Showing posts with label Mission #9. Show all posts
Showing posts with label Mission #9. Show all posts

Tuesday, May 24, 2011

Mission #9: Mechbay & After Action Report

Very Nice!  We secured the firebase, with minimal losses, a near perfect mission.

First our losses, the Crusader, Black Knight, and Hatamoto Chi all went down with limb losses.  Furlow is getting them up and running as we speak, they will be ready for our next mission.  The Warhammer is another story.  The XL engine loss will take a little longer to replace.  All our other mechs will be fully repaired for our final push.  That includes the Kraken, our Supply master swapped us some Clan Ultra AC10's for the suits of Clan battle armor we captured.

We did land some sweet salvage thanks to some nice shooting.  Furlow is replacing the head of the Shogun C and will be available for our next mission.  Star Captain Gehrig surrendering left us a fully operational Mad Cat A.  We don't have enough clan salvage to swap it out with another version...but that is OK as the "A" in my opinion is the best one available.  The Loki that you dropped is beyond repair. Furlow can't seem to get the computers working on the Rifleman IIC you took the head off of.

Star Captain Gehrig was very forthcoming with information.  Seems as we were attacking, he got word that the Smoke Jaguars were pulling out of Port Arthur and he was to start evacuating his forces to the Starport.  I'm sure word will come down soon as to our next mission.  

Anyway here is the mechbay...

 As mentioned in the prior post...here is the selection order.
  1. Mitch
  2. Kyle
  3. Jay
  4. Fab
  5. Scott
  6. Larry
  7. Dereck
  8. Lee
  9. Jeff
  10. Gregg
  11. Derek
  12. Dave
Available mechs are:

Mad Cat A, Shogun C

Pretty Sure the next mission will be an assault of a Star Port.  Expect at least a star of Elite Clanners in Assault mechs...oh and probably a Dropship.

Saturday, April 30, 2011

Mission #9: Mechbay & C3 Network


So the Mechs are in, upgraded and ready to rock.  Mitch took the K version of the Atlas making the C3 choice much easier.

So come game night you guys can choose how to set up the C3 network.  There are three C3 Masters.  Battlemaster, Naginata and Gunslinger each have one.  Two of them will be the lance C3Master...linking the 3 mechs in their lance.  The last will be a member of one of those lances, and Link both lances together so they can share the targeting data.  I would make the Naginata the Company C3master and keep it back as it has the best range and weakest armor of the three.

Here is my suggested breakdown o the lances...

Command lance:  Naginata (C3M Company), Gunslinger (C3M Lance), Mauler, Hatamoto Chi

Spotter Lance: Battlemaster (C3M Lance), Crusader, Warhammer, Venom

Assault Lance: Kraken, Atlas, Flashman, Black Knight

That way the whole command lance is moving at 3/5 where the spotter lance is in a better position with their faster speed to move up and provide targeting data.  For the record,...if that Venom ever has something less than a 3 on the movement die...expect it to be a smoking wreck the next turn.

I would put all the non-C3 mechs in an Assault lance and have them draw fire as you advance (staying out of cover).  That will keep the fire off the C3 and provide better accuracy once the Spotters get within 10" of a target.

Don't forget to drop the Loki early, should be a primary target for all of you.  That ECM it has makes all that fancy C3 tech worthless as along as it is functioning.

Wednesday, April 27, 2011

Mission #9: Mission Briefing

Mission 9: Capture the Firebase, Take Two, this time with feeling.

Firebase Gamma. The one black mark of the 7th's campaign on Port Arthur.  Time to erase that mark.   


Primary Objectives:
+ Eliminate all opposing Jaguar forces at firebase.

Mission Briefing:
Most of you have been here before...Lets get it right this time.
We will approach from the south again.  Figure about the same amount of defenses.  Try not to act like a chorus line when approaching the firebase this time and we should be fine.
Here is a review for the new members of the 7th.

There are two 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.  The Jags are running out of areas to fall back to, so expect them to fight viciously to hold this post.

Expected Jaguar forces:
Mechs:
Timberwolf A: Star Captain Gehrig (2/3)
Shogun C: Star Captain Rivera (2/3)
Warhawk A: Mechwarrior Burnett (2/3)
Rifleman IIC: Mechwarrior Sanders (3/4)
Loki Prime: Mechwarror Sax (3/4)

Vehicles:
Demolisher Heavy Tank (Clan): (3/4)
LRM Carrier: (4/5)
LRM Carrier: (4/5)
Schrek PPC Carrier: (4/5)
Schrek PPC Carrier: (4/5)

Elementals:
Star Colonel Giambi's Point: Small Lasers (2/1)
Star Commander Winfield's Point: Small Lasers (2/3)
Point 3: Small Lasers (3/4) 
Point 4: Small Lasers (3/4)
Point 5: Small Lasers (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 a Clan ER Large Laser, 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. 
OOC: You guys actually have a BV advantage this time through, and that was before I added in the bonus to your BV that you get with an active C3 network.  Clanners have 7 potential head capping weapons (2 Mad Cat, 2 Loki, 2 Demolisher, 1 Shogun C).  Use your thick armor to your advantage.  You guys are SLOW, most of your mechs are 3/5...so keep moving.  Drop the Loki soon, cause it has an ECM that will mess up your C3.  LRM Carriers will be easy to drop, to help get the numbers back in your favor.  Turrets take 20 points each, building that runs them takes 40 points.  May 20th is the date.  Still need to know which Atlas Mitch is taking, then I can post your rosters and we align the C3 company into lances.

Friday, April 15, 2011

Mission #9: Prelude

Setting: Port Arthur, Southern Hemisphere, Smoke Jaguar HQ, Communications Room.  Star Colonel Giambi getting a situation Report from Star Captain Gehrig who is in Firebase Gamma's communication room.


Star Colonel Giambi:
Glad to see you made it back safely.  Perhaps if you had listened and not taken that relic of a mech for the assault, you might have been successful in securing the HPG.  However I have bigger concerns.  The assault on Kobe has failed...(Giambi turns to look and see who has dared walk up behind him while he is talking...) 
   
Galaxy Commander Jeter looks down at the seated Giambi.  Star Captain Rivera and Mechwarrior Burnett stand just behind the Galaxy Commander.


Galaxy Commander Jeter:
Oh do please continue Star Colonel, I would like to hear this as well.




 
Star Colonel Giambi:
(Stands up)  Sir.  (Back to Gehrig) We have reason to believe the inner sphere forces might make another attack on Firebase Gamma. Tell me Star Captain, what forces do you have available to defend the firebase.


Star Captain Gehrig:
We have less than a Star of Mechs.  My Timberwolf is fully functional again.  Mechwarrior Sanders also made it back from the failed assault, he is now piloting a Rifleman IIC we had in reserve.  Mechwarrior Sax is piloting the Hellbringer (Loki) that fell in the first attack they made on Gamma.  We have four Squads of Elementals lead by Star Commander Winfield.  We have a Star of Inner Sphere tanks piloted by solhama warriors.  It consists of  Two LRM Carriers, Two Schrek PPC Carriers and the Clan Demolisher.  That is all the forces at my disposal.

Galaxy Commander Jeter:
 Tell me of the firebase defenses Star Captain. 





 Star Captain Gehrig:
We have all four turrets back up and running again.  We have replaced the twin Ultra AC2's with single ER Large Lasers.  The LRM launchers remain unchanged Sir.




Galaxy Commander Jeter:
Hmmmm.  I'll be sending you some reinforcements immediately.  (Turns to the Jaguars behind him).  I'm assigning you both to Firebase Gamma.  I want more Long range accurate firepower defending that base.  Burnett, Bring your Warhawk with the "A" configuration.

Star Captain Rivera:
My Shogun C is ideal for base defense, Sir.     


  

Galaxy Commander Jeter:
Excellent. Now where am I going to find a replacement squad of Elementals to complete that star of Battle armor?  (Sarcastically, Looking directly at Giambi)




Star Colonel Giambi:
(Looking a little shocked he is about to be reassigned from the Jaguar HQ)
Me Sir?


 
 
Galaxy Commander Jeter:
Yes, You Star Colonel.  I am placing you in command of Firebase Gamma.  Report there immediately with Rivera and Burnett.  Under no circumstances is that base to fall into enemy hands.    The Jaguar does not run away, retreat or fall back, some of us have forgotten that as of late.  Defend it to the last warrior.  Is that understood Colonel?



Star Colonel Giambi:
Yes, Galaxy Commander. 





Galaxy Commander Jeter:
Good!  Dismissed.  (Gehrig, salutes and signs off, Giambi, Rivera and Burnett exit the room.  Leaving Jeter alone with his thoughts.  He looks as if he has bigger concerns than just Firebase Gamma.)

Wednesday, April 13, 2011

Smoke Jaguar Dossier: Rifleman IIC



Smoke Jaguar Dossier

Type: Battlemech

Name: Rifleman IIC

Mech Class: Heavy

Weight: 65 Tons

Tech Base: Clan 


Description:
The Rifleman IIC is an upgrade of the venerable Rifleman BattleMech. Five tons heavier than the design it is based on, the Rifleman IIC is also slower. This creates a great deal more room with which to mount other equipment. Further weight savings are found in the use of an Endo Steel frame. One of the first upgrades to the design was maxing out its protection, with eleven tons of Ferro-Fibrous armor. The vaunted anti-aircraft 'Mech is aided in its role by the inclusion of an Active Probe. To compensate for the loss of speed, the IIC mounts three jump jets than can propel the 'Mech up to ninety meters in one leap.

Armament: 
Simple, straightforward, and accurate; the Rifleman IIC is armed with four Large Pulse Lasers. This allows it to pick apart enemies from a respectable range, as well as easily target incoming aircraft. A single ER Small Laser is installed, seemingly as an afterthought. Nineteen double heat sinks keep heat mostly in check, though volley fire should be used.

Variants:
Rifleman IIC 2 - This variant removes all of the weapons and equipment, and replaces them with four Ultra Autocannon/2s and six tons of ammunition. The weight saved, plus a half ton from armor, is used to upgrade the engine to allow the 'Mech a top speed of 64 km/h. MechWarriors must be exceptionally wary of the large, vulnerable ammo bins.


Captain Nash's Analysis:  This is your fast / light mech killer.  Quad Large Pulse lasers...she is not going to miss much.  Though it is a 65 ton mech that is the same speed as an Atlas...that is your advantage.  Stay out of range of those LPL's and drop this one with long range fire.       

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=887

Smoke Jaguar Dossier: Warhawk (Masakari)

Smoke Jaguar Dossier

Type: Battlemech

Name: Warhawk (Masakari)

Mech Class: Assault

Weight: 85 Tons

Tech Base: Clan (Omni) 


Description:
Introduced by Clan Smoke Jaguar in 2999 in preparation for the anticipated of the return to the Inner Sphere, when the Dragoon Compromise stalled such plans, the Jaguars unleashed the powerful Warhawk on their Warden opponents to deadly effect. Deployed extensively in the Jaguar frontline forces, often paired with the Daishi, the design truly came to prominence as originally intended, on the battlefields of the Jaguars' Invasion Corridor and earned the code name of Masakari, a Japanese battle-axe used on medieval Terra, from warriors within the DCMS who faced it.

Though it appeared in the Toumans of number of other Clans such as the Ghost Bears and Jade Falcons, with the Jaguars jealously guarding production, all examples of the highly prized 'Mech were battlefield salvage.

The Warhawk was powered by a massive 340 XL Engine that gave it a top speed of 64.8 km/h and mounted thirteen and a half tons of Ferro-Fibrous armor to protect itself from enemy fire. To dissipate the waste heat produced in its various configurations, it carried an awesome twenty double heat sinks. Additionally, though not truly fixed equipment on the chassis, the Warhawk managed to incorporate an advanced Targeting Computer into each of its configurations, making all of its direct fire weapons extremely accurate.

Armament: 
In its primary configuration, the Warhawk had an impressive arsenal of long range weapons which were centered around four ER PPCs that took advantage of the 'Mechs Targeting Computer. While unable to fire all of the ER PPCs at once it could use a volley fire strategy to manage its heat. These were backed up by an LRM-10 launcher that allowed the Warhawk a secondary weapon that can be utilized for long range combat.

Variants:
* Alt. Config. A - Configured for a more all around combat role, the Warhawk A had two ER Large Lasers for long range combat. These were supported by an LB 10-X Autocannon that could fire both solid and cluster ammunition and an LRM-15 launcher capable of providing long range missile fire support. For close combat, the 'Mech mounted a highly accurate Streak SRM-6 launcher.

* Alt. Config. B - The B configuration of the Warhawk was a generalist rather than focused variant. For long range combat, the 'Mech carried a Gauss Rifle which could do a great deal of damage at long range. For close combat, the 'Mech had three ER Medium Lasers and a single ER Small Laser as well as two SRM-6 launchers. Finally, the 'Mech also carried a Narc Missile Beacon launcher which was capable of tagging a 'Mech with a beacon that can be used by friendly units for more accurate missile fire on the designated target.

* Alt. Config. C - The C configuration was a sort of compromise on the Primary configuration of the Warhawk. The 'Mech carried two ER PPCs for deadly accurate long range fire, supported at close range by a pair of powerful and already highly accurate Large Pulse Lasers, the lethality of all four weapons only increased by the Targeting Computer. The 'Mech carried a Flamer as well for use against infantry and mounted three additional double heat sinks to handle the 'Mech's heat load.


Captain Nash's Analysis:  To be honest I'm quite surprised we have yet to run into a Masakari.  Though lighter these things scare me more than many clan 100 tonners.  The Prime with it's quad ERPPC's is downright nasty.  The A has no heat issues and can alpha strike constantly.  The B seems oddly under gunned.  Where the C version is one of the most feared mechs the clanners have.  Rumor has it Galaxy Commander Jeter pilots the C configuration of the Warhawk.    

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=620

Smoke Jaguar Dossier: Shogun SGH-2F

Smoke Jaguar Dossier

Type: Battlemech

Name: Shogun SGH-2F

Mech Class: Assault

Weight: 85 Tons

Tech Base: Inner Sphere 

Description:
The Shogun began production before the Star League fell and eventually was thought to be lost to the Succession Wars. The 'Mech suddenly reappeared when the Wolf's Dragoons showed up and had the Shogun in their forces in sizable numbers. The 'Mech was intended to be used as an urban combat 'Mech where its jumping distance and slow speed makes it able to easily traverse the close confines of a city.
Armament: 
Though built for close combat, the weapons payload on the Shogun is built for long range combat. The 'Mech carries as its primary weapon a Magna Firestar ER PPC and two Coventry Star Fire LRM-15 launchers which allow the 'Mech to engage an enemy very effectively at long ranges. The 'Mech does carry two Thunderstroke SRM-6 launchers for close combat, allowing the 'Mech to find any weak spots in an enemy's armor when they do get to close ranges with the Shogun.

Variants:
* SHG-2E - Downgraded by the Dragoons to Succession Wars era technology the 2E simply carries a Hellstar PPC in place of the ER PPC. Otherwise, the 2E is completely identical to the 2F model. Ironically, because the 2E uses an older PPC model, the PPC produces less heat at the cost of a shorter range than the 2F model, making the 'Mech's waste heat easier to manage.

* SHG-2H - The original Shogun model is similar to the 3050's era SHG-2F, addingArtemis IV fire control systems to the LRM racks. The SRM-6 racks are replaced with four Streak SRM-2 launchers, which share a single ton of ammunition. A head mounted Medium Pulse Laser and a Medium Laser in the center torso rounds out the weapons. Ferro-Fibrous armor and CASE protect the 'Mech.

* Shogun C - A complete redesign of the Shogun using Clan technology that is used exclusively by the Wolf's Dragoons mercenary unit, the Shogun C is armed with two LRM-20 missile racks with an Artemis IV fire control system for greater missile accuracy. The 'Mech also carries an ER PPC and four Streak SRM-6 launchers, giving it a devastating close range damage capability

Captain Nash's Analysis:  One of these Shogun C's has been seen on Port Arthur.  Must have been a salvage job from Luthien, when the Dragoons faced the Jaguars.  Figure whoever is in this mech must be smart enough to realize a good design, rather than just sticking with a clan designed mech.  Dangerous at range with the Twin LRM20's and ERPPC.  But up close the Quad Streak 6 packs are pure evil.  Do not approach this mech if you are armor thin in any area.

Tech Readout: http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=630

Smoke Jaguar Dossier: Schrek PPC Carrier

Smoke Jaguar Dossier 

Type: Vehicle

Name: Demolisher Heavy Tank

Vehicle Type: Tracked

Weight: 80 Tons

Tech Base: Inner Sphere

Description:
Designed for extended, long-range bombardments, the Schrek PPC Carrier is capable of unleashing a deadly rain of particle fire.

Developed by Aldis in 2813 to overcome the heat issues which hampered the effectiveness of their immensely popular Demolisher tank, the company took an entirely different tack, replacing the Demolisher's mammoth autocannons with a trio of PPCs and enough Heat Sinks to fire them continuously.

While highly effective when firing from cover and the perfect partner to the short-ranged Demolisher, the design is unpopular with crews due to the Schrek's limited mobility and pitifully low seven tons of ArcShield VII Mk 5 plate, making it highly vulnerable to counter-battery fire. The Schrek's reputation also suffered due to the decline of technical knowledge during the Succession Wars era, its use of increasingly rare Fusion Engine to power its weapons array drove up the costs to buy and maintain the vehicle, pricing it outside the range of all but the most elite units until after the War of 3039.

Armament:
The trio of turret mounted HellStar PPCs allow the Schrek to unleash horrific firepower on a target. Also unlike other vehicles or BattleMechs mounting as many particle projection cannons as the Schrek, such as the fearsome Awesome, the vehicle mounts enough heat sinks to continuously fire all three at once from a fixed position. Because the Schrek mounts no other weapons, and due to inability of PPCs to effectively fire at close range, it is rarely deployed without escorts such as the Demolisher.


Captain Nash's Analysis: 3 Standard PPC's...on a slow, minimally armored tank.  Pretty straight forward on what to do here.  PPC's have a hard time at close range so don't sit and trade shots with one of these.  Get in close and kick it.

Tech Readout:
http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1131

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

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

Tuesday, January 18, 2011

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

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

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