Showing posts with label Mission #7. Show all posts
Showing posts with label Mission #7. Show all posts

Monday, March 21, 2011

Mission #7: Mechbay (after action)

Jagermech III (Prototype)
Ok folks here is our current status for mechs after our defense of the HPG station.

We were down to three working Mechs, a Grasshopper, a Starslayer and a Crusader.

Battlefield salvage was pretty slim, you guys did a number on the both the clan mechs you fought and your mechs.

Furlow was able to get the Daikyu up and running again with the spare parts from the mechbase we captured in our first mission.  However, it is the 01 version with the twin Ultra AC5's, rather than the 02 version we had before.

Kumiko has helped us from beyond the grave.  Her Hunchback IIC was mostly unscathed when she took the head hit.  The Hunchback IIC you guys dropped was scrap except for the head.  Furlow has cobbled those two damaged mechs together and we have a fully functioning Hunchback IIC.

Command shipped us a prototype right from the NAIS mech design lab on New Avalon.  Something called a Jagermech III....Don't ask me where the Jagermech II went...I have no clue.  Anyway check the mechbay for what she has for weapons...not a terrible design.

Next, you guys have some fans.
There is a Captain of the 4th Company of the 1st Davion Guards who is fighting up North.  Somehow his unit got a hold of the battle footage of your defense of the HPG.  Captain Pedrioa, apparently bagged a salvagable Jaguar Warhawk and no longer needs his current mech.  After seeing how Meech stood up to a star of advancing Jaguars, he thought his Black Knight 6 that he dubbed "Laser Show" should be sent down to our unit.

Yes, I know that still leaves us quite a few mechs short for the Company to be up to full strength.  Wait for it...

Finally, we no longer have to worry about defending the HPG.  Command has handed the defense (and the facility itself) over to the experts...Comstar.    The white robed techie dudes, were impressed when they saw the facility, and the clan mechs you had taken out.  So, they handed us over a Level 2 of mechs.  Who knows why they call their lance's "Level 2's".  Or why these "Level 2's" are 6 units rather than the standard 4...but I'm not complaining.  We have our first Assault mechs folks.  They gave us an Atlas and a Crockett.  Atlas is still 3025 tech, but seeing as how the upgraded Atlas has an XL engine I'm not seeing the old tech as a bad thing.  The other mechs are are a solid bunch of heavies.  Flashman, Guillotine, Champion, and Exterminator.  Most of these mechs have some new tech, key word being some.  Note the lack of CASE on most of them.

We are also on the heavy side now, I requested a light scout mech through command...seems they are in short supply at this time.  Guess we will have to bag a Clan Light if we want another one on our roster any time soon.

Anyway here is the mechbay...


Nash out.

OOC:  Time to get picking...

As mentioned in the prior post...here is the selection order.
1) Mitch (Blue Falcon, jumps over Fab)
2) Fab (Dead Mechwarrior rule)
3) Jay (Tied with Kyle...tie breaker goes to Kyle with more kills in the last mission, but Jay uses BF)
4) Kyle
5) Scott
6) Larry
7) Dereck
8) Gregg (BF over Derek)
9) Jeff  (BF over Derek...ouch)
10) Lee (BF over Derek...ummm, wow)
11) Derek (who must be sore)

EDIT:  adding Clan salvage sheet.

Saturday, March 19, 2011

Mission #7: Killboard, Roster and Mech Selection order

Well done boys!  That was a close one, you managed to drop both Clan Stars at a pretty high price. Maverick will be missed, but the stand he made in his Penetrator against Star Captain Gehrig in his Warhammer IIC was epic.  It was unfortunate he was under that bridge when his ammo cooked off triggering his ejection.

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 #7.



And the current mech roster.  Command will be sending us a replacement for Maverick.  (OOC: If you have a yellow area next to your name, you need to let me know what you would like added or changed.  Meaning, Larry, Scott and Fab...Do you want the 3 gunnery or maybe drop your piloting by 2.  Also Larry and Scott I need your veteran skill from the skill page.  You may take a 3rd regular skill if you wish...dunno why but you never know.  Likewise Fab, need your three skills.  I need the skills BEFORE I release the list of new mechs you will be getting, so please get picking.  Email me your selections or reply to the blog.  Also Dereck, if you write up your character dossier you can bump up to 10 kills and have all the benefits...3 gunnery, and 3rd skill.)



 More OOC:  We had 5 players help me push Smoke Jaguar mechs, but I didn't keep track of how many player kills those guys got...so to be fair I'm awarding 1 Blue Falcon award for each of those 5 (Mitch, Jay, Jeff, Gregg and Lee.)  So when we have the new mechs...here is the selection order.


1) Mitch (Blue Falcon, jumps over Fab)
2) Fab (Dead Mechwarrior rule)
3) Jay (Tied with Kyle...tie breaker goes to Kyle with more kills in the last mission, but Jay uses BF)
4) Kyle
5) Scott
6) Larry
7) Dereck
8) Gregg (BF over Derek)
9) Jeff  (BF over Derek...ouch)
10) Lee (BF over Derek...ummm, wow)
11) Derek (who must be sore)

So here we are...Skill guys, pick your skills and then I'll tell you what new mechs command is shipping us.

Thursday, March 17, 2011

Mission #7: Meech gets a mech...

  So the player that was to have the 1st pick for mechs was going to be out of town for our March event.  Knowing this rather than secure the best mech, Meech skipped his pick, and I told him he could have 1st pick next mission, no matter what.  But then I got sick and we bumped the event a week and Meech can make it.  So rather than having everyone re-pick, I threw 4 mechs out there for Meech to pick from.

Tried to pick mechs that somewhat fit his skills (Laser, Brawling, PPC)
Here is the Email I sent him... 



 
Giving you 4 to choose from. (Two 80 tonners, and two 75)..tried to select ones that fit your skills or that you might like.  Figure that any one of these might have been taken by you before the Marauder.

Hatamoto-Hi (2 PPC, 4 MPL, one hand, easy upgrade to CM mech if you guys land another c3 master computer, most armor by far) Kurita paint job
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13375

Zues 9S (ERPPC, ERLL, LRM15, MPL, MPL <rear>) no hands, ok not really in your skills area[standard engine, lots of armor, great range] Davion green or Steiner blue white paint job
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=694

Black Knight 6  (PPC, 2LL, 4ML, 2 hands) This one can use all your skills, wanted to give you an option with two hands for brawling.  Only 20 regular HS so heat can be an issue with this one, but base to base you could shoot 2 ll, 2ml and punch twice.  Comstar white, Davion green or a merc Steel grey paint job.
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=5210

Falconer (Gauss, ERPPC, 4 ML, fastest of the bunch, no hands) has 10 Double HS...link shows only single hs and is wrong.  Only one of the 4 with an XL engine, but also moves 5/8/5 where the others are slower. Davion Green paint job.
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=901

I expect to hear from Meech any time now.  I think I gave him some good alternatives to the Marauder.  
So which one do you guys think he should take?

Wednesday, March 9, 2011

Mission #7: Mission Briefing

Mission 7: Defend the HPG Firebase

Garrison Duty...where you actually have to work.


Primary Objectives:
+ Defend the HPG
+ Defend the Firebase 

Secondary Objectives:

+
Eliminate all opposing Jaguar forces

Mission Briefing:
We have incoming hostiles.  Showing Two Stars of Smoke Jags inbound from the north.  They are ranging from Light to Assault chassis. 

This is the push for this HPG we expected since the Nova Cats gave it to us.  Let's not hand it back over to the Jags, shall we.  We have 4 Automated turrets helping us defend the base.

Looks like the force is being led by our old friend Star Captain Gehrig.  Though he is not in his Mad Cat, you boys must have done a number on it from your last battle with him.  He has broadcast that he is aware that the "Lucky 7th" is the unit that defends this firebase, and that no honor duels will be offered.  Looks like a straight up fight.  That will make things a little tougher. 

Expected Jaguar forces:
Warhammer IIC: Star Captain Gehrig (2/3)
Thor A: Mechwarrior "Tommy" John (3/4)
Hunchback IIC: Mechwarrior Wells (3/4)
Vulture Prime: Mechwarrior Sanders (3/4)
Huntsman A: Mechwarror Sax (3/4)

Shadow Cat Prime: Star Commander Mattingly (2/3)
Grendel B: Mechwarrior Rivers (3/4)
Incubis (Vixen): Mechwarrior Tartabull (3/4)
Locust IIC: Mechwarrior Knoblauch (3/4)
Howler (Baboon) 3: Mechwarrior Abbott (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.
The control building for the Turrets is on the south side of the base.  If the Clanners drop this building, all the turrets will stop working.

Good Luck!
Nash out. 
 
OOC:  Where we bumped the date a week, Mitch will be able to make it.  Rather than re-pick all mechs, I gave him a list of 4 mechs to choose one from (Hatamoto-Hi, Zeus 9S, Black Knight 6, Falconer).  All the mechs are chassis I think he might have taken before the Marauder.  He will make the pick when he is back from Florida and back online.  No he can't swap the ride he picks with one of you guys.  See yah in 9 days

Thursday, February 24, 2011

Smoke Jaguar Dossier: Locust IIC

Smoke Jaguar Dossier

Type: Battlemech

Name: Locust IIC

Mech Class: Light

Weight: 25 Tons

Tech Base: Clan

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

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


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



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

Wednesday, February 23, 2011

Mission #7: Prelude

Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar Firebase Gamma, Primary Communications Room.  One week after the assault on his Firebase, Star Captain Gehrig is contacted by Star Colonel Giambi.

Star Colonel Giambi: Well Done Star Captain.  It pleases me that you have Firebase Gamma back up to 100%.  Now tell me of your mechwarriors and their mechs.  I have a mission for you.



Star Captain Gehrig: Sanders is fine. His Mad Dog was mostly untouched during the assault.  Sax took some significant damage in his Huntsman, but that was repaired as of yesterday.  "Tommy John" took some engine damage with his Summoner, but he took priority in the repair bay and should be fully repaired by tomorrow.  Wells is in need of a replacement, his Hellbringer was a total loss.  My Timberwolf is now being repaired, but it most likely will not be ready for about a week.

Star Colonel Giambi:  A week is too long.  My plan is for you to strike the HPG the day after tomorrow.  I'll be sending you two replacement mechs...




Star Captain Gehrig:  (Holding up his hand, interrupting Giambi) Star Colonel, I only need the one for Wells.  I still have the "Iron Horse". 


 
Star Colonel Giambi:  You still have that relic?  I have told you numerous times a non-omni mech is beneath your station.  You should be rid of this "Iron Horse".  It is from a bygone era, and better technology is available to you.


 
Star Captain Gehrig:  Respectfully Star Colonel, I am a Star Captain thanks to that relic.  Furthermore, I believe that in an assault, such as the one you are planning, the "Iron Horse" will perform better than a Timberwolf.  I feel a measure of a warrior is how he uses the tools gifted to him, not through the use of performance enhancing technology.  Just a replacement mech for Mechwarrior Wells, thank you.


Star Colonel Giambi:  Very well.  (Grinning to himself) Oh, I have just the replacement for that dezgra warrior.  He will never sit in an omni-mech again under my command.


 
Star Captain Gehrig:  It will matter little to that one.  I believe he is beyond caring... so long as after the battle, his platter full of food and his cup full of ale.  







Star Colonel Giambi:  Bah! I would ship him back to Huntress if the means available. (pauses briefly, looks down over his notes)  I'm also sending you a unit to join in the assault.  Star Commander Mattingly and the rest of his star should be arriving at Firebase gamma in a couple of hours.  Use them as you see fit.  They have recently been reassigned from the north and I know little of them...(looks up and in a sacrastic tone) Other than they pilot second line mechs, so you should feel right at home with them and your "Iron Horse".   I'll contact you in eight hours with the details of your assault on the HPG.  Giambi out. (Screen goes blank)

Star Captain Gehrig:  (shakes head, rolls eyes.  Then pushes an intercom button, which broadcasts to the entire firebase.)   This is Star Captain Gehrig,  We have a Star of Jaguar mechs inbound, should be here withing the next two hours.  Furthermore, would all mechwarriors report to the briefing room immediately, we have a mission. 

Smoke Jaguar Dossier: Warhammer IIC

Smoke Jaguar Dossier

Type: Battlemech

Name: Warhammer IIC

Mech Class: Assault

Weight: 80 Tons

Tech Base: Clan

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

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


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









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

Mission #7: Mechs selected

Mechs have been chosen for Mission #7.  We will be defending the HPG firebase that we took from the Nova Cats.  There were a lot of good mechs to be taken.  A little surprised both the Warhammer and the Catapult fell through, but there really wasn't a bad choice in the bunch.

 
 A walk down memory lane, just showing the mechs you guys had used up to this point.

Current Mechwarrior Roster.  Larry is just a short story and an image away from having his 10th kill, Resetting his spawn point to 10, and earning his 3rd skill.  Four of you have the sensor skill...That will make any city fight we may have quite a bit easier.


Mitch will be out.  Fab landed a new job, so not sure of his schedule yet.  Might be a smaller group than normal.  Hopefully we have seen the end of the sub zero temps too.

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

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

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

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: Incubus (Vixen)

Smoke Jaguar Dossier 

Type: Battlemech

Name: Incubus (Vixen)

Mech Class: Light

Weight: 30 Tons

Tech Base: Clan

Description:
Inner Sphere analysts were stumped trying to determine the purpose on the second-line BattleMech they dubbed Vixen. The Incubus, as it is known amongst the Clans, is somewhat expensive for a light garrison 'Mech. This is because it uses all the weight-saving material known to the Clans at the time, including an XL Engine, Endo Steel frame, and five and a half tons of Ferro-Fibrous armor. This confused Spheroid observers until they understood how important one-on-one duels were in Clan culture and how often they occurred amongst bored garrison troops. The Incubus is a 'Mech that is often used in such Trials, especially because it is easy to turn off weapons to effectively balance the 'Mech's strength with that of an augmented Elemental. Despite its purpose, the Incubus does occasionally show up in second-line forces that are desperate for equipment.

Armament: 
The Incubus is armed with primarily medium-range weaponry. A Large Pulse Laser is accurate and covers a respectable range, while a pair of ER Medium Lasers are solid backup weapons. Four Machine Guns are highly effective against unarmored infantry.


Variants:
Incubus 2 - This variant replaces the pulse laser with an ER PPC.


Captain Nash's Mission #2 Analysis: Even though this thing looks like it should fly, it lacks Jump jets.  So get it in dense or hilly terrain to slow it down, then take it out.











Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=881

Smoke Jaguar Dossier: Mongrel (Grendel)

Smoke Jaguar Dossier 

Type: Battlemech

Name: Mongrel (Grendel)

Mech Class: Medium

Weight: 45 Tons

Tech Base: Clan

Description:
The Mongrel received its baptism of fire during the Battle of Tukayyid. There, it was commonly seen leading light Stars. Its ammo-efficient weapons allowed it to range far afield and helped simplify resupply. The 'Mech entered full production the following year and was re-christened "Grendel" after the name given to it by ComGuard troops. Clan Diamond Shark decided to sell or license the design to other Clans in order to avoid Trials for it.

The Grendel feature a powerful 315-rated engine that enables it to move a fleet 119 km/h and enough jump jets fixed on the chassis to propel it up to 210 meters at a leap. The Sharks spared no expense in weight-saving materials, making use of an XL Engine, Endo Steel structure, and seven and a half tons of Ferro-Fibrous armor. The incredible speed of the Grendel is not terribly helpful in most zellbrigen duels, but it is effective in large-scale actions.

Armament: 
The primary configuration uses an ER Large Laser at long range, but really excels at closer ranges. It mounts three ER Medium Lasers that can be devastating to light 'Mechs and a Streak SRM-6 that exploits any holes the lasers make. An ER Small Laser that is effective at point-blank range seems an afterthought. This design is best using its large laser to soften up an opponent, then dash closer in a flurry of lasers and missiles. Two extra double heat sinks help to keep the design mostly cool.

Variants:
Alt. Config. A - This missile boat carries a pair of LRM 15s with two tons of ammunition for each. A Medium Pulse Laser and ER Small Laser provide backup firepower. A MechWarrior will find it difficult to overheat this design.

Alt. Config. B - This variant uses an Ultra Autocannon/5 for long range work. It mounts an ER Medium Laser and a pair of Medium Pulse Lasers for close-up engagements. An ER Small Laser is again added.

Alt. Config. C - This close-range brawler mounts an LB-X Autocannon/10 as its main armament. A single ER Medium Laser backs it up. An Anti-Missile System provides added defense for the variant.

Alt. Config. D - A different take on the primary configuration, the Grendel D mounts an ER PPC for long-range engagements. When the 'Mech closes, it bring bring a Medium Pulse Laser, ER Medium Laser, and SRM 6 to bear. A Small Pulse Laser provides protection against conventional infantry..

Captain Nash's Mission #2 Analysis:  Solid Clan 2nd line medium.  If it were an inner sphere mech I would say it has the maneuverability of a Light, Armor of a Medium and Weapon load-out of a Heavy.  Work together to bring this one down.


Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=2407

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

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