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Clan Variants


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#1 CoffiNail

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Posted 22 May 2014 - 04:01 PM

ADDER
The Adder has a Flamer in a fixed mount which cannot be removed from the 'Mech. The Primary configuration adds a basic but powerful arsenal of twoER PPCs which are linked to an advanced Targeting Computer, allowing the Primary configuration of the Adder to strike at long range with deadly accuracy. To help handle the massive heat from the twin ER PPCs, the Adder has an additional double heat sink. Even with the additional double heat sink, the 'Mech must use a volley fire strategy to prevent it from overheating.
Alt. Config. A
A long range missile support configuration, the Adder A has a pair of LRM-20 launchers, allowing it to bombard an enemy from long range. For close combat, the 'Mech has two Small Pulse Lasers.
Alt. Config. D
Another long range sniper configuration, the Adder D has an ER Large Laser and an Ultra Autocannon/5 for long range engagements, with a pair of Streak SRM-2 launchers to finish off any enemies who close with the 'Mech.

DIRE WOLF
In its primary configuration, the Dire Wolf carries an extensive long range payload that is backed up by good close combat weapons. The primary long range weapons are four ER Large Lasers which give the Dire Wolf an impressive long range punch. These are backed up by two Ultra Autocannon/5sfor even more direct fire capability and an LRM-10 launcher giving the Dire Wolf some indirect fire capabilities. For close combat, the Dire Wolf has a simple yet effective array of four Medium Pulse Lasers.
Alt Config A
The A configuration of the Dire Wolf is configured to engage its enemies at a variety of ranges. The primary long range weapon carried in this configuration is a Gauss Rifle. This is backed up by three impressive Large Pulse Lasers which are effective at any range. For close combat, theA configuration carries two Streak SRM-6 launchers and for additional defense against incoming missiles it carries an Anti-Missile System.
Alt. Config. B
The B configuration is armed for long range engagements with four Ultra Autocannon/2s which have a reach of 810 meters and are backed up by a pair of ER PPCs for even greater punch. An LB-X Autocannon/10 provides excellent medium to long range firepower and allows the Dire Wolf B to act in a variety of roles including vehicle hunting and anti-aircraft. For close combat, the B configuration has two Medium Pulse Lasers and an ER Small Laser.

KIT FOX
In its primary configuration, the Kit Fox mounts an ER Large Laser and Small Pulse Laser on the left arm as its primary source of firepower. These are supplemented by an LB 5-X Autocannon for tactical flexibility and a Streak SRM-4 rack for close range combat.
Alt. Config D
The Kit Fox D is configured for indirect fire support, mounting dual LRM-15 racks as well as a LRM-5. A Narc Missile Beacon is also carried, which may be exploited by the Kit Fox D itself, as the targeting systems of Clan LRMs lack a minimum range; this literally allows the Kit Fox D to run up to an enemy and mark them for increased accuracy, and then fall back, firing the entire time.
Alt. Config S
The Kit Fox S is intended for urban combat situations, and mounts six Jump Jets for increased flexibility. A Large Pulse Laser provides the Kit Fox S with its primary source of firepower. AMedium Pulse Laser and a Small Pulse Laser complement this, with a Streak SRM-4 for additional firepower. For point defense versus infantry, the Kit Fox S also mounts dual Machine Guns.

NOVA
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.
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. 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 carries an Active Probe to detect any hidden enemy units.

STORMCROW
The primary configuration of the Stormcrow is capable of engaging an enemy at any range and uses its speed to strike at its target with a great deal of force and evade a counter attack. The 'Mech's primary weapons are a pair of ER Large Lasers allowing the 'Mech to strike at long range. For close combat, the Stormcrow carries three ER Medium Lasers. To handle the heavy heat load, the Stormcrow Prime has twelve double heat sinks on top of the ten mounted in the base chassis.
Alt. Config. C
The Stormcrow C is armed with some of the most accurate weapons available to the clans. For long range combat, the 'Mech has an LB-X Autocannon/10 that can fire both standard and cluster ammunition. The C configuration also carries a Large Pulse Laser and two Medium Pulse Lasers for short to medium ranges.
Alt. Config. D
A long range support configuration, the Stormcrow D has, as its primary weapons, a pair of LRM-20 launchers. These are backed up by two SRM-2 launchers for close combat. All of these weapons are augmented with an Narc Missile Beacon, which can mark enemy units with a missile homing beacon for increased accuracy.

SUMMONER
In its primary configuration the Summoner has a basic yet effective arsenal. The primary direct fire weapon is an ER PPC backed up by an LB 10-X Autocannon that can fire both standard and cluster ammunition. For fire support and bombardment, the Summoner has an LRM-15 launcher.
Alt. Config. B
A missile bombardment configuration, the B configuration carries a pair of LRM-20 launchers for long range engagements. For close combat, theSummoner B has two SRM-4 launchers. A Narc Missile Beacon allows the Summoner to designate targets for missile fire from other friendly units. The Summoner B has further protection through the use of an Anti-Missile System which gives it increased protection from missile attacks.
Alt. Config. D
A multi-role configuration of the Summoner, the D configuration is armed with a pair of ER Large Lasers for long range combat. These are backed up by a pair of ER Medium Lasers for short range combat. All of these lasers are linked to an advanced Targeting Computer making the 'Mech highly accurate. For anti-infantry combat, the 'Mech has a pair of Machine Guns. A pair of Anti-Missile Systems give the 'Mech protection from missile carrying 'Mechs and vehicles.

TIMBER WOLF
The primary 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.
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, theTimber 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. 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.

WARHAWK
In its primary configuration, the Warhawk had an impressive arsenal of long range weapons which were centered around four ER PPCs that took advantage of the 'Mech’s Targeting Computer. While unable to fire all of the ER PPCs at once it could use a volley fire strategy to manage its heat. These were backed up by an LRM-10 launcher that allowed the Warhawk a secondary weapon that can be utilized for long range combat.
Alt. Config. A
Configured for a more all around combat role, the Warhawk A had two ER Large Lasers for long range combat. These were supported by an LB 10-X Autocannon that could fire both solid and cluster ammunition and an LRM-15 launcher capable of providing long range missile fire support. For close combat, the 'Mech mounted a highly accurate Streak SRM-6 launcher.
Alt. Config. B
The B configuration of the Warhawk was a generalist rather than focused variant. For long range combat, the 'Mech carried a Gauss Rifle which could do a great deal of damage at long range. For close combat, the 'Mech had three ER Medium Lasers and a single ER Small Laser as well as two SRM-6 launchers. Finally, the 'Mech also carried a Narc Missile Beacon launcher which was capable of tagging a 'Mech with a beacon that can be used by friendly units for more accurate missile fire on the designated target.

Edited by CoffiNail, 22 May 2014 - 04:21 PM.


#2 wanderer

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Posted 22 May 2014 - 04:02 PM

Wow, that is formatted horribly.

Go to Sarna. Here's the variants you'll be seeing for the initial Clan releases.

• Adder:
o Prime
o A
o D
• Dire Wolf:
o Prime
o A
o B
• Kit Fox:
o Prime
o D
o S
• Nova:
o Prime
o B
o S
• Stormcrow:
o Prime
o C
o D
• Summoner:
o Prime
o B
o D
• Timber Wolf:
o Prime
o C
o S
• Warhawk:
o Prime
o A
o B

#3 CoffiNail

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Posted 22 May 2014 - 04:06 PM

Yeah... what I did, and forgot to remove formating afterward...

#4 wanderer

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Posted 22 May 2014 - 04:11 PM

Notable notes:

The Kit Fox and Timber Wolf S configs mount jump jets.

The Stormcrow-D gives Clanners at least a 5-hardpoint missile boat. Ditto the Summoner-D for your SRM and LRM needs, respectively.

Dire Wolf-B = confirms the dakka platform with a minimum of 5 ballistic hardpoints. Also, the Nova-S manages 4 as well.

#5 CoffiNail

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Posted 22 May 2014 - 04:22 PM

Updated the OP with a better format... had to make it in word first.

#6 Alaskan Nobody

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Posted 22 May 2014 - 04:28 PM

To add to this - or a summary for the lazy people:
Not gonna list the primes (since they are detailed in the packages)

Kit Fox / Uller
P: 1xERLL 1xSPL 1xLBAC5 1xSSRM4
-- 1B 2E 1M
D: 2xLRM15 1xLRM5 1xNARC
-- 4M
S: 6xJJ 1xLPL 1xMPL 1xSPL 1xSSRM4 2xMG
-- 6JJ 2B 3E 1M

Nova / Blackhawk
Note: the Nova carries 5 fixed Jump Jets
P: 12xERML
-- 12E
B: 1xUAC5 1xLPL 1xERSL 2xMG
-- 3B 2E
S: 6xMPL 4xMG AMS Active Probe
-- 4B 6E

Summoner / Thor
P: 5xJJ 1xLBAC10 1xERPPC 1xLRM15
-- 5xJJ 1B 1E 1M
B: 2xLRM20 2xSRM4 NARC AMS
-- 5M
D: 2xERLL 2xERML 2xMG Targeting Computer AMS
-- 4E 2B

Dire Wolf / Daishi
P: 4xERLL 4xMPL 2xUAC5 1xLRM10
-- 2B 8E 1M
A: 1xGauss 3xLPL 2xSSRM6 AMS
-- 1B 3E 2M
B: 4xUAC2 2xERPPC 1xLBAC10 2xMPL 1xERSL
-- 5B 5E



Adder / Puma
Note: all Adder have a fixed Flamer
P: 2xERPPC Targeting Computer
-- 2E
A: 2xLRM20 2xSPL
-- 2E 2M
D: 1xERL 1xUAC5 2xSSRM2
-- 1B 1E 2M

Stormcrow / Ryoken
P: 2ERLL 3ERML
-- 5E
C: 1xLBAC10 1xLPL 2xMPL
-- 1B 3E
D: 2xLRM20 2xSRM2 NARC
-- 5M

Timber Wolf / Madcat
P: 2ERLL 2xERML 1ERSL 2xLRM20 2xMG
-- 2B 5E 2M
C: 2xERLL 1xUAC5 2xLRM15 2xERML AMS
-- 1B 4E 2M
S: 5xJJ 1xLPL 2xMPL 4xSRM6 2xMG
-- 5JJ 2B 3E 4M

Warhawk / Masakari
Note: All Warhawk carry a fixed Targeting Computer
P: 4xERPPC 1xLRM10
-- 4E 1M
A: 2xERLL 1xLBAC10 1xLRM15 1xSSRM6
-- 1B 2E 2M
B: 1xGauss 3xERML 1xERSL 1xSRM6 NARC
-- 1B 4E 2M

Emphasis on the Hardpoints.

Nice to see someone was less lazy than I was though B)

Edit: got less lazy - adding the primes ;)

Edited by Shar Wolf, 22 May 2014 - 04:54 PM.


#7 FireSlade

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Posted 22 May 2014 - 04:32 PM

Nice. Where did you get the info on what variants that we are getting from?

#8 Alaskan Nobody

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Posted 22 May 2014 - 04:35 PM

View PostFireSlade, on 22 May 2014 - 04:32 PM, said:

Nice. Where did you get the info on what variants that we are getting from?

Russ has been answering questions over on Reddit

#9 Pariah Devalis

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Posted 22 May 2014 - 04:51 PM

I am so.. So happy. Except for the lack of the Kit Fox C, I am very happy with this lineup. The S models are a real surprise for me.


Spoiler

Edited by Pariah Devalis, 22 May 2014 - 05:16 PM.


#10 101011

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Posted 22 May 2014 - 05:14 PM

Cool, thanks for the info.

Edited by 101011, 22 May 2014 - 05:15 PM.


#11 CHH Badkarma

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Posted 22 May 2014 - 05:21 PM

Hopefully they give us the rest of the variants for these units later down the road

#12 Pariah Devalis

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Posted 22 May 2014 - 05:25 PM

View PostCHH Badkarma, on 22 May 2014 - 05:21 PM, said:

Hopefully they give us the rest of the variants for these units later down the road


Or at least the Omni pods. Still think we really could use the Kit Fox C's ECM arm as a purchasable pod.

#13 CHH Badkarma

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Posted 22 May 2014 - 05:28 PM

AC20 stormcrow module and the large pulse erppc warhawk modules please, just crate them up and send them out on the next transport

#14 Pariah Devalis

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Posted 22 May 2014 - 05:33 PM

View PostCHH Badkarma, on 22 May 2014 - 05:28 PM, said:

AC20 stormcrow module and the large pulse erppc warhawk modules please, just crate them up and send them out on the next transport


C's LBX arm and hope they offer a 6E arm for the D equivalent?

#15 Kael Posavatz

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Posted 22 May 2014 - 05:47 PM

I do not much care for the idea of all-missile armaments.

Nor do I like the utter lack of ECM units that the Clans will be subjected to.

Even if PGI did not find something useful to replace the A-pods on the Kit Fox C configuration and left us dead mass we would at least have had one useful ECM escort.

Still, some of the mechs they gave us are quite potent.

I look forward to taking my Nova Prime and S out of the MechBay, and the Summoner D, most of the Warhawks and, oh, the Adder Prime just to demonstrate how light PPC snipers are properly used.

#16 Strum Wealh

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Posted 22 May 2014 - 06:08 PM

View PostShar Wolf, on 22 May 2014 - 04:28 PM, said:

{Clan package OmniMech minimum hardpoint listings}

One can also hop over to BattleTech Engineer's Database page that includes pages that link to PDF record sheets, to see the locations of the fixed equipment (e.g. fixed ES & FF crits, the locations of fixed HS & other fixed equipment, etc) & how many free criticals each section of each OmniMech would actually have. B)

For example, the Mad Cat starts with 27.5 tons of pod space, but only has 7 criticals available in each side-torso (12 - 2 (for XL Engine) - 2 (for FF Armor) - 1 (for ES Structure)) & 8-9 criticals per arm (12 - 2 (for shoulder and upper-arm actuators) - 1 (for FF armor), potentially minus another one depending on whether the Lower Arm Actuator is present).
The Head crit-slot is filled with a (non-dynamic) FF critical, the legs are both filled with (non-dynamic) ES criticals, and one of the two CT crit-slots is filled with a (non-dynamic) ES critical.
  • Head: 0 criticals open
  • CT: 1 critical open
  • LT: 7 criticals open
  • RT: 7 criticals open
  • LA: 8-9 criticals open
  • RA: 8-9 criticals open
  • LL: 0 criticals open
  • RL: 0 criticals open
Thus, the significance of using the OmniMech limits is that is that it creates a pseudo hardpoint sizing system.
For example, the MG in the Mad Cat Prime's RT could be switched-out for a LB 2-X [3 crits], UAC/2 [2 crits], LB 5-X [4 crits], UAC/5 [3 crits], LB 10-X [5 crits], UAC/10 [4 crits], or even a Gauss Rifle [6 crits], but the MG in question could not be switched-out for a LB 20-X [9 crits] or a UAC/20 [8 crits], because the volumes (that is, required # of crits) of those weapons exceeds the volume available in that section [7 free crits per side-torso].

#17 Alaskan Nobody

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Posted 22 May 2014 - 06:11 PM

View PostStrum Wealh, on 22 May 2014 - 06:08 PM, said:

One can also hop over to BattleTech Engineer's Database page

That is a new one - but like the others is loading weird for me. B)

#18 Strum Wealh

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Posted 22 May 2014 - 06:22 PM

View PostShar Wolf, on 22 May 2014 - 06:11 PM, said:

That is a new one - but like the others is loading weird for me. B)

It seems to be working for me.
Perhaps it's some issue with your browser - check the AdBlock & NoScript (or equivalent add-on(s)) settings, or try clearing the cache? ;)

#19 Koniving

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Posted 22 May 2014 - 06:28 PM

Welp, I won't go into massive detail..

The Timberwolves.
The numbers below are "heat" for each weapon, ignore them as that's TT heat.

Large Pulse Laser
LA
10
Medium Pulse Laser
RA
4
Medium Pulse Laser
RA
4
Machine Gun
LT
0
SRM 6
LT
4
SRM 6
LT
4
ER Small Laser
RT
2
Machine Gun
RT
0
SRM 6
RT
4
SRM 6
RT
4

So TW S has LT and RT ballistics.
Know what that means? Timberwolf style "Bang Cat."

The TW C has...
ER Large Laser
LA
12
ER Large Laser
LA
12
Ultra AC/5
RA
1
LRM 15
LT
5
AMS
LT
1
LRM 15
RT
5
ER Medium Laser
CT
5

So.. A right arm autocannon.

Remember you can mix and match limbs!

Triple UAC/20 here I come. *Runs off to the bank.*

#20 CHH Badkarma

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Posted 22 May 2014 - 06:29 PM

I am holding out on hopes of configs until I actually have these units in my stable. I have been around here long enough to not get my hopes up when pgi says they are going to do something. Who really knows how these will work out until we have them





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