MECHS BRIEFING



Note: Mercenaries includes all 'Mechs that appeared in MW4 and its expansions
(Vengeance, Black Knight, Clan and Inner Sphere 'Mech packs). However, only
'Mechs coming from Vengeance, Black Knight and this Mercenaries are playable.
'Mechs like the Zeus or the Masakari, which come from the Inner Sphere and Clan
'Mech packs, respectively, can only be purchased if the expasion packs are
installed; however, if the pack is not installed, the 'Mechs from these
expansion will appear as enemies. You can destroy them, but not salvage.
Unfortunately I have yet to find time and money to buy both packs, so the
'Mechs are listed here without many important informations. For those having
money for the packs, they are language-free: they work on any language version
of the game with no restictions.


Note: two or three players with the Packs reported that 'Mechs are unavailable
for salvage or at the free market even if both Packs are installed. I can't
help with this, still have to find these Packs, a single person told me that if
the Packs are installed over VENGEANCE (the original MW4 game) and the
Mercenaries is installed, it will autodetect them. Please check if your 'Mech
Packs have been installed over Vengeance before installing
Mercenaries...and...remember, I can't help you out (yet).
For armor descriptions, CT stands for Center Torso, T for Right and Left
Torsos, RT for Rear Torso, H for Head, A for Arms and L for Legs.
Weapons and bays locations are somewhat different: CT stands for Center Torso,
H for Head, RT for Right Torso, LT for Left Torso, RA fo Right Arm and LA for
Left Arm.


Maximum armor indications are for the standard armor type for the 'Mech.
Engine rating is to be intended as the maximum speed available for that engine
tonnage; as the lowest speed comes "free", there's no tonnage (usually
indicated in the brackets) and the weight indicated (in the brackets) is
intended as the tonnage needed for upgrading the engine from the previous
rating.


A big "thank you" to Roy Dane (roydane@modempool.com) that provided some infos
that shortened my work.



-----------------------
--INNER SPHERE 'MECHS--
-----------------------



FLEA

Mass: 20 tons
Internal Structure Type: standard
Torso Twist: 140 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.20; A 0.40; T 0.60; CT 0.80; RT 0.30; L 0.60
Standard Maximum Speed: 131.98 kph
Standard Weapon Loadout: 2 Small Lasers (RT, LT), 3 Machine Gun Arrays (RA,
LA, CT)
Standard Equipment Loadout: none
Beam Bays and location: RT (1 slot), LT (1 slot)
Ballistic Bays and location: LA (1 slot), RA (1 slot), CT (1 slot)
Missile Bays and location: none
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 0.90; RT 0.30; L
1.00
Engine Ratings and Tonnage: 108, 115.99 (0.25), 123.98 (0.5), 131.98 (0.75),
139.97 (1), 147.96 (1.25)
Additional Equipment: ECM Suite, LAMS
Standard Cost: 1'663'006
Per-Cycle Maintenance Cost: 23'599



The lightest 'Mech in the game. Poorly armed and capable of accepting only the
smallest ballistic and beam weapons, which greatly limits also the maximum
range of Flea's weapons, the main asset of this 'Mech is undoubtely speed.
Fleas should be used as harasser 'Mechs and not in straight-forward battles
even with the maximum amount of armor; against an Osiris or an Uller skilled
pilots piloting a Flea could generelly hold some time, but as all 'Mechs have a
fairly high speed and the enemies a larger payload, Fleas will inevitably end
in scraps.


The ideal use of the 'Mech is a scout, the ECM Suite can make the 'Mech a good
choice for cover operations when light resistance is expected.
The simplest (and almost only) way to costumize a Flea is to strip it and
replace all weapons with Medium Lasers, maximizing armor, mounting all
equipment and, if possible, increasing speed.



OSIRIS

Mass: 30 tons
Internal Structure Type: Endo Steel
Torso Twist: 90 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.40; T 0.50; CT 0.90; RT 0.40; L 0.80
Standard Maximum Speed: 130.03 kph
Standard Weapon Loadout: 1 SRM 6 (LA), 5 Medium Lasers (2x RA, 2x Beam Rack,
Gun Rack), 1 Machine Gun Array (Gun Rack)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: Gun Rack (CT, 1 slot), Beam Rack (CT, 2 slots), RA (2
slots)
Ballistic Bays and location: Gun Rack (CT, 1 slot)
Missile Bays and location: LA (2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 1.00; RT 0.40; L
1.00
Engine Ratings and Tonnage: 110.02, 115.02 (0.25), 120.02 (0.5), 125.03 (0.75),
130.03 (1), 135.04 (1.25)
Additional Equipment: Jump Jets (2 tons), LAMS
Standard Cost: 3'378'283
Per-Cycle Maintenance Cost: 43'199

Osirises packs quite a punch for 30-ton 'Mechs. With their SRM 6, Machine Gun
Array and 5 Medium Lasers, they are a good match for anything under 40 tons at
medium and close ranges, though they are totally defenseless against long-range
attacks; due to this drawback, engineers though that almost maximizing armor
and mounting Jump Jets, alongside a decently rated engine (for a Light 'Mech)
could have increased the 'Mech survaiability.


The Osiris supports only LAMS as additional equipment, but can mount fairly
large beam and missile weapons, which can give the 'Mech a good long-range
punch, though it will inevitably decrease the close-range firepower that
characterizes this 'Mech.

 



OWENS

Mass: 35 tons
Internal Structure Type: standard
Torso Twist: 90 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.50; T 0.70; CT 1.00; RT 0.40; L 1.20
Standard Maximum Speed: 102.02 kph
Standard Weapon Loadout: 2 LRM 15s (RA, LA), 2 Medium X-Pulse Laser (CT)
Standard Equipment Loadout: none
Beam Bays and location: CT (2 slots)
Ballistic Bays and location: none
Missile Bays and location: RA (3 slots), LA (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.10; RT 0.50; L
1.20
Engine Ratings and Tonnage: 102.02, 108.04 (0.75), 114.05 (1), 120.06 (1.25),
126.07 (1.5)
Additional Equipment: Active Probe, LAMS, IFF Jammer, Advanced Gyro (1 ton)
Standard Cost: 3'906'223
Per-Cycle Maintenance Cost: 55'999



One of the first Inner Sphere OmniMechs ever produced, the Owens lost its Omni
capability in MW4: Mercs to reborn as a fast moving light-weight missile boat,
with only minimal support for other weapons, as its third and last bay is a
medium-sized beam port in the Center Torso. The 'Mech, however, supports a good
number of additional equipment, including an Active Probe to maximizing its
usefulness in the fire-support role. Armor protection is good for a 'Mech of
its size, and the standard internal structure allows it to withstand a good
amount of damage before going down.


As with all 'Mech depending on large missile bays, the Owens mount light
medium-ranged Lasers for self defense, but aren't enough to grant survival once
all LRM ammunition have been expended.
Downgrading the LRM racks to LRM 10s for exchanging the two X-Pulse Lasers with
a single standard, ER or Pulse Lasers will also allow to mount an Active Probe,
as well as granting a more powerful and longer punch without LRMs and
decreasing ammo dependency by increasing the salvos carried per ton.

 



RAVEN

Mass: 35 tons
Internal Structure Type: standard
Torso Twist: 360
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.60; T 0.70; CT 1.00; RT 0.40; L 1.10
Standard Maximum Speed: 100 kph
Standard Weapon Loadout: 1 NARC Beacon (LA), 1 LRM 15 (RT), 1 Small Laser (RA),
2 Small Pulse Lasers (RT, LT)
Standard Equipment Loadout: Active Probe, ECM Suite
Beam Bays and location: RA (2 slots), RT (1 slot), LT (1 slot)
Ballistic Bays and location: none
Missile Bays and location: RT (2 slots), LT (1 slot)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.10; RT 0.50; L
1.20
Engine Ratings and Tonnage: 90, 95 (0.25), 100.01 (0.5), 105.01 (0.75), 110.02
(1), 115.02 (1.25), 120.02 (1.5)
Additional Equipment: Active Probe, ECM Suite, LAMS, IFF Jammer, Advanced Gyro
(1 ton)
Standard Cost: 3'026'619
Per-Cycle Maintenance Cost: 43'049



The Raven was built by the Capellan Confederation as an advanced scout light
'Mech with extended EW capabilities. Normally, Ravens use Active Probes and ECM
Suites to protect themselves and their companions, but recent upgrades saw the
introdcution of the advanced IFF Jammer in its list of supported electronics.
As a scout, the Raven relies more on speed and EW meausers to survive on the
battlefield. The most powerful weapon system, an LRM 15 rack, is also the only
long-range weapon on the 'Mech, the rest are close-range standard and pulse
lasers which provide only minimal protection during close-range combat; not
enough, the LRM 15 rack is little effective against 'Mech mounting LAMS. The
last weapon system mounted on the Raven is a NARC Beacon, used to give friendly
units a faster and more solid lock on on a single target. The NARC hasn't the
range of LRMs, so the Raven must close to the enemy to use this special
missile, which can prove quite a problem if the enemy outclass the poorly
defended 'Mech.


Presence of only two large bays, one dedicated to missiles and one tho beam
weapons, somewhat limits the Raven customization possibilities. However, it is
possible to drop the small lasers to upgrade them to medium Lasers by reducing
the LRM rack size. Speed, armor protection and, above all, EW Suites must be
kept the same to grant some lifespan and usefulness of the Raven.

 



WOLFHOUND

Mass: 35 tons
Internal Structure Type: standard
Torso Twist: 120 degrees
Standard Armor Type: Reflective
Location Points: H 0.40; A 0.90; T 1.10; CT 1.90; RT 0.70; L 1.50
Standard Maximum Speed: 100.01 kph
Standard Weapon Loadout: 1 Large X-Pulse Laser (RA), 2 Medium Pulse Lasers (RT,
LT)
Standard Equipment Loadout: none
Beam Bays and location: RT (2 slots), LT (2 slots), RA (3 slots), CT (1 slot),
LA (1 slot)
Ballistic Bays and location: none
Missile Bays and location: none
Omni Bays and location: none
Maximum Armor Points per Location: H 0.40; A 0.90; T 1.20; CT 2.40; RT 0.70; L
1.80
Engine Ratings and Tonnage: 90, 95 (0.25), 100.01 (0.5), 105.01 (0.75), 110.02
(1), 115.02 (1.25), 120.02 (1.5)
Additional Equipment: ECM Suite, LAMS, IFF Jammer
Standard Cost: 3'223'987
Per-Cycle Maintenance Cost: 40'249



When introduced, the Wolfhound was almost a concept 'Mech: built for combat
rather than scouting and armed only with energy weapons, the Wolfhound was an
impressively aggressive light 'Mech that could have outgunned almost every
other 'Mech in its class.


Wolfhounds mount only energy weapons in their standard configuration, and can
accept only these kinds of weapons; considering that this makes the Wolfhound
operative as long its pilot is alive or it has enough armor to withstand enemy
fire and that energy weapons have the best firepower/weight/space ratio for
light 'Mechs, this is not considered a problem, and the Wolfhound is capable of
carrying any kind of laser or PPC. It is also reasonabily fast and has a good
protection, plus the ability to mount relatively advanecd secondary equipment
such as ECM Suites and IFF Jammers. Its low maintenance costs make it also well
suited for starting mercenary units.


The standard Wolfhound is armed for close-range combat, with twin Medium Pulse
Lasers and a single Large X-Pulse Laser that can reach medium ranges with a
decent punch.


Wolfhound customizations often include removal of Reflective armor for standard
Ferro Fibrous compunds, addition of an LAMS and replacement of the X-Pulse
Laser with an ER Large Laser or a PPC. Those weapons, backed up with two or
three Medium Lasers, lack the sam cycle rate of the original weaponry, but give
an extra punch at medium ranges, giving the Wolfhound the ability to strike at
long ranges.

 



CHIMERA

Mass: 40 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Reflective
Location Points: H 0.40; A 0.80; T 1.00; CT 1.20; RT 0.60; L 1.60
Standard Maximum Speed: 102.02 kph
Standard Weapon Loadout: 1 Large Laser (LA), 1 Medium Laser (LA), 1 MRM 20
(RT), 1 Machine Gun Array (RA)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: LA (3 slots)
Ballistic Bays and location: RA (3 slots)
Missile Bays and location: RT (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.40; A 0.90; T 1.50; CT 1.90; RT 0.60; L
2.10
Engine Ratings and Tonnage: 82.01, 87.01 (0.25), 92.02 (0.5), 97.02 (0.75),
102.02 (1), 107.03 (1.25), 112.03 (1.5)
Additional Equipment: LAMS, Advanced Gyro (2 tons), Jump Jets (3 tons)
Standard Cost: 4'120'404
Per-Cycle Maintenance Cost: 59'199



Built as a multi-role 'Mech, the Chimera doesn't excel in anything, but can be
configured to serve in almost every role required by the modern battlefield.
The 'Mech mounts three large bays, each for one weapon type that can favor the
pilot's own style of combat or mission requirements. Chimeras can become
incredibly fast and agile and a very stable fire-support platform thanks to the
Advanced Gyro, but is generally a poor choice as a recon 'Mech for its lack of
Active Probe and ECM Suite.


The construction of the 'Mech emphasizes different weapons loadout, as it is
not possible to mount only one kind of large weapons; this can make ammunition
shortages a problem, as two thirds of the Chimera's firepower could come from
missile and ballistic bays.

 



HELLSPAWN

Mass: 45 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.80; T 0.90; CT 1.20; RT 0.50; L 1.30
Standard Maximum Speed: 106.06 kph
Standard Weapon Loadout: 3 Medium Pulse Lasers (RA, LA, RT), 2 SRM 6s (Missile
Rack, LT)
Standard Equipment Loadout: Jump Jets, ECM Suite
Beam Bays and location: RA (1 slot), LA (1 slot), RT (1 slot)
Ballistic Bays and location: RA (1 slot), LA (1 slot), RT (1 slot)
Missile Bays and location: LT (3 slots), Missile Rack (RT, 2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 0.80; T 1.00; CT 1.40; RT 0.60; L
1.60
Engine Ratings and Tonnage: 82.01, 88.02 (0.5), 94.03 (1), 100.04 (2), 106.06
(3), 112.07 (4)
Additional Equipment: ECM Suite, LAMS, IFF Jammer, Jump Jets (3 tons)
Standard Cost: 5'525'611
Per-Cycle Maintenance Cost: 78'299



A fast recon 'Mech with some serious short-range firepower. Not built for
stand-up fights, the Hellspawn is very proficent in hit-and-run tactics; its
exceptional speed, plus its Jump Jets allows it to escape from whatever it
cannot outgun and the ECM Suite not only masks it from long range sensors but
also increases time for weapon lock-on.


Though the 'Mech has a good number of all standard weapon bays, only the
missile ones are able to support large weapons and unfortunately Hellspawns do
not support Active Probes.

 



UZIEL

Mass: 50 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.90; T 1.00; CT 1.50; RT 0.60; L 0.90
Standard Maximum Speed: 95 kph
Standard Weapon Loadout: 2 PPCs (LA, RA), 1 SRM 6 (Missile Rack), 2 Machine Gun
Arrays (LT, RT)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: LA (3 slots), RA (3 slots)
Ballistic Bays and location: LT (2 slots), RT (2 slots)
Missile Bays and location: Missile Rack (CT, 2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 1.00; T 1.20; CT 1.50; RT 0.70; L
1.60
Engine Ratings and Tonnage: 83.02, 89.03 (0.5), 95.04 (1), 101.05 (1.5), 107.06
(2)
Additional Equipment: Jump Jets (3 tons), Active Probe, LAMS
Standard Cost: 6'331'634
Per-Cycle Maintenance Cost: 92'999



An aggressive Medium-sized 'Mech. The Uziel has twin PPCs as main weapons which
provide a good punch at all ranges and a single SRM 6 rack for close-range
works. As the 'Mech tends to have heat problems, two Machine Gun Arrays were
installed in the lateral torsos, allowing the 'Mech to lay down at least
suppressive fire while cooling down.


The Uziel also boast a good armor protection and exceptional agility thanks to
its relatively highly-rated engine and Jump jets.


The main bays of the Uziel are configured to accept beam weapons, and
uninstalling the PPCs to smaller beam weapons or to fully exploit the Active
Probe it can mount with a large LRM rack is not suggested, as the 'Mech will
loose its partial independecy to ammunition. Dropping the Machine Gun Arrays or
the SRM 6 for more heat sinks and armor protection can be a good customization,
though the 'Mech will lose some backup firepower.

 



BUSHWACKER

Mass: 55 tons
Internal Structure Type: standard
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00
Standard Maximum Speed: 84.96 kph
Standard Weapon Loadout: 2 Medium Pulse Lasers (CT), 1 LRM 5(LA), 1 LRM 10
(Missile Rack, LT), 1 AC 10 (RA)
Standard Equipment Loadout: none
Beam Bays and location: CT (2 slots)
Ballistic Bays and location: RA (3 slots), CT (2 slots)
Missile Bays and location: LA (3 slots) Missile Rack (LT, 2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 1.00; T 1.40; CT 1.70; RT 0.70; L
1.80
Engine Ratings and Tonnage: 64.01, 70.99 (0.5), 77.98 (1), 84.96 (1.5), 91.94
(2), 98.93 (2.5), 105.91 (3)
Additional Equipment: Active Probe, LAMS, IFF Jammer, Advanced Gyro (2 tons)
Standard Cost: 5'996'343
Per-Cycle Maintenance Cost: 91'299



Built as medium-weight fire-support 'Mech for all but the heaviest or fastest
Lances, the Bushwacker centers its task with two LRM systems, backed up by a
standard AutoCannon 10 and twin Medium Pulse Lasers for medium and close range
engagements. However, though this weapon loadout, the Bushwacker is seldom
considered to serve in its intended role, as almost every Clan 'Mech can outgun
in both range and firepower the Bushwacker and heavier Inner Sphere 'Mechs pack
more long-range punch that this 'Mech does.


However, the Bushwacker is a good all-around 'Mech that can fulfill a good
variety of roles, from sniping (thanks to its large bays of all types) to
recon, as it can accept an Active Probe.

 



ARGUS

Mass: 60 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Reflective
Location Points: H 0.90; A 1.20; T 1.50; CT 2.00; RT 0.90; L 1.40
Standard Maximum Speed: 81 kph
Standard Weapon Loadout: 1 LRM 10 (LA), 1 Machine Gun Array (RA), 2 Ultra AC/5s
(RA), 2 Medium Lasers (RT, LT)
Standard Equipment Loadout: none
Beam Bays and location: RT (2 slots), LT (2 slots)
Ballistic Bays and location: RA (5 slots)
Missile Bays and location: LA (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.30; T 1.60; CT 2.00; RT 0.90; L
1.50
Engine Ratings and Tonnage: 73.01, 77 (0.5), 81 (1), 85 (1,5), 88.99 (2), 92.99
(2.5)
Additional Equipment: none
Standard Cost: 6'174'159
Per-Cycle Maintenance Cost: 97'799



The most distinctive feature of the Argus is the total lack of additional
equipment, including LAMS. This partially justifies its low maintenance cost,
but total lack of dedicated equipment makes the 'Mech totally unsuited for
recon or stealth duties.


In fact, this is only a minor problem, as the Argus was designed as a support
for larger 'Mechs during assaults.


Standard configuration is indeed a good combination of speed, armor and
firepower that favors long-range fights: twin Ultra AC/5s provide a good punch
over all vehicles and their high rate of fire can be destructive even against
more armored machines, and the LRM 10 launcher can give an accurate punch at
all ranges. 2 Medium lasers and a single Machine Gun Array protects the Argus
in close fights. With such a weaponry the Argus can engage at any ranges, but
it is ammunition limited and somehow lacks the punch that an Heavy 'Mech needs.
Argus customizations can vary a lot, as it features all bay types, and all
large enough to accomodate all but the largest weapon. Twin Large standard or
Pulse Laser backed up by LRMs or close-range ACs can give the Argus the punch
that its standard version lacks.

 



CATAPULT

Mass: 65 tons
Internal Structure Type: standard
Torso Twist: 100 degrees
Standard Armor Type: Reactive
Location Points: H 0.90; A 1.50; T 1.40; CT 2.20; RT 0.60; L 1.50
Standard Maximum Speed: 75.96 kph
Standard Weapon Loadout: 1 Small Pulse Laser (CT), 1 Large Laser (RT), 2 LRM
20s (RA, LA)
Standard Equipment Loadout: Active Probe, Jump Jets
Beam Bays and location: LT (2 slots), CT (2 slots), RT (2 slots)
Ballistic Bays and location: none
Missile Bays and location: LA (4 slots), RA (4 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.40; CT 3.00; RT 1.20; L
3.00
Engine Ratings and Tonnage: 61.99, 68.98 (0.5), 75.96 (1), 82.94 (1.5), 89.93
(2), 96.91 (2.5), 103.90 (3.5)
Additional Equipment: Active Probe, LAMS, Advanced Gyro (3 tons), Jump Jets (4
tons)
Standard Cost: 8'096'913
Per-Cycle Maintenance Cost: 122'199



The Catapult is often referred has the Archer's or the Longbow's little
brother, as all 'Mechs are built for accurate long-range fire-support. However
the Catapult is lighter, support less armor and weapons than the other 'Mechs,
but it is more agile thanks to its Jump Jets and wider options for engine
ratings. Also, the presence of an Active Probe in the standard configuration
makes the Catapult's LRM lock-on faster.


This 'Mech totally lacks ballistic bays, but has beam bays larg enough to
support 3 Large Lasers and small missile launchers, if ammunition shortages can
be a problem during mission. However, to fully exploit the Catapult, is almost
obliged to mount the largest missile racks available with the Active Prove.
Jump Jets can be sacrificed, but can come in handy in any situation.

 



BLACK KNIGHT

Mass: 75 tons
Internal Structure Type: standard
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.60; A 1.30; T 1.70; CT 1.90; RT 0.90; L 1.80
Standard Maximum Speed: 75.02 kph
Standard Weapon Loadout: 2 Large Lasers, 2 PPCs, 1 Medium Laser
Standard Equipment Loadout: none
Beam Bays and location: H (1 slot), RT (3 slots), LT (3 slots)
Ballistic Bays and location: LA (2 slots)
Missile Bays and location: none
Omni Bays and location: RA (3 slots), LA (3 slots)
Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L
2.2
Engine Ratings and Tonnage: 63, 69.01 (1), 75.02 (2), 81.04 (3), 87.05 (4),
93.06 (5), 99.07 (6)
Additional Equipment: ECM Suite, Active Probe, LAMS, Jump Jets (4 tons)
Standard Cost: 12'807'404
Per-Cycle Maintenance Cost: 198'749



The Black Knight is a venerable Star League design intended to operated as long
as it can away from supply lines: that's why it mounts only energy weapons and
it is incredibly sturdy for a 'Mech of its class.


The modern-day Black Knights have also been updated with Omni bays and other
equipment, that makes it one of the favourite Heavy 'Mechs in small mercenary
units, as it can fulfill a large variety of roles.


Black Knights, due to the nature of their weaponry, tend to have problems with
heat management if the Lasers and the PPCs are constantly fired together. They
also have a very large frontal Center Torso which can be exploited to make fast
kills.


Black Knights lack Missile Bays, but as Omni Bays can accept all kind of
weapons, this is little problem.


Note: the original Black Knight was not an OmniMech. as an other 'Mech in this
game, the Hellhound (Conjurer), I'm not really sure that designers took care of
reproducing the designs and invented brand-new ones.

 



THANATOS

Mass: 75 tons
Internal Structure Type: Endo Steel
Torso Twist: 360 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.60; A 1.30; T 1.70; CT 1.90; RT 0.90; L 1.80
Standard Maximum Speed: 75.02 kph
Standard Weapon Loadout: 1 LB-X 20, 1 MRM 20, 3 Medium Pulse Lasers
Standard Equipment Loadout: ECM Suite, Jump Jets
Beam Bays and location: RT (2 slots), LA (2 slots)
Ballistic Bays and location: RT (2 slots), LA (4 slots)
Missile Bays and location: RA (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L
2.20
Engine Ratings and Tonnage: 63, 69.01 (1), 75.02 (2), 81.04 (3), 87.05 (4),
93.06 (5), 99.07 (6)
Additional Equipment: ECM Suite, LAMS, IFF Jammer, Jump Jets (4 tons)
Standard Cost: 9'972'535
Per-Cycle Maintenance Cost: 148'499



The Thanatos was built for being an OmniMech, but when StarCorp had ready the
first prototypes, nor the LAAF nor the AFFC, were interested in an other heavy
OmniMech; StarCorp reenginered the Thanatos blueprints and downgraded it to a
standard BattleMech, so that the Thanatos could find its place among both
armies, replacing aging Quickdraws.


StarCorp engineers use the Clan Thor as a basis for this 'Mech, and both 'Mech
have the same use and features: the Thanatos can mount a vast range of
electronics, plus Jump Jets and LAMS. Its weapons main weapons are for
close-range combat and for brute firepower, as the huge LB-X 20 AC testifies.
The MRM-20, though inaccurate, packs quite a punch, which can augmented if the
three Medium Pulse Lasers are fired together. The presence of an ECM Suite in
its standard configuration makes the Thanatos a nasty opponent at these close
ranges, as it can pass unnoticed until the target is within fire range.
The 'Mech has large ballistic bays, plus some missile and beam bays able to
accept medium-sized weapons; Thanatoses cannot use Active Probes, so they are
slightly ineffective as missile boats. The relatively small beam bays, also,
forces to mix up other kinds of weapons it they are going to be occupied by two
standard or Pulse Large Lasers. Due to its wide torso twist, Thanatoses can be
configured to be good brawlers.

 



AWESOME

Mass: 80 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.40; T 1.90; CT 2.20; RT 0.90; L 2.2
Standard Maximum Speed: 70.02 kph
Standard Weapon Loadout: 3 PPCs (RT, LT, RA), 1 SRM 4 (CT), 2 Medium Lasers
(LA)
Standard Equipment Loadout: none
Beam Bays and location: LA (3 slots), LT (3 slots), RT (3 slots), RA (2 slots)
Ballistic Bays and location: none
Missile Bays and location: CT (2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.40; T 2.00; CT 2.20; RT 1.60; L
2.4
Engine Ratings and Tonnage: 65.02, 70.02 (1), 80.03 (3), 85.03 (4), 90.04 (5)
Additional Equipment: LAMS, Advanced Gyro (4 tons)
Standard Cost: 8'159'059
Per-Cycle Maintenance Cost: 119'119



As the original Awesome's profile says, "the only way to counter an Awesome is
with an other Awesome". 3 PPCs and 15 tons of Ferro-Fibrous armor make this
'Mech a very powerful enemy in any environment: deadly at long range thanks to
its PPCs and decent at close ranges due to the Medium Lasers and SRM rack. Its
top speed, 70 kph, is also an above average top speed for an Assault 'Mech.


The Awesome true weakness is that it has to be configured as an
energy-dependant 'Mech to fully exploit its payload, has the single missile bay
is too small to accept large racks and has no Ballistic bays. Dependency on
energy weapons leads to non existent ammunition problems, but also demands a
large number of heat sinks or a careful heat managment from the pilot, which is
often forgiven in the midst of a battle.

 



VICTOR

Mass: 80 tons
Internal Structure Type: standard
Torso Twist: 100 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.80; A 1.50; T 2.00; CT 2.30; RT 0.80; L 2.30
Standard Maximum Speed: 72 kph
Standard Weapon Loadout: 2 Medium Pulse Lasers (RT, LT), 1 SRM 4 (LT), 1 Gauss
Rifle (LA), 1 Heavy Gauss Rifle (RA)
Standard Equipment Loadout: LAMS
Beam Bays and location: RT (2 slots), LT (2 slots), LA (3 slots)
Ballistic Bays and location: LA (3 slots), RA (4 slots)
Missile Bays and location: RT (2 slots), LT (2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.60; T 2.00; CT 2.30; RT 0.90; L
2.40
Engine Ratings and Tonnage: 61.99, 67 (1), 72 (2), 77 (3), 82.01 (4), 87.01
(5), 92.02 (6)
Additional Equipment: ECM Suite, LAMS, Advanced Gyro (4 tons) Jump Jets (4
tons)
Standard Cost: 11'424'694
Per-Cycle Maintenance Cost: 175'199



An old workhorse in the Davion militaries, the Victor was one of the few
Assault 'Mechs to mount Jump Jets. It was priarly built for close-range combat,
but after 3050 it was refitted with Gauss Rifles. Now that the Lyran Alliance
developed Heavy Gauss technology, Davion engineer combined the long-range
firepower of the standard Gauss with the heavy firepower of the new Gauss
Rifle. Adding firepower to this combination there are two Medium Pulse Lasers
and a single SRM 4 rack that makes the Victor a nasty opponent at close range.
This configuration does not mount the typical Jump jets, however, but maximizes
protection with extra armor and a LAMS.


Victors have a good number of various type of weapon bays, allowing them to
carry almost any weapon designed up-to-date, with the preference of ballistic
weapons. This feature can give birth at a good number of modified Victors. A
close-range variant can feature an ECM Suite and Jump Jets in addiction to the
standard LAMS, with a single Ultra AC/20 and Medium Pulse Lasers; spare tonnage
can be devoted to additional ammo for the AC/20.

 



LONGBOW

Mass: 85 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.80; A 1.70; T 2.00; CT 2.40; RT 0.80; L 2.30
Standard Maximum Speed: 69.01 kph
Standard Weapon Loadout: 3 Medium Lasers (RT, 2x LT), 1 LRM 10 (LT), 1 LRM 15
(RT), 2 LRM 20s (RA, LA)
Standard Equipment Loadout: Active Probe, LAMS
Beam Bays and location: RT (2 slots), LT (2 slots)
Ballistic Bays and location: none
Missile Bays and location: RA (4 slots), LA (4 slots), RT (2 slots), LT (2
slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.00; CT 2.40; RT 0.80; L
2.60
Engine Ratings and Tonnage: 56.99, 63 (1), 69.01 (2), 75.02 (3), 81.04 (4),
87.05 (5), 93.06 (6)
Additional Equipment: Active Probe, LAMS
Standard Cost: 11'453'066
Per-Cycle Maintenance Cost: 179'349



Mainly produced in the Free Worlds League, the Longbow reached other House
armies thanks to a technological exchange plan set after the Clan invasion.
This fire-support 'Mech found its way into the Lyran army thanks to its heavy
weight and rude but accurate firepower, thanks to its four LRM racks; as
expected by a missile-oriented 'Mech, it mounts an Active Probe to reduce
lock-on time and Medium Lasers to protect itself at medium and close ranges.
Its armor is heavy, and protection is augmented by LAMS, used even in its
standard configuration. However, it lacks ECM support, which could have turned
this 'Mech into an effective sniper.


With such a weaponry, it is natural that Longbows have large missile bays and
medium-sized beam weapons, and no Omni and ballistic bays at all. To fully use
these bays, it is possible to downgrade the two LRM 20 racks to LRM 15s. This
will decrease firepower a bit, but will allow to upgrade the LRM 10 to an other
LRM 15 rack and will also make ammunition last a bit longer. Free tonnage can
also be used to increase the number of Medium Lasers or uninstall them for a
single Large Laser.

 



TEMPLAR

Mass: 85 tons
Internal Structure Type: standard
Torso Twist: 100 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.80; A 1.40; T 1.50; CT 2.30; RT 0.70; L 1.70
Standard Maximum Speed: 68.90 kph
Standard Weapon Loadout: 2 Large X-Pulse Lasers (RA, LA), 2 Light Gauss Rifles
(RA, LA)
Standard Equipment Loadout: LAMS
Beam Bays and location: RA (2 slots), LA (2 slots)
Ballistic Bays and location: LT (2 slots), RT (2 slots)
Missile Bays and location: RT (2 slots)
Omni Bays and location: RA (3 slots), LA (3 slots)
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.00; CT 2.30; RT 0.90; L
2.50
Engine Ratings and Tonnage: 64.01, 69.01 (1), 74.02 (2), 79.02 (3), 84.02 (4),
89.03 (5), 94.03 (6)
Additional Equipment: LAMS, Advanced Gyro (4 tons) Jump Jets 5 tons)
Standard Cost: 13'393'589
Per-Cycle Maintenance Cost: 206'549



Kallon Industries' first attempt in Omni technology. And from how the Templar
performs on the battlefield, looks like they always built Assault OmniMechs.
Though the main configuration of the Templar might look a bit undergunned for
its tonnage, the twin Light Gauss Rifles provides good firepower at even
extreme ranges and the two Large X Pulse Lasers can be them up within an
acceptable range envelop. Also, the Templar packs a respectable amount of armor
and LAMS; combined with a good top speed, the Templar is one of the most
versatile Assault 'Mechs in the battlefield.


Costumizing a Templar is only a matter of tastes; the two large Omni bays can
accept nearly any kind of weapon and the Templar has plenty of specialized bays
to mount different weapon systems that won't limit the usefulness of the 'Mech;
other equipment include Jump Jets and an Advanged Gyro.


If you can freely access Clan technology, twin ER PPCs, four ER Medium Lasers
and a single LB-X 10 AC backed up by a Streak SRM system and maximum armor can
turn the 'Mech into an heavy brawler at any range.

 



MAULER

Mass: 90 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Reactive
Location Points: H 1.10; A 1.20; T 1.60; CT 2.70; RT 0.80; L 1.40
Standard Maximum Speed: 65.02 kph
Standard Weapon Loadout:4 Medium Lasers (2x RA, 2x LA), 4 Ultra AC/2s (2x RT,
2x LT), 2 LRM 10s (RT, LT)
Standard Equipment Loadout: none
Beam Bays and location: RA (2 slots), LA (2 slots)
Ballistic Bays and location: RT (3 slots), LT (3 slots)
Missile Bays and location: RT (3 slots), LT (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 1.30; A 2.70; T 3.30; CT 3.60; RT 1.50; L
3.90
Engine Ratings and Tonnage: 55.01, 60.01 (1), 65.02 (2), 70.02 (3), 75.02 (4),
80.03 (5), 85.03 (6)
Additional Equipment: Active Probe, LAMS, Advanced Gyro (4 tons)
Standard Cost: 10'755'457
Per-Cycle Maintenance Cost: 172'799



An other Assault 'Mech built by the Draconis Combine and then exchanged with
other Houses after the Clan invasion. The Mauler, though its versatility is not
so widespread as it could be, probably because it is somewhat undergunned for a
90-ton 'Mech: the two LRM 10s provide accurate long-range firepower and are
among the most ammo-efficient LRM racks currently in use, but lacks
concentrated punch; the four Ultra AC/2s provide a long-range, fast-cycle
backup to the LRM racks, but, again, they aren't enough against other Assault
'Mechs. However, armor protection is good, especially if considered that the
armor is Reactive type.


Maulers have large ballistic and missile bays, with medium-sized beam weapons.
Removal of the Ultra AutoCannons for long-range beam weapons and upgrade of LRM
racks is recomended, as well as mounting an Active Probe.

 



SUNDER

Mass: 90 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.60; T 2.00; CT 2.40; RT 1.00; L 2.50
Standard Maximum Speed: 68.90 kph
Standard Weapon Loadout: 4 Large Lasers (2x RA, RT, LT), 2 Medium Lasers (RT,
LT), 1 LB-X 20 (LA)
Standard Equipment Loadout: none
Beam Bays and location: RT (3 slots), LT (3 slots), RA (4 slots)
Ballistic Bays and location: none
Missile Bays and location: CT (3 slots)
Omni Bays and location: LA (4 slots)
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.20; CT 2.40; RT 1.00; L
2.60
Engine Ratings and Tonnage: 55.01, 61.96 (1), 68.90 (2), 75.85 (3), 82.80 (4),
89.75 (5)
Additional Equipment: ECM Suite, LAMS
Standard Cost: 16'915'266
Per-Cycle Maintenance Cost: 249'699



The first Assault OmniMech ever produced, the Sunder was first fielded by the
Draconis Combine; technological exchanges with the then-Federated Commonwealth
made this powerful 90-ton machine somewhat widespread in the AFFC militaries,
but it sill remains a 'Mech prevalently used by the DCMS.


Its roomy chassis supports large bays, but only one of them is an Omni type,
the rest are devoted to missile and beam weapons. This one of the peculiarities
of this chassis, which has also a wide torso twist, which gives it an edge in
close-range fights; the standard engine, strangely large for an Assault 'Mech,
gives it unparalled top speed, that is unparalleled in the Assault class.
Weapons on the Sunder are mostly medium-ranged weapons, with 4 Large Lasers and
twin Medium Lasers and one single LB-X 20 AC for close-range works.


There's not much to do for costumizing a Sunder. Replacing Inner Sphere weapons
with Clan weapons of the same type will give the 'Mech an extra punch and
ability to reach long-range with a powerful salvo. Spare tonnage can be devoted
to LAMS or ECM Suite. Increasing the already highly-rated armor is not
suggested, but moving points around, from legs to lateral torsos or arms, is
recomended.

 



HAUPTMANN

Mass: 95 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.90; T 2.20; CT 2.50; RT 0.90; L 2.80 (Left Leg has
2.70)
Standard Maximum Speed: 58.03 kph
Standard Weapon Loadout: 2 Large Lasers (RA, LA), 1 Small Laser (CT), 2 Medium
Pulse Lasers (RA, LA), 1 LRM 15 (RT), 1 LB-X 20 (Gun Rack, RT)
Standard Equipment Loadout: LAMS
Beam Bays and location: CT (2 slots), LT (3 slots)
Ballistic Bays and location: H (1 slot), Gun Rack (RT, 4 slots)
Missile Bays and location: RT (3 slots)
Omni Bays and location: LA (3 slots), RA (3 slots)
Maximum Armor Points per Location: H 0.90; A 2.00; T 2.20; CT 2.50; RT 0.90; L
3.00
Engine Ratings and Tonnage: 46.01, 52.02 (1), 58.03 (2), 64.04 (3), 70.06 (4),
76.07 (5)
Additional Equipment: LAMS, Advanced Gyro (4 tons)
Standard Cost: 16'225'254
Per-Cycle Maintenance Cost: 245'099



The Hauptmann was the first attempt by Steiner military to built and OmniMech.
This 'Mech is dedicated to all hauptmanns, which are the most numerous
officials in the Steiner military.


This Assault 'Mech has numerous and large bays able to accomodate various types
of weapon systems, with no real prevalence of a weapon type. In its standard
configuration, the Hauptmann is a deadly in-fighter, with a single LB-X 20 AC,
twin Pulse Lasers and Large Lasers; a single LRM 15 rack allows the 'Mech to
engage at long-ranges, but it is clearly not suited for stand-up fights at long
range, thought its heavy armor and resistant internal structure allows it to
withstand heavy damage.


The Hauptmann large and various weapon bays, including its two large Omni bays
in the arms, allows a great number of modifications, all depending on your
imagination.

 



ATLAS

Mass: 100 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.80; T 2.40 (Right Torso has 2.30); CT 2.60; RT
1.00; L 2.6
Standard Maximum Speed: 51.01 kph
Standard Weapon Loadout: 3 Small Lasers (RA, LA, H), 2 PPCs (LA, RA) , LRM 15
(RT), Gauss Rifle (Gun Rack, RT)
Standard Equipment Loadout: ECM Suite, IFF Jammer, LAMS
Beam Bays and location: H (1 slot), RA (4 slots), LA (4 slots)
Ballistic Bays and location: LA (2 slots), Gun Rack (RT, 4 slots)
Missile Bays and location: RT (2 slots), LT (2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 2.20; T 1.90; CT 2.20; RT 0.90; L
3.0
Engine Ratings and Tonnage: 45, 51.01 (1), 57.02 (2), 63.04 (3), 69.05 (4),
75.06 (5)
Additional Equipment: ECM Suite, IFF Jammer, LAMS, Active Probe, Advanced Gyro
(4 tons)
Standard Cost: 15'337'890
Per-Cycle Maintenance Cost: 245'999



The Atlas, or "death-head", as the skull painted over its cockpit shows. It is
basically a good all around 'Mech, capable of accepting nearly any kind of
weapon. In its standard config the Atlas is slow but features a number of
offensive long-range weapons, close-range weapons and LAMS and IFF Jammer that
makes it a decent EW fighter. It possible to mount two PPCs and one (Light)
Gauss Rifle or Ultra ACs combined with missiles plus a ECM Suite for maximizing
its role as sniper.

 



FAFNIR

Mass: 100 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.80; T 2.40; CT 2.50; RT 1.00; L 2.60
Standard Maximum Speed: 52.99 kph
Standard Weapon Loadout: 2 Large Lasers (LA, RA), 3 Medium Lasers (RT, LT, CT),
2 Heavy Gauss Rifles (LT, RT)
Standard Equipment Loadout: none
Beam Bays and location: RA (3 slots), LA (3 slots), CT (2 slots)
Ballistic Bays and location: RT (4 slots), LT (4 slots)
Missile Bays and location: none
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 2.20; T 2.40; CT 2.60; RT 1.00; L
3.00
Engine Ratings and Tonnage: 42.88, 47.99 (1), 52.99 (2), 58 (3), 63 (4), 68
(5), 73.01 (6)
Additional Equipment: ECM Suite, LAMS
Standard Cost: 16'433'758
Per-Cycle Maintenance Cost: 247'999

The Fafnir is Defiance Industries' showcase 'Mech.


After the previous intended showcase 'Mech, the Defiance, proved to be full of
flaws, engineers went back to the drawing board and built a pure Assault 'Mech,
lacking any grace or style in both lines and design that is well suited for
Steiner's tendency of brutal assaults.


Capable of mounting only Beam or Ballistic weapons, the Fafnir is usually
configured with twin Heavy Gauss Rifles, twin Large Lasers and 3 Medium Lasers,
making it a deadly opposition at medium and close ranges. Armor values are
surprisingly high even in the standard config, but the realtively slowness of
the 'Mech and large profile makes it an easy target.


Customizing Fafnirs is relatively easy: large caliber ballistic guns backed up
by beam long-range weapons; twin Clan Ultra AC/20s plus ER Medium Lasers fired
together can destroy even a Longbow in a single shot if you aim the Center
Torso; 2 ER Large Lasers are a good weaponry for long-range fightings.

 


---------------
--CLAN 'MECHS--
---------------

 



ULLER (KIT FOX)

Mass: 30 tons
Internal Structure Type: Endo Steel
Torso Twist: 140 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.40; T 0.50; CT 1.10; RT 0.30; L 0.50
Standard Maximum Speed: 126.40 kph
Standard Weapon Loadout: 2 Clan LRM 10 (RT, LT), 1 Clan ER Large Laser (RA), 1
Clan ER Medium Laser (RA)
Standard Equipment Loadout: ECM Suite
Beam Bays and location: RA (2 slots)
Ballistic Bays and location: none
Missile Bays and location: RT (1 slot), LT (1 slot)
Omni Bays and location: RA (1 slot), LA (1 slot)
Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 1.40; RT 0.40; L
1.00
Engine Ratings and Tonnage: 111.38, 116.39 (0.25), 121.39 (0.5), 126.40 (0.75)
Additional Equipment: ECM Suite, LAMS
Standard Cost: 3'785'300
Per-Cycle Maintenance Cost: 46'499



The lightest Clan 'Mech available in the game; the Uller is built more for
speed than firepower, though it packs quite a long-range punch thanks to its
twin LRM 10s and ER Large Laser. Armor protection is low, and its light frame
makes the 'Mech very vulnerable to any kind of damage. The Uller can defend
itself from vehicles and other 'Mechs, though the enemies must be at long-range
and do not outweight (and consequentily outgun) it.


Costumization is also limited, the Uller has two small Omni bays to accomodate
weapons, and the other bays are too small to carry large specialized weapons;
dropping LRM 10s for smaller racks to increase armor and mount LAMS is
recomended.

 


COUGAR

Mass: 35 tons
Internal Structure Type: Endo Steel
Torso Twist: 140 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.50; T 0.50; CT 0.70; RT 0.30; L 0.60
Standard Maximum Speed: 96.95 kph
Standard Weapon Loadout: 2 Can LRM 10s (RT, LT), 1 Clan ER Small Laser (LA), 1
Clan ER Medium Laser (LA), 1 Clan ER Large Laser (RA)
Standard Equipment Loadout: Active Probe, Jump Jets
Beam Bays and location: RA (2 slots), LA (2 slots)
Ballistic Bays and location: none
Missile Bays and location: RT (2 slots), LT (2 slots)
Omni Bays and location: RA (1 slot), LA (1 slot)
Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.20; RT 0.70; L
1.20
Engine Ratings and Tonnage: 76, 82.98 (0.25), 89.96 (0.5), 96.95 (0.75), 103.93
(1), 110.92 (1.25), 117.90 (1.50), 124.88 (1.75), 131.87 (2)
Additional Equipment: Active Probe, LAMS, Enhaced Optics, Jump Jets (2 tons)
Standard Cost: 5'035'032
Per-Cycle Maintenance Cost: 67'199



Built by Clan Jade Falcon starting from the Puma chassis, the Cougar is mainly
a fast-moving missile boat. The original version of the Cougar (in the
boardgame)had twin LRM 10s and Large Pulse Lasers, a configuration impossible
to recreate without decreasing the engine rating or the armor.


The most notable characteristic is the total absence of Ballistic bays. There
are two ways to costumize a Cougar: by enhacing its Beam or Missile
capabilities (obviously). To maximize the Missile capabilities mount the Active
Probe and remove the 2 Large Lasers, upgrade the Medium Laser to a Pulse
version, add an other, remove the Small Laser and install twin LRM 20s with
lots of ammunitions. The Laser boat can be created with two or three ER Large
Lasers (the latter option will force you to remove any secondary weapon system)
and installing enough heat sinks to manage the heat generated by these weapons.

 



PUMA (ADDER)

Mass: 35 tons
Internal Structure Type: Ferro Fibrous
Torso Twist: 90 degrees
Standard Armor Type: Endo Steel
Location Points: H 0.30; A 0.60; T 0.80; CT 1.10; RT 0.40; L 1.20
Standard Maximum Speed: 83.05 kph
Standard Weapon Loadout: 2 Clan ER PPCs (LA, RA)
Standard Equipment Loadout: none
Beam Bays and location: RT (1 slot), LT (1 slot)
Ballistic Bays and location: CT (1 slot)
Missile Bays and location: none
Omni Bays and location: RA (3 slots), LA (3 slots)
Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.20; RT 0.40; L
1.20
Engine Ratings and Tonnage: 65.02, 71.03 (0.25), 77.04 (0.5), 83.05 (0.75),
89.06 (1), 95.08 (1.25)
Additional Equipment: LAMS
Standard Cost: 5'171'832
Per-Cycle Maintenance Cost: 67'899



Both Clan and Inner Sphere designations suggest an incredible ferocity from
this 'Mech. And that's true. The Puma is small and light, reasonably fast and
packs a tremendous punch thanks to its twin Clan ER PPCs.


When first appeared in the Inner Sphere, the Puma packed a punch that greatly
outgunned all know Light and many Medium 'Mechs, rivaling even with the
lightest of the Heavies. It is no wonder that Inner Sphere pilots began to fear
such a 'Mech.


However, the small 'Mech leaves little space to modifications: the 0Mech's main
bays are omni and other bays are small and for almost only energy weapons and
its light frame doesn't allow to too much freedom in mounting large ballistic
and missile weapons, as they will be dangerously low in maximum ammunition
load. It is highly reccomended to keep the twin ER PPCs has weapons, as
exchanging them for Pulse or ER Lasers will decrease range and punch too much,
though it will mitigate heat problems;
howeverm if you downgrade the engine a bit and increase only few points of
armor, you should be able to mount extra heat sinks.


The Puma is clearly the best light 'Mech in the game.

 



SHADOW CAT

Mass: 45 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.80; T 1.00; CT 1.40; RT 0.50; L 1.60
Standard Maximum Speed: 102.02 kph
Standard Weapon Loadout: 1 Clan ER Large Laser (LA), 3 Clan ER Medium Lasers
(2x RA, RT), Clan Machine Gun Arrays (RT), 1 Clan Streak SRM 6 (LT)
Standard Equipment Loadout: Jump Jets, LAMS
Beam Bays and location: RA (2 slots), RT (2 slots)
Ballistic Bays and location: RT (2 slots)
Missile Bays and location: LT (3 slos)
Omni Bays and location: LA (3 slots)
Maximum Armor Points per Location: H 0.30; A 0.80; T 1.00; CT 1.40; RT 0.60; L
1.60
Engine Ratings and Tonnage: 77, 82.01 (0.25), 87.01 (0.5), 92.02 (0.75), 97.02
(1), 102.02 (1.25), 107.03 (1.5), 107.03 (1.75), 112.03 (2)
Additional Equipment: Enhaced Optics, Active Probe, LAMS, Jump Jets (2 tons)
Standard Cost: 7'044'716
Per-Cycle Maintenance Cost: 98'999



The Shadow Cat, first fielded by Clan Smoke Jaguar, has become as (in)famous as
the Mad Cat. Agile, armored and with and with a decent firepower at all ranges,
Shadow Cats are highly regarded by all armies, as it can perform an impressive
variety of roles, from spinging to scouting, passing by raiding duties. Its
maintanance cost is high, though.


The version proposed by MW4: Mercs of the Shadow Cat is a reworking of the A
version of the original boardgame, though it has less firepower (one ER Large
Laser in place of two). The bays offered by these 'Mechs, however, allows a
good number of customizations: it is possible to recreate the boardgame Primary
variant by removing some weapons and installing a Gauss Rifle, though this
forces to reduce engine rating. A configuration that allows to keep speed
unaltered mounts a single ER PPC and four ER Medium Lasers.

 



HELLHOUND (CONJURER)

Mass: 50 tons
Internal Structure Type: standard
Torso Twist: 120 degrees
Standard Armor Type: Ferro-Fibrous
Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00
Standard Maximum Speed: 98.03 kph
Standard Weapon Loadout: 1 Clan LB-X 10 AC (RA), 2 Clan ER Large Lasers (RT,
LA), 1 Clan Streak SRM 6 (LT)
Standard Equipment Loadout: none
Beam Bays and location: RT (2 slots)
Ballistic Bays and location: RT (2 slots), RA (2 slots)
Missile Bays and location: LT (2 slots)
Omni Bays and location: LA (2 slots)
Maximum Armor Points per Location: H 0.30; A 1.00; T 1.20; CT 1.70; RT 0.50; L
1.80
Engine Ratings and Tonnage: 79.99, 86.99 (0.5), 92.02 (1), 98.03 (1.5), 104.04
(2), 110.05 (2.5), 116.06 (3)
Additional Equipment: ECM Suite, LAMS
Standard Cost: 7'347'613
Per-Cycle Maintenance Cost: 94'999



Conjurers are fast-moving, hard-hitting medium 'Mechs that clearly show the
Clan superior martial skills. Able to striking at any ranges, Conjurers are
often used as raiders as their speed and firepower allows them to outgun or
outrun all 'Mechs on a modern battlefield.


Twin ER Large Lasers give the Hellhound its long-range punch. An LB-X 10 AC can
deal some serious damages at medium ranges and the Streak SRMs are deadly
accurate at close ranges. The Hellhound also clearly reflects the Clans' way of
fighting: the ammunition carried by the Hellhound are good enough only for
relavitely short, but fast and deadly battles. Though the two ER Large Lasers
can still deal some damage alone, the lack of fast-recycling weapons in
close-range duels might pose the Hellhound in a disadvantage. In most cases,
this forces the pilot to use the 'Mech superior speed to retreat and engage
from afar.


Configuring Hellhounds is almost useless, the primary config is very flexible;
possible modifications, however, could result in reduction of engine tonnage
for more armor, a LAMS and more ammo, or all three things.

Note: this 'Mech is quite strange. There is an Hellhound/Conjurer in a
BattleTech manual, Technical Readout 3055. It's a fast 50-ton Medium standard
'Mech with really no resemblance to this Hellhound...and it isn't an OmniMech.

 



RYOKEN (STORMCROW)

Mass: 55 tons
Internal Structure Type: Endo Steel
Torso Twist: 140 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00
Standard Maximum Speed: 84.96 kph
Standard Weapon Loadout: 2 Clan ER Large Lasers (RA, LA), 2 Clan ER Medium
Lasers (RA, LA), 2 Clan LRM 15 (RT, LT)
Standard Equipment Loadout: Active Probe
Beam Bays and location: RA (2 slots), LA (2 slots)
Ballistic Bays and location: none
Missile Bays and location: RT (2 slots), LT (2 slots)
Omni Bays and location: RA (2 slots), LA (2 slots)
Maximum Armor Points per Location: H 0.30; A 1.00; T 1.40; CT 1.70; RT 0.70; L
1.80
Engine Ratings and Tonnage: 64.01, 70.99 (0.5), 77.98 (1), 84.96 (1.5), 91.94
(2), 98.93 (2.5), 105.91 (3)
Additional Equipment: Active Probe, LAMS, Enhaced Optics, Jump Jets (3 tons)
Standard Cost: 9'248'305
Per-Cycle Maintenance Cost: 125'399



When first deployed by Clan Smoke Jaguar against the Draconis Combine in the
first wave in 3050, the Ryoken was a shocking surprise. The Inner Sphere was
not (a probably is still not) able to field or reply to a fast moving medium
'Mech with enough armor and firepower that could cripple even Assault machines.
Times changes, though, and the Ryoken is not as dangerous as it was before:
Inner Sphere weapons can roughly match Clans' own tech and, though heavier and
bulkier, advanced equipment found their way into all armies.


However, the Ryoken is still a formidable opponent: twin LRM 15s and ER Large
Lasers can waste enemies at long ranges, and the two ER Medium Lasers are
enough to protect the 'Mech from close-range threats. It exceptional speed and
armor protection do the rest.


As with other medium 'Mechs, costumizing Ryokens is only a matter of taste.
Removal of LRM racks and the Active Probe for Streak SRM racks, a LAMS and more
armor can be a good trade-off, though the 'Mech can be turned into a sniper
thanks to enhaced optics and enough bays large enough to accomodate additional
ER Large Lasers or LRM racks.

 



VULTURE (MAD DOG)

Mass: 60 tons
Internal Structure Type: Endo Steel
Torso Twist: 360 degrees
Standard Armor Type: Reactive
Location Points: H 0.90; A 0.90; T 1.80; CT 2.40; RT 0.50; L 1.40
Standard Maximum Speed: 80.03 kph
Standard Weapon Loadout: 4 Clan ER Medium Pulse Lasers (2x Omni Rack, RA, LA),
2 Clan LRM 20 (RT, LT)s
Standard Equipment Loadout: none
Beam Bays and location: RA (3 slots), LA (3 slots)
Ballistic Bays and location: none
Missile Bays and location: RT (4 slots), LT (4 slots)
Omni Bays and location: Omni Rack (CT, 2 slots)
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.40; CT 2.80; RT 1.00; L
2.70
Engine Ratings and Tonnage: 65.02, 70.02 (0.5), 75.02 (1), 80.03 (1.5), 85.03
(2), 90.04 (2.5), 95.04 (3), 100.04 (3.5)
Additional Equipment: ECM Suite, Enhaced Optics, LAMS
Standard Cost: 8'971'798
Per-Cycle Maintenance Cost: 122'399



The Mad Dog was one of the few 'Mechs that acquired the same codename from two
Inner Sphere states: Hagetaka in the Draconis Combine and Vulture in the Free
Rasalhague Republic (hagetaka, in japanese means vulture), for its protunding
torso and bird-like legs.


It is one of the few specialized 'Mechs the Clans field: it sports two large
missile bays in the lateral sections of the torso, with medium-sized energy
bays in the arms and a single, small Omni bay in a turret positioned underneath
the Cente Torso. The most particular thing of this 'Mech is that it lacks
support for Active Probes, which can greatly enhaces the missile capabilities,
and the presence of Enhaced Optics, which are useful for long-range energy or
ballistic snipers.


The LRM racks on the Vulture can be devastating, but they carry limited ammo
supplies; four Medium Pulse Lasers back them up.
Reconfiguring Vultures can be done in the same way of a Cougar: maximizing
armor, adding an ECM Suite and Enhaced Optics and replacing all weapons with
twin PPCs or Large Lasers somewaht makes the 'Mech undergunned for an Heavy
'Mech, but increases its battlefield lifespan and flexibility for covert ops.

 



LOKI (HELLBRINGER)

Mass: 65 tons
Internal Structure Type: standard
Torso Twist: 140 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.60; A 0.80; T 1.00; CT 1.70; RT 0.80; L 1.40
Standard Maximum Speed: 82.98 kph
Standard Weapon Loadout: 2 Clan LB-X 10s (RA, LA), 1 Clan Streak SRM 6 (Missile
Rack, RT), 4 Clan ER Medium Lasers (2x RA, 2x LA)
Standard Equipment Loadout: ECM Suite, LAMS
Beam Bays and location: LT (2 slots)
Ballistic Bays and location: RA (2 slots), LA (2 slots)
Missile Bays and location: Missile Rack (RT, 2 slots)
Omni Bays and location: RA (3 slots), LA (3 slots)
Maximum Armor Points per Location: H 0.60; A 1.20; T 1.60; CT 2.00; RT 0.80; L
2.00
Engine Ratings and Tonnage: 69.01, 76 (1), 82.98 (2), 89.96 (3), 96.95 (4),
103.93 (5), 110.92 (6), 117.90 (7)
Additional Equipment: ECM Suite, LAMS, Ative Probe
Standard Cost: 10'876'432
Per-Cycle Maintenance Cost: 156'649



The Loki was named so beacuse it had an "utterly mad weapon configuration". In
fact, twin LB-X ACs, four Lasers and a single SRM pack, plus LAMS and an ECM
Suite, were very strange for the first Inner Sphere MechWarriors that engage it
in the Inner Sphere.


The Loki is primarly used by Clan Jade Falcon in conjuction of Thors as a
fast-assault force. Thors provide most of the firepower, Lokis ECM coverage and
additional striking power.


As with the Thor, the Loki is ammo dependent, though LB-Xs consume ammo slower
than Ultra ACs and Streak SRMs should minimized wasted shots; anyway, four ER
Medium Lasers are barely adeguate for an Heavy 'Mech as self-defense.
An other feature that Lokis share with Thors are the various and large bays
that can turn make both 'Mechs adeguate for all fighting styles.

 



NOVA CAT

Mass: 70 tons
Internal Structure Type: Endo Steel
Torso Twist: 100 degrees
Standard Armor Type: Reflective
Location Points: H 0.90; A 1.70; T 1.60; CT 1.90; RT 1.00; L 1.80
Standard Maximum Speed: 68 kph
Standard Weapon Loadout: 3 Clan ER Large Lasers (LA), 2 Clan ER PPCs (RA)
Standard Equipment Loadout: none
Beam Bays and location: LT (2 slots), LA (3 slots), RA (6 slots)
Ballistic Bays and location: none
Missile Bays and location: none
Omni Bays and location: LA (4 slots)
Maximum Armor Points per Location: H 0.90; A 2.10; T 2.70; CT 3.10; RT 1.30; L
3.00
Engine Ratings and Tonnage: 68, 72 (0.5), 76 (1), 79.99 (1.5), 83.99 (2), 87.99
(2.5), 91.98 (3), 95.98 (3.5)
Additional Equipment: Active Probe, LAMS
Standard Cost: 11'493'053
Per-Cycle Maintenance Cost: 153'299



Built by the Nova Cats, this OmniMech clearly makes of energy weapons its main
weaponry.


The Nova Cat has an incredible long-range firepower which has only one
drawback: heat. Firing all weapons together taxes in an incredible way the
'Mech's heat sinks, making shutdown only a matter of seconds. Also, all weapons
tend to have a relatively high recycle rate, which makes all-out attacks
dangerous, especially when facing large number of opponents.


Costumizing a Nova Cat is almost straight forward, three of four ER Large
Lasers or PPCs mitigates heat problems without reducing firepower too much,
though the presence of a large Omni bay can be exploited in several ways,
starting from mounting missile racks, as the 'Mech can mount an Active Probe.

 



THOR (SUMMONER)

Mass: 70 tons
Internal Structure Type: standard
Torso Twist: 360 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.60; A 1.10; T 1.20; CT 1.90; RT 0.60; L 1.40
Standard Maximum Speed: 85.03 kph
Standard Weapon Loadout: 2 Clan Ultra AC/5s (RA, LA), 4 Clan ER Medium Lasers
(RA, LA, 2x RT), 1 Clan LRM 15 (Missile Rack, LT)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: RT (2 slots)
Ballistic Bays and location: RT (2 slots)
Missile Bays and location: Missile Rack (LT, 2 slots)
Omni Bays and location: RA (3 slots), LA (3 slots)
Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L
2.00
Engine Ratings and Tonnage: 60.98, 67 (0.5), 73.01 (1), 79.02 (1.5), 85.03 (2),
91.04 (2.5), 97.06 (3), 103.07 (3.5)
Additional Equipment: ECM Suite, Enhaced Optics, LAMS, Jump Jets (4 tons)
Standard Cost: 9'487'759
Per-Cycle Maintenance Cost: 144'199



The Thor is an all-around 'Mech. It mounts jump jets, can use the most advanced
Clan equipment and has enough large bays to accomodate almost any kind of
weapon. In its standard configuration the Thor is long/medium range fighter,
though some MechWarriors might complain the lack of hard-hitting punch of
missiles and small-caliber Ultra ACs. In fact, the 'Mech's secondary weapons,
four ER Medium Lasers are barely adeguate for self-defense if ammunition of
both Ultra AC and LRM systems run out; a very likely occasion, though.


Thors are one of the few 'Mechs capable of completely twist their torsoes,
which can make them an ideal 'Mech for urban, or more generally, close-range
fights; the presence of two large Omni bays in its arms, can turn the Thor into
a good AC boat, though presence of at least the standard ER Medium Lasers is
always recomended.

 



MAD CAT (TIMBERWOLF)

Mass: 75 tons
Internal Structure Type: Endo Steel
Torso Twist: 100 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.60; A 1.10; T 1.40; CT 2.00; RT 0.90; L 1.50
Standard Maximum Speed: 80.03 kph
Standard Weapon Loadout: 2 Clan ER Large Lasers (RA, LA), 2 Clan ER Medium
Pulse Lasers (RT, LT), 2 Clan LRM 10s (Missile Rack RT, Missile Rack LT), 2
Clan Machine Gun Arrays (RT, LT)
Standard Equipment Loadout: none
Beam Bays and location: RA (4 slots), LA (4 slots)
Ballistic Bays and location: none
Missile Bays and location: Missile Rack (RT, 3 slots), Missile Rack (LT, 3
slots)
Omni Bays and location: RT (2 slots), LT (2 slots)
Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L
2.20
Engine Ratings and Tonnage: 65.02, 70.02 (1), 75.02 (2), 80.03 (3), 85.03 (4),
90.04 (5), 95.04 (6)
Additional Equipment: Active Probe, LAMS, Enhaced Optics
Standard Cost: 13'817'595
Per-Cycle Maintenance Cost: 196'499



The Timber Wolf, or Mad Cat, as the Inner Sphere codenamed it, quickly became
the symbol of Clans' superior technology. It is fast, armore and armed to
engage anything on the battlefield with relative ease. The Mad Cat was named so
by Comstar as it sports twin Missile Racks as the Catapult (production code
"cat") does and has the same torso of the Marauder (production code "mad); it
also packs the same punch of both 'Mechs, if not superior: twin LRM 20s and ER
Large Lasers gave the Mad Cat an awesome long-range firepower that rivals some
Assault 'Mechs, and can freely engage at medium and close ranges thanks to twin
Machine Gun Arrays and Medium Pulse Lasers; though the Mad Cat mounts
ammunition weapons, it won't be outgunned when they all supply are fired,
granting it a respectable battlefield life, enhaced by armor protection and an
exceptional speed for a 'Mech of its class.


The presence of all kind of bays on the Mad Cat makes it relatively easy to
modify, and the presence of Enhaced Optics and Active Probe in its equipment
list can turn the 'Mech in an exceptional sniper.

 



GLADIATOR (EXECUTIONER)

Mass: 90 tons
Internal Structure Type: standard
Torso Twist: 90 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.90; T 2.20; CT 2.50; RT 0.90; L 2.80 (Left Leg has
2.70)
Standard Maximum Speed: 57.02 kph
Standard Weapon Loadout:1 Clan ER Large Laser (RT), 2 Clan ER Medium Lasers
(LT), 1 Clan ER PPC (RA), 1 Clan Ultra AC/20 (LA)
Standard Equipment Loadout: ECM Suite, Jump jets
Beam Bays and location: RA (3 slots), RT (3 slots), LT (2 slots)
Ballistic Bays and location: RT (3 slots)
Missile Bays and location: none
Omni Bays and location: LA (4 slots), RA (3 slots)
Maximum Armor Points per Location: H 0.90; A 2.00; T 2.20; CT 2.50; RT 0.90; L
3.00
Engine Ratings and Tonnage: 45, 51.01 (1), 57.02 (2), 63.04 (3), 69.05 (4),
75.06 (5), 81.07 (6)
Additional Equipment: ECM, LAMS, Jump Jets (6 tons)
Standard Cost: 17'621'628
Per-Cycle Maintenance Cost: 270'749



One of the most pleased addition to the game 'Mechs completement is the
Executioner, or Gladiator as the Inner Sphere armies call it. As both names
suggest, the 'Mech is capable of taking on every 'Mech lumbering on the
battlefield. Its weapons tend to be configured for ranged combat, as every Clan
'Mech, but the huge Ultra AC can be a nasty surprise for any 'Mech trying to
close too much with the Gladiator. Also, the 'Mech is incredibly agile, with
Jump Jets and high top speed. The 'Mech can also be equipped with advanced
electronic equipment, which augments the tactical flexibility of the 'Mech. An
obliged acquisition for any unit.


Having so large Omni bays, backed up with fairly large standard bays, makes
customizing the Gladiator only a matter of tastes, though the presence of so
many beam slots might turn the 'Mech into an ER Medium Laser boat, deadly at
medium and close range, without ammunition dependecy but heat must be managed
carefully.

 


Sly_Adventure" (hajile@edsamail.com.ph) submits this (he says that he doesn't
use this 'Mech, and the configuration isn't exactly my combat style and to me
looks very strange that this pup cannot destroy a Daishi with a single
volley...still has to test it, I'll do as soon as I have the 'Mech Expansion
Packs):
-------------------------------------------------------------------
I was playing mercenaries online and a couple of players were arguing about a
bug exploitation. Basically, it allows a mech to control his shutdown and
allowed the Gladiator mech to fire his PPCs continiously.
I got curious so i went offline and tried a few things until i figured out the
bug they were talking about.


The gladiator is the cheapest mech in the game afterall!!!


Here's how i did it. Comments are welcome.


Try not to do this though. Playing a game in a way that was not intended by the
developers is technically cheating. Bugs included.

 


******************
How to make a cheap mech
******************


Get a Gladiator.
Take out *ALL* the heat sinks.
Loadup on 4 ERPPC's and a Clan Gauss Rifle.
Fill up the rest with Large and Medium ER Lasers.
Link them *ALL* together.
You now have the single most powerful ranged mech in the game
I can take out an elite Daishi in two shots with this monster. The first
shot will make his torso blink red, and a fellow light mech can finish him off
while you powerdown.


******************
Now here's the bug
******************


Change your Shutdown Override button to "O" so you can shut down with just
one key.


When you fire, the heat bar will go past red and force you to shutdown.
Hit "O" repeatedly to keep from shutting down and press "S" to manually
shutdown before you explode. Keep hitting "O".
As soon as you shut down press "S" again to immediately powerup. You can
then stop pressing "O". You'll have a total shutdown (Powerdown/up) time of 3
seconds tops!


As soon as your PPC's recharge, fire again! Then hit "O" repeatedly and do
it all over again.


******************
Explanation
******************


I think it's a bug in the heat meter. When heat goes *past* 100%, you
automatically shut down. When you fire everything in this mech, your heat goes
past 200%. If this was MechWarrior3 you'd instantly go nuclear (Anyone who
tried loading up on lasers in MW3 would know this ^_^ ). Now when you do the
above maneuver, the heat meter gets shaved down to 100% even *without*
heatsinks. Since you're not *over* 100%, you won't shut down.


******************
Drawbacks
******************


The main drawbacks is that you need constant timing. Press "S" too late and
you'll blow.


The other drawback is since that you'll always be in the red, your max
speed goes down.


Solution


Use jumpjets.


Since you can kill pretty much any mech in two shots, the three second
powerdowns won't really matter much since you can fire again before they can
get anywhere close enough to fire back. ERPPC's have really long range.


-------------------------------------------------------------------

 



MAD CAT MarkII

Mass: 90 tons
Internal Structure Type: Endo Steel
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.30; T 1.60; CT 2.30; RT 0.90; L 1.80
Standard Maximum Speed: 68 kph
Standard Weapon Loadout: 2 Clan Gauss Rifles (LA, RA), 2 Clan LRM 10s (Missile
Rack LT, Missile Rack RT), 4 Clan ER Medium Lasers (2x RT, 2x LT)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: RT (2 slots)
Ballistic Bays and location: RA (3 slots), LA (3 slots), LT (2 slots)
Missile Bays and location: Missile Rack (RT, 3 slots), Missile Rack (LT, 3
slots)
Omni Bays and location: RT (2 slots), LT (2 slots)
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.20; CT 2.40; RT 1.00; L
2.60
Engine Ratings and Tonnage: 47.99, 52.99 (1), 58 (2), 63 (3), 68 (4), 73.01
(5), 78.01 (6), 83.02 (7), 88.02 (8)
Additional Equipment: Active Probe, LAMS, Jump Jets (6 tons)
Standard Cost: 15'981'170
Per-Cycle Maintenance Cost: 247'499



Built by Clan Diamond Shark with this very name in the first place, the Mad Cat
Mk.II is an Assault 'Mech with incredible long-range firepower and mobility. By
adding 15 tons to the original Timber Wolf chassis Diamond Shark engineers were
able to mount more armor and larger weapons in expense of maximum top speed,
though the presence of Jump jets partially mitigates this drawback.


The Mad Cat Mk.II (it is unknown why the Sharks chosed this designation, based
on the Inner Sphere codename of the Timber Wolf) founds itself confortable in
ranged combat, where its twin Gauss Rifles and LRM racks can a devastating
barrage. At close ranges the 'Mech has four ER Medium Lasers, enough for
self-defense, but clearly insufficient when both Rifles and LRMs run out of
ammunition; and, considering that the Gauss Rifles have at their disposal one
one ton of ammunition each, this is a very likely case in extended missions.


Having the largest bays configured to accept only ballistic weapons poses a
great limit to the Mad Cat Mk.II configuration possibilities. It has two fairly
large omni bays and a third beam bay for energy weapons, which can reduce the
dependency on munitions, but this makes the Mad Cat Mk.II a bit undergunned by
other Assault 'Mechs. It possible to mount AC 20s of various kinds thanks to
the large ballistic bays in the arms, though mounting two of them might require
the removal of Jump Jets (the real advantage of this 'Mech) or reduction of
engine rating, or even both.

 



DAISHI (DIRE WOLF)

Mass: 100 tons
Internal Structure Type: standard
Torso Twist: 80 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.90; A 1.40; T 1.90; CT 2.40; RT 0.80; L 1.90
Standard Maximum Speed: 51 kph
Standard Weapon Loadout: 4 Clan ER Large Lasers (2x LA, 2x RA), 2 Clan Ultra
AC/5s (RT, LT), 1 Clan LRM 20 (Missile Rack/LT)
Standard Equipment Loadout: LAMS
Beam Bays and location: LA (2 slots), RA (2 slots)
Ballistic Bays and location: LT (3 slots), RT (3 slots)
Missile Bays and location: Missile Rack/RT (2 slots)
Omni Bays and location: LA (2 slots), CT (4 slots), RA (2 slots)
Maximum Armor Points per Location: H 0.90; A 2.20; T 2.40; CT 2.50; RT 1.10; L
3.00
Engine Ratings and Tonnage: 41, 46.01 (1), 51.01 (2), 56.02 (2), 61.02 (3),
66.02 (4), 71.03 (5)
Additional Equipment: LAMS
Standard Cost: 17'860'770
Per-Cycle Maintenance Cost: 265'999



Daishi. In Japanese this term could be translated as "Great Death". The Dire
Wolf is fast (mhmm...slow) as an Atlas, but Clan technology almost double to
space where to mount weapons. The 4 ER Large Lasers can alone destroy any enemy
a Dire Wolf encounters, but this impressive firepower is supplemented by 4
Medium Pulse Lasers and 2 Clan Ultra AC/5. The LRM 10 provides also some
indirect-fire capability and the MG Arrays can be used when heat reaches
unbearable levels.


The simplest way to costumize a Dire Wolf is to remove all except the Large
Lasers, add extra heat sinks and increasing the engine rating, at least to 60
kph. The Dire Wolf is primary a laser-dependent 'Mech, though the Omni bays can
be used for large caliber ballistic weapons. Or, you can mount 6 Clan ER Large
Lasers, maximizing armor and installing LAMS to have a very powerful sniper.
The Dire Wolf can mount only Laser AMS as extra.

 

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