missiles are fired, the trooper may aim them at the same target or at two different targets that both lie within the firer's forward 90-degree firing arc. The launcher holds a total of four missiles. Once the missiles have been expended the launcher may be jettisoned, improving mobility. The suit is also equipped with a strong manipulative claw that adds to the melee attack damage as well as to climbing the target 'Mech. The modular weapon mount may accommodate a variety of heavy weapons, including a Small Laser, Flamer, or Machine Gun. The anti-personnel weapon mount carries a projectile weapon that is effective against unarmored targets, such as a sub-machine gun.
History:
The roots of the Elemental battle armor can be traced back to pressurized diving suits built by Clan Goliath Scorpion. These underwater suits already had most of the basic equipment common to current battle armor designs: myomer musculature, self-contained air-supply and life support systems, and heavy, atmospherically sealed bodies designs to handle extreme conditions. Clan Wolf saw the diving suit's potential and began to convert some they had acquired for combat, adding on armor, weapons, and small jump jets.
After the first use of the armor in 2868 against the Nova Cats, the Wolves entered into a series of trials later that year with Clan Hell's Horses. The Wolves put their new battle armor up against the Hell's Horses genetically engineered infantry, the precursor to the modern Clan Elemental. When the trials were over, the Hell's Horses had won the Wolves battle armor technology, and the Wolves had gotten the needed information to breed their own Elementals. Almost immediately, each Clan combined their own technology with that of the other, creating the tradition of matching Elemental troops with battle armor. Within a short period of time, battle armored Elemental troop deployments spread across Clan forces.
Captain Nash's Mission #2 Analysis: It is safe to say eventually we will be running into some Elementals. My advice is not not let them get close. If they get on your mech they will get through the armor. So keep them at range if possible. An Elemental suit has been known to shrug off the blast of a PPC, or remain functioning after two shots from a medium laser. They also don't hold to the Clan dueling code, so they will swarm you with multiple squads if they can. Guess they figure attacking something at least 20 times their size is honorable enough.
There is one effective tactic if a squad of elementals are assaulting your mech and climbing the way to your cockpit. Stop, drop and roll. Knocks them off every time.
Tech Readout: http://www.solaris7.com/TRO/BattleArmor/BattleArmorInfo.asp?ID=27
Type: Battle Armor
Name: Elemental
Weight: 1 Ton
Tech Base: Clan
Description:
The standard against which all battle armor is measured, the Elemental battle armor was first introduced in 2868 by Clan Wolf in a Trial of Possession against the Nova Cats. It was a marvel of Clan engineering that allowed a small group of Clan Elementals to take down large 'Mechs and survive the encounter. While it is possible for a normal-sized human to use the battle armor, this design is tailored for the Clans' giant Elemental warriors and only they can bring out its fullest potential.
Armament:
Clan Elemental Battle Armor mounts one primary and one secondary weapon, plus a detachable SRM-2 pack. If two missiles are fired, the trooper may aim them at the same target or at two different targets that both lie within the firer's forward 90-degree firing arc. The launcher holds a total of four missiles. Once the missiles have been expended the launcher may be jettisoned, improving mobility. The suit is also equipped with a strong manipulative claw that adds to the melee attack damage as well as to climbing the target 'Mech. The modular weapon mount may accommodate a variety of heavy weapons, including a Small Laser, Flamer, or Machine Gun. The anti-personnel weapon mount carries a projectile weapon that is effective against unarmored targets, such as a sub-machine gun.
History:
The roots of the Elemental battle armor can be traced back to pressurized diving suits built by Clan Goliath Scorpion. These underwater suits already had most of the basic equipment common to current battle armor designs: myomer musculature, self-contained air-supply and life support systems, and heavy, atmospherically sealed bodies designs to handle extreme conditions. Clan Wolf saw the diving suit's potential and began to convert some they had acquired for combat, adding on armor, weapons, and small jump jets.
After the first use of the armor in 2868 against the Nova Cats, the Wolves entered into a series of trials later that year with Clan Hell's Horses. The Wolves put their new battle armor up against the Hell's Horses genetically engineered infantry, the precursor to the modern Clan Elemental. When the trials were over, the Hell's Horses had won the Wolves battle armor technology, and the Wolves had gotten the needed information to breed their own Elementals. Almost immediately, each Clan combined their own technology with that of the other, creating the tradition of matching Elemental troops with battle armor. Within a short period of time, battle armored Elemental troop deployments spread across Clan forces.

There is one effective tactic if a squad of elementals are assaulting your mech and climbing the way to your cockpit. Stop, drop and roll. Knocks them off every time.
Tech Readout: http://www.solaris7.com/TRO/BattleArmor/BattleArmorInfo.asp?ID=27
Labels:
Dossier,
Mission #2,
Mission #6,
Mission #9,
Vehicle
Wednesday, September 8, 2010
Smoke Jaguar Dossier: Pike Support Tank
Smoke Jaguar Dossier
Type: Vehicle
Name: Pike Support Tank
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
The Pike was created at the direction of Magestrix Kyalla Centrella of Magistracy of Canopus's During the later part of Third Succession War. Her plan was to add inexpensive combat vehicle to help Great Houses wear down their BattleMech Armies through attrition. The Pike would be tool she envisioned to make it possible. However, the logistic costs of sending vehicle to market in the Inner Sphere was to be more costly. With the Great House's shrinking numbers of ships in their JumpShips fleets, the vehicle did not make impact she had hope it would.
Armament:
The vehicle primary weaponry is its long-range Class 2 Autocannon. The ZeusBolt ACs have been given 5 tons of ammunition to snipe targets at distances. For close-in defense, the vehicle been given pair of SRM 2 launchers with a ton of ammunition.
The vehicle given 9 tons of StarSlab/9 Armor to protect its hull from damage. Its engine is capable of bringing the Pike to 54 Kilometers per hour.
Variants: Clan version - The Clans have also built a version of the Pike. It carries slightly more armor and a single ER Small Laser in a front mount. The ZeusBolt AC's have been replaced by five Ultra AC/2s. Four tons of ammunition are carried in a CASE-protected bay.
Captain Nash's Mission #1 Analysis:
The overflight of the probe and how quickly the Jags were able to shoot her down, leads me to believe that it is the Clan variant of the Pike we are facing. Each one of those tanks has the same damage potential as an AC20 only at a much longer range. In fact the Clan Ultra AC2 has the longest range of non-artillery type weapon mounted on a tank or mech. Advice when facing these, get very close. They are very accurate even for a rookie gunner at a range that veteran mechjocks would be challenged to hit with medium laser. As with all vehicles try to get around to the sides as it provides a larger target and is easier to critical the motive system or turret.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1127
Type: Vehicle
Name: Pike Support Tank
Vehicle Type: Tracked
Weight: 60 Tons
Tech Base: Inner Sphere
Description:
The Pike was created at the direction of Magestrix Kyalla Centrella of Magistracy of Canopus's During the later part of Third Succession War. Her plan was to add inexpensive combat vehicle to help Great Houses wear down their BattleMech Armies through attrition. The Pike would be tool she envisioned to make it possible. However, the logistic costs of sending vehicle to market in the Inner Sphere was to be more costly. With the Great House's shrinking numbers of ships in their JumpShips fleets, the vehicle did not make impact she had hope it would.
Armament:
The vehicle primary weaponry is its long-range Class 2 Autocannon. The ZeusBolt ACs have been given 5 tons of ammunition to snipe targets at distances. For close-in defense, the vehicle been given pair of SRM 2 launchers with a ton of ammunition.
The vehicle given 9 tons of StarSlab/9 Armor to protect its hull from damage. Its engine is capable of bringing the Pike to 54 Kilometers per hour.
Variants: Clan version - The Clans have also built a version of the Pike. It carries slightly more armor and a single ER Small Laser in a front mount. The ZeusBolt AC's have been replaced by five Ultra AC/2s. Four tons of ammunition are carried in a CASE-protected bay.
Captain Nash's Mission #1 Analysis:
The overflight of the probe and how quickly the Jags were able to shoot her down, leads me to believe that it is the Clan variant of the Pike we are facing. Each one of those tanks has the same damage potential as an AC20 only at a much longer range. In fact the Clan Ultra AC2 has the longest range of non-artillery type weapon mounted on a tank or mech. Advice when facing these, get very close. They are very accurate even for a rookie gunner at a range that veteran mechjocks would be challenged to hit with medium laser. As with all vehicles try to get around to the sides as it provides a larger target and is easier to critical the motive system or turret.
Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1127
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