Showing posts with label Battlemech. Show all posts
Showing posts with label Battlemech. Show all posts

Monday, October 3, 2011

"Red" Reviews: Black Knight BL-12-KNT "Reaver"

Name:
Black Knight BL-12-KNT "Reaver"

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Mixed (IS Chassis, Clan weapons)

Primary Manufacturer:
Blake's Castaways (Solaris 7)

Olympiad Mechwarriors:
Jak "Irish" Black


Description:
The Black Knight was introduced in 2578 as a front-line command BattleMech for the Star League Defense Force at the company and battalion level. Its advanced communications gear allowed the Black Knight to effortlessly coordinate an entire company of 'Mechs simultaneously, and could easily link into the command frequencies of its parent regiment and orbital support satellites. The loss of Kong's orbital factory in 2802 forced the company to produce less advanced line of Black Knight 'Mechs, though the recovery of lostech has allowed for more advanced variants to be produced.

The Black Knight is a BattleMech that appears to be a jack-of-all-trades. The all energy weapon configuration allows it to operate for long periods without re-supply. The 13 tons of good armor protection on an Endo Steel frame allows the 'Mech to stand up to a great deal of punishment, while its Beagle Active Probe allows it to work well as a command 'Mech and a heavy scout. The main drawback of the design is its use of single heat sinks. With twenty heat sinks it is able to dissipate a great deal of the heat produced by its weapons. However, if the Black Knight finds itself in a protracted combat situation, a less experienced MechWarrior can have trouble with heat management. 

Armament: 
The Black Knight "Reaver" is a Modified version of the Davion made BL-12-KNT.  The two Large lasers are replaced with Clan ER Large Lasers, purchased from Clan Diamond Shark.  The four Medium lasers are replaced with Clan ER versions as well.

Removed is the ER PPC and in it's place is a Hatchet.  With the removal of the PPC the required size and computing power of the Targeting computer was cut in half.  The saved tonnage was used for additional armor and one more Double heat sink.

The most expensive change was adding the MASC system that will let the Black Knight spped up when needed.




Saffron's Analysis:  
Good at all ranges, this mech is one to take note of.  Clan weapons, and a Hatchet along with Max Armor.    

The only down side that I can see is the weight class.  Facing off against Assault mechs is the one downfall of many modified heavy mechs.  The internal structure is just not as durable as the big boys. 

Still, This is one of my favorite designs in the Olympiad and should do very well.



Rating: 9.0 of 10
















Tech Readout:
http://solarisseven.blogspot.com/2011/10/mech-modification-black-knight-bl-12.html

Saturday, October 1, 2011

Mech Modification: Black Knight BL-12-KNT "Reaver"

Our Modified Mechs have added another to their ranks.

Irish has jumped into bed with both Blake's Castaways and Clan Diamond Shark.  Doing so he has built a pretty scary Class 4 Mech.

"Red" should be reviewing this one shortly.   Stay tuned...


Black Knight BL-12-KNT "Reaver"
Rules Level: Experimental Tech
Technology Base: Mixed
Chassis Config: Biped
Production Year: 3066
Extinct By: Unknown

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
     2 (CL) ER Large Lasers
     4 (CL) ER Medium Lasers
     1 Hatchet
Manufacturer: Unknown
     Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Technology Base: Mixed 75.00 tons
Chassis Config: Biped Cost: 9,413,250 C-Bills
BV2: 2,652 Tech Rating/Era Availability: X/X-X-X

Equipment

Mass
Internal Structure: Endo-Steel 4.00
Internal Locations: 2 CT, 1 LT, 4 LA, 3 RA, 2 LL, 2 RL
Engine: 300 Fusion Engine 19.00
Walking MP: 4
Running MP: 6 (8)
Jumping MP: 0
Heat Sinks: 17 (34) - Double Heat Sink (12 in engine) 7.00
Heat Sink Locations: 2 LT, 2 RT, 1 LA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H
Armor: 231 points - Standard Armor 14.50


Internal Armor

Structure Factor
Head: 3 9
Center Torso: 23 35
Center Torso (rear):
11
R/L Torso: 16 24
R/L Torso (rear):
8
R/L Arm: 12 24
R/L Leg: 16 32

Weapons and AmmoLocationHeatCriticalsTonnage
Hatchet RA 0 5 5.00
(CL) ER Medium Laser LA 5 1 1.00
(CL) ER Medium Laser RT 5 1 1.00
(CL) ER Large Laser RT 12 1 4.00
MASC RT 0 4 4.00
(CL) ER Medium Laser LT 5 1 1.00
(CL) ER Large Laser LT 12 1 4.00
(IS) Targeting Computer LT -- 3 3.00
(CL) ER Medium Laser HD 5 1 1.00

BattleForce Statistics
MVS (+0)M (+2)L (+4)E (+6)Wt.OVArmor: 8Points: 27
5552031Structure: 6
Special Abilities: MEL, ENE, SRCH, ES, SOA

Wednesday, September 28, 2011

"Red" Reviews: Cyclops CP-11-BJ "BlackJack"

Name: Cyclops CP-11-BJ "BlackJack" 

Mech Class: Assault

Weight: 90 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Starlight Stables (Solaris 7)

Olympiad Mechwarriors:
Charles "BlackJack" Jackson (Scott)









Description:
The Cyclops began production in 2710 and gets its name from its cockpit, which looks like a single eye in the center of its head assembly. The Cyclops was designed as a heavy assault and command 'Mech. In order to carry out this role, the Cyclops is built to defend itself at a variety of ranges and also has a top speed of 64.8 km/h, which is higher than average for most ninety ton 'Mechs. Additionally, the Cyclops is armored with ten tons of armor. While this is below average for a 'Mech of its weight, the tendency of a Cyclops not to go anywhere without the rest of a command lance means that the 'Mech, and the commander inside, are generally well protected.

Armament: 
The CP-11-BJ "BlackJack" began life as a CP-11-G.  It has gotten a complete overhaul thanks to the engineers at NAIS and the techs from Starlight Stables.  The primary armament are twin Rotary AC 5's with one located in each torso.  Each have two tons of Case protected ammo also located in the side torsos.   Three ER Medium Lasers are the back up weapons, with one in each arm and one in the Center torso. 

To save on weight one heat sink was removed.  To maximize protection, the ferro-fiberous armor was removed and replaced with 17.5 tons of standard armor.

Saffron's Analysis:  
This one is a brawler alright.  Not your typical Cyclops which usually doesn't quite live up to the "Assault" class it is in.

In the cramped areas of our Arenas, this mech should shine.  With Max armor, it should be around for a bit.  A 90 ton mech moving 4/6/0 without an XL engine is not that common a sight.

The downside to this mech are hard to find, but here goes.  80 rounds of RAC5 ammo might be too little, given the mech has max armor.  Good chance this mech runs out of ammo before the armor is penetrated.  The only other "flaw" I can see is no long range weaponry...though in the arenas, that rarely comes into play. 

Rating: 8.5 of 10


Tech Readout:
http://solarisseven.blogspot.com/2011/09/mech-modification-cyclops-cp-11-bj.html

Mech Modification: Cyclops CP-11-BJ "BlackJack"

Our 2nd Modified Mech.  BlackJack  has taken advantage of his NAIS sponsorship and Starlight stables Membership to make this nasty beast.

"Red" should be reviewing this one shortly.   Stay tuned...

Cyclops CP-11-BJ
Rules Level: Tournament Legal
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 3058
Extinct By: Never

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion Engine
Cruising Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
     2 Rotary AC/5s
     3 ER Medium Lasers
Manufacturer: Unknown
     Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


Technology Base: Inner Sphere 90.00 tons
Chassis Config: Biped Cost: 10,152,460 C-Bills
BV2: 2,141 Tech Rating/Era Availability: E/X-X-E

Equipment

Mass
Internal Structure: Endo-Steel 4.50
Internal Locations: 1 HD, 1 CT, 1 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL
Engine: 360 Fusion Engine 33.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 (20) - Double (10 in engine) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H
Armor: 279 points - Standard Armor 17.50
CASE Locations: 1 LT, 1 RT 1.00


Internal Armor

Structure Factor
Head: 3 9
Center Torso: 29 44
Center Torso (rear):
14
R/L Torso: 19 29
R/L Torso (rear):
9
R/L Arm: 15 30
R/L Leg: 19 38

Weapons and AmmoLocationHeatCriticalsTonnage
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
Rotary AC/5 RT 1 /shot (6.0 max) 6 10.00
Rotary AC/5 LT 1 /shot (6.0 max) 6 10.00
ER Medium Laser CT 5 1 1.00
@Rotary AC/5 (40) RT -- 2 2.00
@Rotary AC/5 (40) LT -- 2 2.00




















Tuesday, September 20, 2011

"Red" Reviews: Commando CMD-7S



Name: Commando CMD-7S

Mech Class: Light

Weight: 25 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Lyran Alliance (House Steiner)

Olympiad Mechwarriors:
All, Commando Challenge Mech



Description:
The Commando was commissioned in 2463 to be built by Coventry Metal Works (then known as Coventry Defense Conglomerate) as the Lyran Commonwealth's first reconnaissance BattleMech, but it is also used for close-range support due to its firepower. It carries four tons of armor, but against anything other than other light 'Mechs the difference in the amount of armor is negligible.

It is often claimed that the Commando was designed as a competitor with both the popular Wasp and Stinger light 'Mechs, but these were in fact only developed some years later (in 2471 and 2479, respectively).

The Commando is mainly in Lyran use, while the COM-2D is also produced in the Taurian Concordat and the Marian Hegemony deploys the COM-4H.  


Armament: 

COM-7S - This update of the Commando is built on an Endo Steel chassis and uses a Light Fusion engine. The 'Mech carries two Streak SRM-2 launchers, an SRM-4 with an Artemis IV Fire Control System, and two ER Medium Lasers.  



Saffron's Analysis:  
Quite the generous gift from Archon Katrina Steiner, over a dozen of the Commando 7S chassis's.

Solid design for 25 tons.  More firepower than should logically come from a light mech.  Armor is OK, Lyran Light Engine makes the mech a little more fragile than your average light mech.  The lack of Jump jets hurts the design, but really wouldn't be a commando if it was jumping around.

The mechwarrior that can hit while not being hit will walk away as champion of the Commando Challenge.


Rating: 4 of 10


Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=all&id=1103

Wednesday, September 7, 2011

"Red" Reviews: Charger CGR-1D10T "Mayday"

Not my mini...will get an image of mine soon. (better paint job)
Name: Charger CGR-1D10T "Mayday"

Mech Class: Assault

Weight: 80 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Starlight Stables (Solaris)

Olympiad Mechwarriors:
Sam "Mayday" Malone



Description:
The "Mayday" is started it's life as a Charger CGR-1A1...Little remains of the original chassis for this massivly overhauled re-model.  The internal structure was re-restructured, with Endo-Steel replacing the heaviest parts.  The standard fussion engine was replaced as well installing a Pitban 400XL...the largest production Fusion engine available.  To get the most of the Engine and make this the one of the fastest Assault mechs in on Solaris, the legs were lengthened by almost three meters. 


The entire chassis was then covered with 14 tons of Ferro-Fiberous armor.  With all the changes the new "Mayday" barely looks like a Charger, but with the 86 Kph top speed it sure does act like one..    


Armament: 

The entire weapon load was replaced with Two ER Large Lasers, Three Medium Pulse Lasers and an ER Small laser.  What Arena mech would be complete without a close combat weapon so a Hatchet was added, those it is more of a cleaver type hatchet that closely resembles a sword.  During the design process-the Hatchet was placed in the Right Arm of the "Mayday", at the request of Sam "Mayday" Malone who is Right-handed.  The design would not allow for the addition of a 2nd actuator, so the left arm has a "dummy" hand that is non-functional.    




Saffron's Analysis:  
A true Arena mech.  Fast, Combat weapon, Max armor.  What is not to like?

Well just a couple of things.  XL engines are a little more fragile then their standard counterparts.  Second, the lack of Jump jets can be an issue on some maps.  Finally the twin ER Large lasers should reach out and touch anything but those are the only weapons that are accurate over 300 meters.

Still, I have a feeling that you will be seeing this mech in the Olympiad for quite a while.

Rating: 8.5 of 10






Tech Readout:
http://solarisseven.blogspot.com/2011/09/mech-modification-charger-cgr-1a1.html

"Red" Reviews: Awesome AWS-9Q


Name: Awesome AWS-9Q

Mech Class: Assault

Weight: 80 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Free Worlds League

Olympiad Mechwarriors:
Kaari "Firebush" Byronne
Cyril "Truckasaurus" Spencer

Description:
The Awesome was originally designed by Technicron Manufacturing in 2665 to replace the STR-2C Striker. The Awesome is built around its impressive all energy based arsenal and heavy armor making it a highly independent and powerful assault 'Mech. Rugged and reliable, the Awesome is traditionally used in a vanguard role when penetrating enemy defenses. The Awesome's massive firepower also lends it to defensive actions, acting as a mobile turret when necessary. Because of its reliance on PPCs, the Awesome is able to act independently for extended periods of time. This trait is also useful in siege situations where the 'Mech can keep up a constant barrage, allowing it to win battles of attrition through bleeding an enemy dry.

Armament: 
The Awesome AWS-8Q has a limited, but effective, armament consisting of three Kreuss PPCs giving it an immense amount of damage potential at ranges exceeding five hundred meters. The 'Mech also mounts a Diverse Optics Type 10 Small Laser for close range defense.
A basic upgrade of the 8Q, the 9Q Awesome upgrades the heat sinks to double heat sinks and reduces the number of them to nineteen. The saved weight is used to add a fourth PPC to the 'Mech as well as a Guardian ECM Suite.



Saffron's Analysis:  
WOW...This mech lives up to it's name of Awesome.  Maximum armor for the Chassis and a Standard Fusion Engine mean this monster will be tough to bring down.  Four PPC's on one mech with enough Heat sinks to fire them in volleys of 4, 4, 3...Whew.

The one weak point is if someone gets close...Then the well known inaccuracy of the PPC at point blank comes into play.  Get to the rear arc and you will only have to face one PPC. 

Mech is so good that of the hundreds of choices that there are out there, two of our contestants have taken the AWS-9Q...that should speak volumes as to how good she is.

Rating: 9 of 10




Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=all&id=846

Friday, September 2, 2011

"Red" Reviews: Timberwolf (Mad Cat)



Name: Timberwolf (Mad Cat)

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Clan Omni

Primary Manufacturer:
Clan Wolf

Olympiad Mechwarrior:
Harry "Flashy" Flashman

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.

* Alt. Config. E - Configured to use the added flexibility of the new Advanced Tactical Missile system, the E configuration mounts two ER Large Lasers as its primary direct fire weapons. The E Configuration also carries two ATM 9 launchers which can fire ammunition that is tailored to the ranges which it is engaging the enemy at. Finally, the E configuration carries a Light TAG designator for calling in Arrow IV artillery fire.

* Alt. Config. H - A configuration that is capable of engaging an enemy with devastating effect at any range, the H configuration carries a pair of LRM-20 launchers linked to an Artemis IV Fire Control System for long range firepower. For close combat, two Heavy Large Lasers are carried, each of which can strip a full ton of armor from an enemy 'Mech at short ranges. Finally, seemingly added almost as an afterthought, an ER Small Laser completes the H's weaponry loadout.

* Alt. Config. S - A highly maneuverable urban combat configuration of the Timber Wolf, the S mounts five jump jets, allowing it to jump up to one hundred and fifty meters. To offset the inaccuracy from using jump jets, the S configuration is armed with a Large Pulse Laser backed up by two Medium Pulse Lasers. The S configuration also carries four SRM-6 launchers and two Machine Guns, making it a deadly close combat fighter.




Saffron's 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. 

This mech is near perfection on the battlefield.  In the arena it can take down any opposing mech.

Rating: 9.5 of 10






Tech Readout:
http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=595

"Red" Reviews: Grasshopper GHR-5N

Name: Grasshopper GHR-5N

Mech Class: Heavy

Weight: 70 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Inner Sphere (All Houses)

Olympiad Mechwarrior:
John "Crash'n'Burn" Palmer

Description:
The Grasshopper entered service in 2780 as a light and medium 'Mech hunter, after the Amaris Civil War was over. In order to accomplish its mission profile, the 'Mech's ground speed of 64.8 km/h is augmented with a jumping capability of one hundred and twenty meters, allowing the Grasshopper greater mobility than that of other 'Mechs of similar weight. The Grasshoppers varied weapons payload allows it to work in a variety of roles other than that of a light 'Mech hunter, and with its low dependence on ammunition it is capable of operating away from established supply lines for extended periods of time. 

Armament: 

GHR-5N - the 5N is a very basic upgrade of the Grasshopper. The LRM-5 and the Large Laser have both been removed from the design. In their place, a PPC has been added, as well as an additional Medium Laser.
For close range combat, the Grasshopper 5N now carries five Diplan M3 Medium Lasers, giving it a great deal of close range firepower.




Saffron's Analysis:  
Solid mech up close.  Maneuverable enough for the Arenas.  Two hand actuators for close combat abilities.   

Weakness is range and speed if it has to cover a lot of ground.   
Good enough to win any match she may be in.


Rating: 8 of 10









Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1196

Wednesday, August 31, 2011

"Red" Reviews: Nova (Blackhawk)

Name: Nova (Blackhawk)

Mech Class: Medium

Weight: 50 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Clan

Olympiad Mechwarrior:
Kristopher "Bad Wolf" Raddick

Description:
The Nova is a versatile medium OmniMech that is capable of acting as a workhorse design in most forces. In fact, the design is so well balanced that it inspired the creation of the Black Hawk-KU, an Inner Sphere design based on the Nova and named using the Inner Sphere code name for this 'Mech: Black Hawk.

However, the number of Novas has been diminishing, because the design has not been in production since 2921. Designed as an early OmniMech by Clan Hell's Horses, the Nova was produced at the famous Tokasha Mechworks beginning in 2870. At the time of its introduction, the Nova was designed for infantry support, and was the first OmniMech designed with hardpoints allowing elementals to easily mount and dismount the chassis. However, after Tokasha was taken by Clan Ghost Bear during the Battle of Tokasha, production of the Nova ceased. Since 2921, every Clan has acquired Nova OmniMechs as isorla.
Armament: 
Equipped with a 250 XL Model SF-2 Fusion Engine, the Nova has a ground speed of 86.4 km/h that allows it to keep up with most heavy and assault 'Mechs while being outpaced by most lighter 'Mechs. However, the Nova remains very maneuverable through the use of five jump jets, allowing the Nova to jump up to 150 meters. The fourteen double heat sinks that the Nova mounts are barely sufficient to handle its heavy heat load of its variants. The Nova is also protected by ten tons of armor, providing the 'Mech with ninety-six percent of its maximum armor protection.

In its primary configuration the Nova is a devastating close combat 'Mech and battle armor killer that is capable of delivering a powerful barrage with its twelve ER Medium Lasers. To help it use these as effectively as possible, the Nova has added four more double heat sinks bringing the total up to eighteen. Even with the added double heat sinks, the Nova prime is capable of producing almost twice as much heat as it can dissipate.

Variants:
* Alt. Config. A - A long range sniper configuration, the Nova A has a pair of powerful Clan ER PPCs for long range combat. For protection at close range, the Nova A has a single Medium Pulse Laser and also mounts two Anti-Missile Systems for protection from missile fire.

* Alt. Config. B - Also designed around long range combat, the B configuration carries an Ultra Autocannon/5 which can fire twice as fast as a standard autocannon and a highly accurate Large Pulse Laser as its primary weapons. These are backed up for close combat by an ER Small Laser and, for soft targets, it has two Machine Guns.

* Alt. Config. C - The C configuration of the Nova has a powerful Gauss Rifle as its primary weapon, allowing it to keep enemies at arms reach. For protection at close ranges, the Nova C has a highly accurate Small Pulse Laser.

* Alt. Config. D - Intended as a fire suport 'Mech, the D configuration has an LRM-20 launcher for long range direct and indirect fire support and an LB-X Autocannon/5 that allows it to work as a vehicle hunter and in an anti-aircraft role.

* Alt. Config. E - The Nova E carries an ATM-12 launcher that can fire missiles for short, medium, and long ranges as its primary weapon. For added close range capability, the 'Mech has three ER Medium Lasers.

* Alt. Config. H - A highly feared configuration of the Nova, the H configuration carries ten Heavy Medium Lasers, allowing the Nova H to eviscerate most 'Mechs that get into its range.

* Alt. Config. S - The S configuration is made for urban combat. The 'Mech has six highly accurate Medium Pulse Lasers. For use against soft targets, the Nova S has four Machine Guns. For added protection from missile attacks, the 'Mech has an Anti-Missile System. It also has an Active Probe to detect any hidden enemy units.



Saffron's Analysis:  
Quite a bit depends upon which variant you are facing with the Nova.  With the Prime, keep it at long range if you can and plink away.  The other plan is to wait for the Alpha strike.  Pray for the target of the alpha strike.  Then take care of the overheating / shutdown Nova.  Keep moving if you know your opponent has the H version, do not let that one get a target lock on you.

Weakness is the location of the weapons...All in the arms.  Take them out and you will have defeated this mech.  Issue is just one arm has enough firepower to keep the Nova in the fight.  So you have to take them both out.

Rating: 8 of 10




Tech Readout:
http://www.mechground.com/index.php?option=com_content&task=view&id=654&Itemid=907

Friday, August 12, 2011

"Red" Reviews: Hatchetman HCT-6D

Name: Hatchetman HCT-6D

Mech Class: Medium

Weight: 45 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Federated Suns (House Davion)

Olympiad Mechwarrior:
Sam "Mayday" Malone (Mitch)

Description:
Introduced in 3023 during the Succession Wars, the Hatchetman was a very unique 'Mech because, as its name suggests, it carries a 'Mech sized Hatchet. As well as being the first design to carry one, the Hatchetman itself was the first totally new BattleMech produced in the Inner Sphere in over a century, and was also the first production 'Mech to use a Full-Head Ejection System. Despite being first manufactured in the Lyran Commonwealth, the Hatchetman was actually designed by Dr. Banzai of the Federated Suns' New Avalon Institute of Science. Popular in both realms, following its selection as one of the standard 'Mechs of the Federated Commonwealth and with Defiance Industries unable to keep up with the increased demand for it during the Clan Invasion, the company licensed its production to Johnston Industries to supply units in Davion space.

The Hatchetman's heavier than usual weapons payload and Hatchet, combined with its jumping capability of up to one hundred and twenty meters, makes the design a monster within the confines of a city. While nearly unmatched in this niche, the Hatchetman fares less well on open terrain.

Armament: 
The 6D Hatchetman is a variant with a decidedly Davion flair. The 'Mech is powered by an extralight engine that propels the 'Mech up to speeds of up to 86.4 km/h and can jump up to one hundred and fifty meters. The 'Mech is armed with a Mydron Tornado Rotary Autocannon/5 as its primary weapon. This is backed up by a trio of Diverse Optics ER Medium Lasers and, for protection against electronic warfare systems, it has a Guardian ECM Suite.


Saffron's Analysis:  
Not a terrible design, it has a couple of features I really like.  The Rotary Autocannon is a new favorite of mine.  Having a Hatchet is always a boon in the confines of Solaris.

However there are two things that keep this mech from getting a higher rating.  First the XL engine, necessary evil, but make the mech more vulnerable to torso hits.  Second is the small ammo bin for the rotary.  In a Duel the 40 rounds would be enough, but in the Olympiad, that bin might be empty if the Hatchetman is one of the last remaining mechs.


Rating: 7 of 10





Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1142

"Red" Reviews: Black Knight BL-12-KNT

Name: Black Knight BL-12-KNT

Mech Class: Heavy

Weight: 75 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Federated Suns (House Davion)

Olympiad Mechwarrior:
Fritz "Fritzkreig" Gruber (Scott)
Jak "Irish" Black (Jay)

Description:
The Black Knight was introduced in 2578 as a front-line command BattleMech for the Star League Defense Force. Its advanced communications gear allowed the Black Knight to effortlessly coordinate an entire company during combat, and could easily link into the command frequencies of its parent regiment and orbital support satellites. The loss of Kong's orbital factory in 2802 forced the company to produce less advanced line of Black Knight 'Mechs, though the recovery of lostech has allowed for more advanced variants to be produced.

The Black Knight is a BattleMech that appears to be a jack-of-all-trades. The all energy weapon configuration allows it to operate for long periods without re-supply. The good armor protection allows the 'Mech to stand up to a great deal of punishment.

Armament: 
The BL12 is probably the most technologically advanced version of the Black Knight to date. The 'Mech is also based on the BL6 model but takes the design in a different direction than the BL9. The first thing that was done to the design was the upgrade of all of the Medium Lasers and the PPC to extended range versions. Next, the 'Mech has had its heat sinks upgraded to double heat sinks. Because of this, the number of heat sinks has been reduced to sixteen from twenty. Finally, all of the weapons were mated to a Targeting Computer.


Saffron's Analysis:  
Taking the use of the Targeting computer to the extreme, House Davion has made the most of their technological advancement.  It has the Heat dissipation to fire and ERPPC and 2 Large Lasers on the move.

Thirteen tons of armor, No Ammo and a Standard engine means this mech is one tough nut to crack.  No real easy way to bring this one down.  It is only average speed and lacks jump jets so use your maneuverability to your advantage.

Rating: 8 of 10





Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1205

Thursday, August 11, 2011

"Red" Reviews: Ostroc OST-2D (refit)



Name: Ostroc OST-2D (refit)


Mech Class: Heavy

Weight: 60 Tons

Tech Base: Inner Sphere

Primary Manufacturer:
Most Inner Sphere powers

Olympiad Mechwarrior:
Paul "Ace" Frehley (Dereck)

Description:
The Ostroc is a heavy 'Mech, weighing in at the lower end of its weight class. The Ostroc was originally designed to act as an urban combat 'Mech. The Ostroc's speed and firepower allow the 'Mech to serve as both an urban combat 'Mech and as a front line combat 'Mech. It also has the capability to keep up with most lighter 'Mechs with its top speed of 86.4 km/h. The Ostroc is well protected by its nine tons of armor.

Armament: 
The OSR-2D initially was introduced with Single heat sinks, which gave the mech one of the worst heat dissipation rates of all Battlemechs. A Refit kit was introduced in 3055 that added the double heat sinks as the designers originally had planned.  Upgraded with Star League technology, the 2D variant of the Ostroc extends the 'Mechs maximum range by replacing the Large Lasers with two ER Large Lasers. The 2D retains the Medium Lasers and SRM-4 of the 2C model.



Saffron's Analysis:  
The Refit of the OST-2D is a very capable machine.  With all the weapons torso mounted, this mech can lose both arms with no loss of firepower.  The weaponless arms with Hands also means this mech will not lose any firepower having to choose between shooting or making a punching or pushing type attack.

Rear and Arm armor is light for a mech this size.  With no arm or rear mounted weapons, it can not bring any weapon to target a mech standing behind it.  


Rating: 7 of 10





Tech Readout:
http://www.mechground.com/index.php?option=com_content&task=view&id=428&Itemid=687

"Red" Reviews: Vapor Eagle (Goshawk)

Name: Vapor Eagle (Goshawk)


Mech Class: Medium

Weight: 55 Tons

Tech Base: Clan

Primary Manufacturer:
Clan Steel Viper
(Available to all Clans)


Olympiad Mechwarrior:
Harry "Flashy" Flashman (Fab)

Description:
The Vapor Eagle first appeared around 3055 in the use of Clan Steel Viper as a "second-line" BattleMech. It was dubbed Goshawk by the Inner Sphere for its unusual bird-like design. However, this seems to serve a purpose. While most 'Mechs rely on sheer jump jet power to get airborne and are often not very aerodynamic, the Vapor Eagle's swooping-pauldron design apparently helps alleviate the lack of precision and stability most jump jet-equipped 'Mechs have. It is equipped with nine tons of Ferro-Fibrous armor.

Armament: 
The Clan Vapor Eagle BattleMech focuses a good deal on speed and maneuverability, and its weapons configuration accentuates close-range firepower. The Streak SRM-2s require a lock on to strike a target making it impossible to waste ammunition on a missed shot and its cluster of Machine Guns and Medium Pulse Lasers perform fairly well at close range. However, its Targeting Computer and Large Pulse Laser make many Inner Sphere tactical analysts wonder about its true purpose. True, most medium or heavier 'Mechs have at least one long-range weapon to help round out their capabilities, but the combination of a targeting-system and short-range weaponry is unusual. It wasn't until Clan culture became more understood that Inner Sphere observers figured out the Goshawk was designed as a duelist for the one-on-one fights that are prevalent in Clan society. Nonetheless, the Vapor Eagle has rather decent firepower, as long as it can get its weapons in range.



Saffron's Analysis:   If ever there was a mech designed for Solaris VII, this might be it.  Clan Pulse lasers and a targeting computer are a deadly match, especially when on such a fast and agile machine. The Goshawk does have to get close to unleash all it's firepower, but it is maneuverable enough to do so.

The Ammo racks might be this mechs only weakness.

Rating: 9 of 10









Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=3055&id=612

"Red" Reviews: Vindicator VND-5L


Name: Vindicator VND-5L


Mech Class:Medium

Weight: 45 Tons

Tech Base: Inner Sphere

Primary Manufacturer: Capellan Confederation (House Liao)

Olympiad Mechwarrior:
Byron "Peacekeeper" Crais (Rob)

Description:
The Vindicator is one of the most well known 'Mechs from the Capellan Confederation. It was designed to maximize the effectiveness of the Confederation's production capabilities after the First Succession War. The 'Mech was designed to be a jack-of-all-trades. Because of this, the Vindicator does not excel in any one role but can perform a variety of combat roles with varying degrees of success. The 'Mech has a top speed of only 64.8 km/h, which allows it to keep with most heavy 'Mechs and some slower medium 'Mechs. The jump jets give it a jumping capability of up to 120 meters which, while not up to par with the greater distances of 'Mechs like the Phoenix Hawk, allows the Vindicator the ability to outmaneuver most heavier 'Mechs, as well as making it easier to go through rough terrain.

Armament: 
The 5L variant is a recent upgrade to the venerable Vindicator. The 'Mech uses a standard engine, armor, and structure. The changes and advancements come in the weapons, a change to Double Heat sinks freeing up 6 tons and adding Triple Strength Myomer. The 'Mech's new weapons include an ER PPC, two ER Medium Lasers, two Medium Pulse Lasers, a single Small Pulse Laser, and a Small Laser. This varied mix of energy weapons allows the MechWarrior piloting the 'Mech to balance their heat load to keep the Triple Strength Myomer working at its optimum efficiency. In so doing, the Vindicator can deal a fair amount of damage with its Sword.





Saffron's Analysis:   The Vindy 5L is slow for it's size, until it gets the TSM going, then it is just average.  Armor is solid, as is the Short range firepower and Close combat abilities.  Don't let the Sword fool you, this mech can kick with about the same force as and AC20 Shot.    

Keep this Vindy variant at range if possible, it gets much more lethal up close.

Rating: 8.5 of 10








Tech Readout:
http://www.mordel.net/tro.php?a=vt&cat=Upgrades&id=1146