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A new Fan Input Discussion Thread has been opened for the period ending 7 Sep 2010. Please visit the discussion here, and render opinions regarding a possible AToW expansion product.

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Talk to me about: Solaris 'mechs

Decidedly an odd bunch, the 'mechs designed solely for arena combat on Solaris VII first appeared in a couple products(or were they all in the Solaris box?), but were later compiled and upgraded in TRO 3055U. Almost all mount experimental tech, and some in extremely bizarre configurations that make the Hellbringer design team seem staid and sober by comparison. Here's my quick impressions of them:

PRC-1N Porcupine: Smallest of the bunch, it's decently fast even without the supercharger, and 4 medium lasers is very good firepower for a 20-tonner. Armor's okay at best for a 'mech this size, though the spikes help against physical attacks and make chargin attacks positively dangerous. Given a choice though, I think I'd drop some or all of the arm or head spikes in favor of more raw armor, especially since I think it's only about a ton shy of max coverage. Nasty in the arenas, but I think it'd be even more so in actual combat, where the terrain often would allow it to use its speed to the fullest, making a cheap yet deadly fast strike or guerrilla unit.

KTO-2A Koto: They wanted an up-gunned Locust, and boy, did they get one! Mounting over twice the firepower at substantially increased ranges, this thing is well suited to hunting other light 'mechs, and the range and raw power of the X-Pulse laser means it even stands a chance against Clan 'mechs(okay, not the Puma, but a lot of others). Near-max armor and 8/12 speed means it's speedy and tough too, I'd mark it as very useful both in and out of the arenas.

CPR-HD-003 Copperhead: On the low end as far as speed or armor goes, this thing makes up for that through sheer firepower, easily able to take other light 'mechs apart in no time, and heavier designs will want to keep an eye on it, lest it wander into their vulnerable arcs and get into a probing mood. The light armor is balanced out by the fact that what armor there is is reflective, protecting it from the energy weapons that are most often a light 'mech's primary armament. Limited jump ability means this would be a deadly fighter in an urban environment, but I'd actually be wary of taking it into an arena because of the armor's brittle nature and many arena fighters having a penchant for physical attacks. One of the few Solaris designs regularly used in actual combat, apparently Kurita fields a fair number of them in their regiments.

FLS-P5 Flashfire:Tough and with moderate speed, the Flashfire is definitely an up-close fighter, and an unpredictable one at that, owing to the fact that few people are all that familiar with the fluid guns that are its centerpiece armament. I'd keep this one in the arenas, though carrying water or fire-retardant foam in the fluid guns can make it useful in line battles, cooling down friendly 'mechs, allowing them to keep up a higher rate of fire. Perhaps a good escort for fire support or command units?

MTS-S Mantis: A pure infighter, from good speed to close quickly, to a laser array of ER mediums and smalls, and finally to a pair of claws for physical mayhem. I love this thing, though mostly because of looks. Looking at the stats objectively, I'd keep it in the arenas, though it is fast enough to make a good backstabber or independent strike ‘mech.

LST-2 Longshot: A brute among light battlemechs, this thing's array of X-Pulse lasers and SRMs can be deadly to ‘mechs and tank alike. Good speed and heavy armor just make it better, and the reactive nature of the armor makes it well suited to facing things with missile or ballistic armament. Also looks like it could hunt battle armor pretty well. My only beef with it is the looks. In a section dominated by sexy or intimidating machines, the Longshot looks decidedly ‘bleh’.

SVR-5X Silver Fox: Fast, protected by near-max amounts of reflective armor, and mounting a bevy of medium-range weapons(including the biggest cluster of Magshots outside a Puma suit company) tied into a tarcomp, this is one deadly Fox. The Angel ECM only makes it harder to hit, which is good, since the XXL engine means that once the hits pile up and the armor goes away, you're not going to last long. Again, another one I'd rather take onto a real battlefield than an arena.

TS-P1D Tsunami: The lightest of the Solaris mediums, the Tsunami's speed is acceptable but nothing special, and the short-ranged weapons array is decent, but probably more suited to a lighter ‘mech. Where it stands out is the combination of a standard engine, near-max armor, and CASE for the ammo. It may not kill you quick, but it's tough enough to hang around until the job's done.

WER-LF-005 Werewolf: Slow, but well-armored and packs one hell of a punch. The combination of a null-signature system, X-Pulse, and heat sinks to use both lends this thing well to ambush or sniping tactics. In addition, the secondary guns are very effective against battle armor and tanks alike.

DAD-3D Daedalus: Fast, tough, and mounts a crapload of lasers tied into a tarcomp(including a Large X-Pulse). Oh, and it mounts TSM for the heck of it. What's not to like? About the only downside is the small cockpit, so make sure only to give it to a skilled an experienced pilot.

VKH-1 Volkh: Definitely one of the weirdest ‘mechs out there, it starts by having four ER medium lasers sticking out of what should be its face. Its true claim to fame is the hardened armor making it nearly impossible to kill, and the pair of lances that means that its main method of attack is to close with you and stab your giblets out. Mmm…juicy, juicy crits…

AQS-3 Aquagladius: Okay, I'm of the firm belief that almost everything can be useful, even if only in a narrow niche, but I honestly can't see the right way to use the Aquagladius. I mean, the name certainly implies its intended submarine use, especially when combined with the HarJel packs and UMUs. Then we get to the weapons. A flail, when physical attacks are much less effective underwater. And the only other weapon, a ‘mech taser. A taser, for submerged use. Seriously. I got nothing.

BMB-013 Bombard: A rarity among arena ‘mechs, the Bombard eschews almost all speed and melee ability in favor of raw, ranged firepower. Twin TBolt-15s certainly work, giving it devastating firepower, though it is horribly vulnerable to AMS interception. Plenty of ammo though, allowing for several salvos to be loosed even on chancy shots, and the presence of two such launchers means you can easily overwhelm most AMS-toters, and they usually only mount one of the chain guns. DO NOT take this into obstructed terrain, as the 2/3 speed and minimum ranges on the missiles means it is almost defenseless at close range, with only twin ERMLs for defense.

SA-RN7 Ronin: A generalist rather than the specialized designs we usually find on Solaris, the Ronin can do almost anything, but excels at nothing. Twin LRM-10s are decent ranged firepower, the LPL is a good close-in gun, while the claw and M-Pods are there for pointblank fighting. Possibly most effective on a real battlefield, where it can adapt to a variety of situations.

PWR-1X Prowler: Built by Spheroids for Clanners, and mounting Clan tech, this ‘mech is a duelist's dream. It has the speed to dictate the range of any engagement, and ER-Pulse lasers make it accurate at any range. The armor can weather heavy salvos, but be careful, as the composite IS will fall apart FAST once the shell is breached, and the XXL engine doesn't help matters either. My only question is, how on/off earth did these Clansmen get authorization to give a Spheroid manufacturer the specs for experimental Clan prototype guns?

PAL-2 Paladin: A RAC-2 and ten SRM tubes? This thing is definitely built to deliver the death of a thousand paper cuts. Easily fast enough to bring these weapons to bear, it’s definitely a dangerous infighter and lethal against tanks or battlesuits. I'm still not a fan of it though, preferring a heavy ‘mech to have some form of heavy gun to punch holes in targets, and the medium X-pulse that rounds out the weapons load just doesn't cut it for me. Your mileage may vary of course, and it also boasts max armor, though the composite structure should keep you careful when that gets thin.

SP1-X Spatha: I love this bugger. Fast, well-armored, and a combination of reflective armor and a L-AMS means that this is an extremely hard bugger to hit solidly. While it carries a sword and TSM, I see those as incidental. Don't go physical with this if you can avoid it. Instead, use that PPC(with capacitor!) and the speed to snipe at foes, carving chunks out of them at range, and using TSM only as a speed boost. Twin M-XPLs and a Streak-6 provide close-in firepower, or for when the randomness of the L-AMS drives your heat up too high and you need to cool off a bit. One of these days, I want to see how well this thing fares against a Blood Kite. I doubt I can kill one, but it'd be interesting to see just how much damage a Spatha can do to.

MRP-3S Morpheus: A pure infighter bar none, this thing is built purely for the arenas. With only limited ranged firepower(3 ERMLs and one Magshot), you can't hope to defeat even a light ‘mech without getting up close, and fortunately, you're well equipped for fighting in the phone booth. 6/9/6 is wonderful speed for a heavy ‘mech, easily able to close or withdraw at will. Once in close, your claw is a powerful weapon, to be followed up with a punch, or simple kicks are also very useful.

HCA-3T Hachiwara: Like most Solaris fighters, the Hachiwara is fast and tough, and geared for close-in fighting. A vibroblade and battery of M-Pods make this one nasty bugger up close, while ranged firepower is provided by an Ultra-10 and twin ER medium lasers. Not much firepower, but enough to keep foes honest until you get close and start doing serial slasher impressions. Definitely better in the arena than the battlefield.

SA-OS2 Onslaught: I should stop calling these things fast and tough, almost all of them are fast and tough. The Onslaught is no exception, with near-max armor and medium ‘mech mobility. Firepower is respectable, with a LAC-5 and L-XPL providing punch at range, and twin SRM-6 packs combining with 6 MGs, while an Angel ECM suite provides additional protection. Not really a fan of anything this big that relies on machine guns for firepower, but this one’s serviceable. At least the LAC-5 can use a variety of ammo types to keep foes on their toes, but still one for the arenas rather than the open fields.

CDG-2A Cudgel: A horrible brute, the Cudgel is an excellent introduction to the assaultweight fighters of our group. Max armor and 5/8 speed means you'll have no trouble getting in close, and that's when your claw and mace start tearing new maintenance hatches in your foes. Until pointblank range, a massive array of medium and ER medium lasers provides firepower, and heats you up for your TSM. Yes, as fast and physically nasty as this is, they still put TSM on top of all that.

SQS-TH-002 Sasquatch: My favorite of the assault designs, the Sasquatch takes a novel approach to toughness, combining max armor with a large shield that renders over half the ‘mech almost invulnerable until the shield is disabled. While the shield reduces the speed and leaves only the Gauss rifle able to fire when in active use, you still have a ‘mech that can snipe all day and take very little return damage. (trust me, every time I use it, the entire left side of the datasheet is almost blank even once the ‘mech is dead. And I keep forgetting to maneuver so that damage comes in on the left side.) Once the shield is gone(or the rifle is dry), the medium X-Pulse lasers provide close-in firepower, along with all the brute fun that comes with any assault ‘mech’s physical attacks.

JG-R9T2 Juggernaut: A pure gunship, the Juggernaut eschews any melee weapons in favor of pure firepower. No less than six X-Pulse lasers of the large and medium variety provide this firepower, with twelve machine guns for pointblank defense. Unfortunately, all those lasers are far more than the heat sinks can handle, but a handful of coolant pods are a temporary fix for that. Definitely an arena fighter, as it lacks the endurance for a battlefield engagement.

CLS-4S Colossus: Another pure close-in gun design, the Colossus is similar to the Sasquatch in supplementing armor with a shield, though while the CLS’s twin small shields provide less total protection, they can cover the whole ‘mech. This allows you to close safely, which you need to do since you are neither fast no long-ranged. On the upside, once you do get close you're a beast, with X-Pulse lasers backed up by an LB-20X cannon. Yes, the 20-blaster is the backup gun. Fun times, fun times…

GTR-1 Great Turtle: Emphasizing toughness over speed or firepower, the Great Turtle is even slower than most 100-tonners, and while the firepower is respectable, it would be more suited on a fast heavy than this ultra-slow assault. Fortunately, all these sacrifices are worth it. Between the compact gyro, torso-mounted cockpit, and over forty tons of armor, this walking slab is about as tough as your average DropShip. It needs it, as the guns are both close-ranged and weak. But with that armor, you have time both to close, and to put those X-Pulse lasers to work. Definitely needs to fight in an arena, or at least a very built-up environment, otherwise enemies can simply outmaneuver it all day.

So what do you think? What are your impressions of them, either in or out of the arenas?
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Captain
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Re: Talk to me about: Solaris 'mechs

Two questions before I delve into this

1) are we only talking about the 3055r models and not the originals

2)  are we talking about them in the solaris environment or in the 'field'
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Lieutenant
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Re: Talk to me about: Solaris 'mechs

Oddly enough, the only one that grabbed me is the Great Turtle for sheer annoyance factor and that I like turtles. It's a neat looking mini (The only Solaris mini I have) and you have to love the frustration on your opponent when he hits you with a gauss round to the head and you just ignore it.
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Re: Talk to me about: Solaris 'mechs

Two questions before I delve into this

1) are we only talking about the 3055r models and not the originals
Both, though I'm focusing on the 3055u models. Oftentimes, the orignal stats for these guys is physically impossible per the construction rules. For example, the original Sasquatch information shows 12 points of armor on the head. As a result, the older ones must be taken with a grain of salt.
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2)  are we talking about them in the solaris environment or in the 'field'
Either, both, whichever. I've noted that some of them could actually be pretty useful on a battlefield, while some should never set foot outside an arena. But ideas on which 'mechs belong where is exactly why I started this thread.
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Re: Talk to me about: Solaris 'mechs

SA-OS2 Onslaught: I should stop calling these things fast and tough, almost all of them are fast and tough. The Onslaught is no exception, with near-max armor and medium ‘mech mobility. Firepower is respectable, with a LAC-5 and L-XPL providing punch at range, and twin SRM-6 packs combining with 6 MGs, while an Angel ECM suite provides additional protection. Not really a fan of anything this big that relies on machine guns for firepower, but this one’s serviceable. At least the LAC-5 can use a variety of ammo types to keep foes on their toes, but still one for the arenas rather than the open fields.

The Machine Guns would be a holdover from the old Solaris VII rules (2.5 second turns, the Machine Guns could fire every turn, no heat, and with 7.5 metre wide hexes they had a 12 hex range  Cool - I do seem to recall there was a old Solaris 'Mech that mounted TWENTY  Shocked Machine Guns - it would of be murder under those rules - and in modern times would be handy for dealing with those WoB zombie infantry)
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Re: Talk to me about: Solaris 'mechs

True, and even under standard rules those represent a fair amount of firepower and crit-seeking. A lot of Solaris designs seem to be built around the premise of dealing their damage in huge numbers of 2-point chunks at very close range, which leads me to believe that fights involving these 'mechs are almost like a dance, as each 'mech slowly wears each other down, while constantly maneuvering to get the backshots that are the only way to quickly kill someone with these guns.

On the other hand, can you imagine the boost to performance they'd get just by replacing all their MGs with an equal mass of LMGs, assuming the crit space is available? Same total damage, twice the range, and twice the crits or Golden BB shots...
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Major
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Re: Talk to me about: Solaris 'mechs

Have any of you tried that Colossus variant with the gauss rifle and the capacitored ER PPCs? It's pretty damn vicious.
M.U.L. Team
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Re: Talk to me about: Solaris 'mechs

Edit: I just realised that when transferring this monster from Word to the forum, I missed the very first line: Weirdo, you should be proud enough of what you wrote to call it a (special edition) 'Mech of the Week and not just simply a Talk to me!

Not that I have the authority to make that call, Grin but it is just so elaborate both in quantity and quality.

I have spent a lot of time with these designs this year, both in thoughts and even on the table (hey, a couple of games are a large portion of my yearly active service!).

I would love to see this discussion diversify soon. Right now, I'll just comment on your short takes of these:

PRC-1N Porcupine: Smallest of the bunch, it's decently fast even without the supercharger, and 4 medium lasers is very good firepower for a 20-tonner. Armor's okay at best for a 'mech this size, though the spikes help against physical attacks and make chargin attacks positively dangerous. Given a choice though, I think I'd drop some or all of the arm or head spikes in favor of more raw armor, especially since I think it's only about a ton shy of max coverage. Nasty in the arenas, but I think it'd be even more so in actual combat, where the terrain often would allow it to use its speed to the fullest, making a cheap yet deadly fast strike or guerrilla unit.

This is one that I can only comment on theoretically. Yes, it would be a very solid standard ‘Mech without those psychedelic spikes. Its variant takes the experimental to a new level, throwing any reason out of the window, dropping its spike defenses and turning into the biggest lightbulb this side of Flashman or Black Hawk. Pure style points. Cool

Note: this is one of the 3055U originals

KTO-2A Koto: They wanted an up-gunned Locust, and boy, did they get one! Mounting over twice the firepower at substantially increased ranges, this thing is well suited to hunting other light 'mechs, and the range and raw power of the X-Pulse laser means it even stands a chance against Clan 'mechs(okay, not the Puma, but a lot of others). Near-max armor and 8/12 speed means it's speedy and tough too, I'd mark it as very useful both in and out of the arenas.

The Koto is one of the true stars of the lot. Hardly modified from its original (which mounted standard pulse lasers and MGs instead of the ERML) in anything but punch, this is a simple, solid and deadly design. It still can’t handle damage, arguably worse than the original Locust due to its XL engine. But boy is it quick (compared to most of these other Solaris designs) and boy does it slap its contemporaries of similar weight around. This is a good, good ‘Mech.

CPR-HD-003 Copperhead: On the low end as far as speed or armor goes, this thing makes up for that through sheer firepower, easily able to take other light 'mechs apart in no time, and heavier designs will want to keep an eye on it, lest it wander into their vulnerable arcs and get into a probing mood. The light armor is balanced out by the fact that what armor there is is reflective, protecting it from the energy weapons that are most often a light 'mech's primary armament. Limited jump ability means this would be a deadly fighter in an urban environment, but I'd actually be wary of taking it into an arena because of the armor's brittle nature and many arena fighters having a penchant for physical attacks. One of the few Solaris designs regularly used in actual combat, apparently Kurita fields a fair number of them in their regiments.

We took the original Copperhead – which is quite similar to this one, but mounts a small SRM rack instead of the Magshot – for a spin. It is both a flexible and powerful ‘Mech, but seemed even worse at surviving damage than the Koto. And it isn’t fast enough to avoid it. Otherwise, this is another of those Solaris designs that can dish out damage like nobody’s business.

I like its looks, too.

Note: this is one of the 3 The Reaches designs. It had the least editing problems.

FLS-P5 Flashfire:Tough and with moderate speed, the Flashfire is definitely an up-close fighter, and an unpredictable one at that, owing to the fact that few people are all that familiar with the fluid guns that are its centerpiece armament. I'd keep this one in the arenas, though carrying water or fire-retardant foam in the fluid guns can make it useful in line battles, cooling down friendly 'mechs, allowing them to keep up a higher rate of fire. Perhaps a good escort for fire support or command units?

Ok, I won’t ever touch the FLS-P5. Fluid guns, seriously? Ok, it earns brownie points for being very original and…. No, that’s all.

But the original FLS-P2 was another step above Copperhead & Co in terms of dealing almost silly damage. And the FLS-P4 – the only variant of the Solaris originals – is easily the most balanced out of all these old ‘Mechs. Such a thing of beauty and extremely highly recommended.

Note: this is one of the two update flyer designs and as such was rather obscure.

MTS-S Mantis: A pure infighter, from good speed to close quickly, to a laser array of ER mediums and smalls, and finally to a pair of claws for physical mayhem. I love this thing, though mostly because of looks. Looking at the stats objectively, I'd keep it in the arenas, though it is fast enough to make a good backstabber or independent strike ‘mech.

The Solaris original is an abomination and was oversinked (remove 2 ERML, make the rest of the lasers standard grade, add 2 DHS) even with Solaris rules (x4 heat)!!!! Yes, it earns style points for being the one design to fully utilising the potential of claws by mounting a pair of them.

Other than all the other physical weapons, Claws perform punch and not club attacks.

Anyway, the Solaris original was absolutely woefully undergunned. The upgrade? Not so much, it just added quasi 200% of its original firepower.

Of course its further variants receive “free” upgrades. Once a ‘Mech is this fragile – a light with an XL engine always is – I’m no longer worried about an XL gyro. So its 3 variants that go that way either add a “free” targeting computer or a “free” upgrade to either reflective or reactive armour. This way the ‘Mech just keeps on getting more fearsome.

Also, it looks just so damn scary and cool.

LST-2 Longshot: A brute among light battlemechs, this thing's array of X-Pulse lasers and SRMs can be deadly to ‘mechs and tank alike. Good speed and heavy armor just make it better, and the reactive nature of the armor makes it well suited to facing things with missile or ballistic armament. Also looks like it could hunt battle armor pretty well. My only beef with it is the looks. In a section dominated by sexy or intimidating machines, the Longshot looks decidedly ‘bleh’.

I agree on all counts. It is very deadly. It looks rather bland.

SVR-5X Silver Fox: Fast, protected by near-max amounts of reflective armor, and mounting a bevy of medium-range weapons(including the biggest cluster of Magshots outside a Puma suit company) tied into a tarcomp, this is one deadly Fox. The Angel ECM only makes it harder to hit, which is good, since the XXL engine means that once the hits pile up and the armor goes away, you're not going to last long. Again, another one I'd rather take onto a real battlefield than an arena.

Never got to use this one. It is interesting but I should reserve judgment. I remain wholly unimpressed by the MagShot, but the rest of the design reeks of win.

Note: this is one of the 3055U originals

TS-P1D Tsunami: The lightest of the Solaris mediums, the Tsunami's speed is acceptable but nothing special, and the short-ranged weapons array is decent, but probably more suited to a lighter ‘mech. Where it stands out is the combination of a standard engine, near-max armor, and CASE for the ammo. It may not kill you quick, but it's tough enough to hang around until the job's done.

And suddenly, the design philosophy of Solaris designs is turned on its head. I love this little bugger for being a glorified 3025 heavy scout. I love the 3055U upgrade for hardly changing the base design. I love the looks. I love the fact that its looks remain closest to the Solaris original.

I do not love the fact that a stiff breeze causes more damage than a Tsunami.

And that’s how it played out in our games. Its good defences and weak offences make it such a low-priority target that it was literally the untouched victor at the end of our lance games. Take that as you will – I have a lot of love for the Tsunami, but am not delusional about its chance of taking an active part in the destruction of an enemy force.

WER-LF-005 Werewolf: Slow, but well-armored and packs one hell of a punch. The combination of a null-signature system, X-Pulse, and heat sinks to use both lends this thing well to ambush or sniping tactics. In addition, the secondary guns are very effective against battle armor and tanks alike.

We tried the original, which lacks the excellent defensive capacity of the Werewolf. I think the ‘Mech looks absolutely fantastic and true to its namesake. I am completely underwhelmed by yes, its speed, but also its offensive capacity. But then, the original model mounted a single MPL instead of the LxPL.

Note: this is one of the 3 The Reaches designs. Once you reduced the ridiculous armour (this also carried 12 points in the head) and doubled the JJ (as was kindly alluded to in the fluff of the 55U entry), it works out perfect.

DAD-3D Daedalus: Fast, tough, and mounts a crapload of lasers tied into a tarcomp(including a Large X-Pulse). Oh, and it mounts TSM for the heck of it. What's not to like? About the only downside is the small cockpit, so make sure only to give it to a skilled an experienced pilot.

The new model is full of win. A tough and quick hyper-accurate laserboat, what more can anyone want?

The original truly is a missile-based and fragile P-Hawk. Considering its main weaponry was a LPL instead of a normal or ER LL, it had a certain range problem. I didn’t mind in the smaller designs, but at 45 tons the ‘Mechs are now getting heavy enough to sport a bit of extra range, at least as long as they’re so fragile.

Overall though, even the old model with high mobility and solid short-range punch was not bad, not bad at all.

VKH-1 Volkh: Definitely one of the weirdest ‘mechs out there, it starts by having four ER medium lasers sticking out of what should be its face. Its true claim to fame is the hardened armor making it nearly impossible to kill, and the pair of lances that means that its main method of attack is to close with you and stab your giblets out. Mmm…juicy, juicy crits…

And… I think it’s a high concept that hasn’t really worked out well. Its punch is lacking, especially when you take into consideration that one of its two lances is completely redundant until the damage has piled up hugely – at which stage the hardened armour will be gone. At which stage its XXL engine will probably be gone, too.

Note: this is one of the 3055U originals

AQS-3 Aquagladius: Okay, I'm of the firm belief that almost everything can be useful, even if only in a narrow niche, but I honestly can't see the right way to use the Aquagladius. I mean, the name certainly implies its intended submarine use, especially when combined with the HarJel packs and UMUs. Then we get to the weapons. A flail, when physical attacks are much less effective underwater. And the only other weapon, a ‘mech taser. A taser, for submerged use. Seriously. I got nothing.

me neither

Note: this is one of the 3055U originals

BMB-013 Bombard: A rarity among arena ‘mechs, the Bombard eschews almost all speed and melee ability in favor of raw, ranged firepower. Twin TBolt-15s certainly work, giving it devastating firepower, though it is horribly vulnerable to AMS interception. Plenty of ammo though, allowing for several salvos to be loosed even on chancy shots, and the presence of two such launchers means you can easily overwhelm most AMS-toters, and they usually only mount one of the chain guns. DO NOT take this into obstructed terrain, as the 2/3 speed and minimum ranges on the missiles means it is almost defenseless at close range, with only twin ERMLs for defense.

Ok, this isn’t half as good as it looks. The T-Bolts have limited range and as such aren’t a prime supporting weapon. Yet everything you say about the minimum range/obstructed terrain is true. I played against an opponent who was sensible enough to play my Bombard’s 2/3 speed. Look, despite my limited active gaming time, I don’t think I’m the world’s worst gamer. But there was NOTHING I could do against the very much quicker Solaris designs that flew around. I don’t think I hit once… And ML aren’t powerful enough to take down aggressors at all.

The original mounts 2 AC20. And with its Endo Steel there was no way it can really fit DHS (hence the fluff story about 3039 experimental freezers). But tell you what? When facing its contemporaries on a standard map and in a lance-vs-lance game, the BMB-10 really shines. Any 3025 ‘Mechjock can easily play the heat scale. And 2 AC20s on a 50-tonner? Brutal man, just brutal. And yes, it lacks any other offensive system, but its respectable 10 tons of armour means it isn’t as easy to pick off as one would hope.

Note: this is one of the two update flyer designs and as such was rather obscure.

SA-RN7 Ronin: A generalist rather than the specialized designs we usually find on Solaris, the Ronin can do almost anything, but excels at nothing. Twin LRM-10s are decent ranged firepower, the LPL is a good close-in gun, while the claw and M-Pods are there for pointblank fighting. Possibly most effective on a real battlefield, where it can adapt to a variety of situations.

No, it isn’t much good there, either. The LPL lacks range as main gun, though on an LRM-equipped ‘Mech that’s not so much of a problem. M-Pods, while a very nifty toy indeed, aren’t a good main line of defence. Even combined with the LPL and arguably Claw, this ‘Mech isn’t all that impressive. Its LRMs obviously don’t help at short ranges.

The main problem with it is that at 5/8, it feels painfully slow on a modern battlefield. Its diffuse weaponry as such doesn’t even equate to flexibility, as it can’t really dictate anything.

A true jack-of-all-master-of-definitely-none.

The original was a pure-bred brawler, mounting 4 SRM4 instead of the LRMs and B-Pods. Much nicer in its focus and really not bad at all. (This is one of those designs that needs slight tweaking as it lacks 1 crit, hence the fluff reference to the primitive claw.)

PWR-1X Prowler: Built by Spheroids for Clanners, and mounting Clan tech, this ‘mech is a duelist's dream. It has the speed to dictate the range of any engagement, and ER-Pulse lasers make it accurate at any range. The armor can weather heavy salvos, but be careful, as the composite IS will fall apart FAST once the shell is breached, and the XXL engine doesn't help matters either. My only question is, how on/off earth did these Clansmen get authorization to give a Spheroid manufacturer the specs for experimental Clan prototype guns?

I don’t know, I liked the fluff. Wink But yeah, this is one of those designs that just is just mini-maxed way beyond its own good.

Note: this is one of the 3055U originals

PAL-2 Paladin: A RAC-2 and ten SRM tubes? This thing is definitely built to deliver the death of a thousand paper cuts. Easily fast enough to bring these weapons to bear, it’s definitely a dangerous infighter and lethal against tanks or battlesuits. I'm still not a fan of it though, preferring a heavy ‘mech to have some form of heavy gun to punch holes in targets, and the medium X-pulse that rounds out the weapons load just doesn't cut it for me. Your mileage may vary of course, and it also boasts max armor, though the composite structure should keep you careful when that gets thin.

I fell in love with the Paladin as soon as I opened the Solaris VII box. A cannon made of 7 MGs? A high concept indeed. Cheesy

I also loved the fact that it was the only heavy or assault in the box that was decidedly low-tech and tough. Of course, it also has no range to speak of and really isn’t much good. But it’s all sorts of cute, so excuse this sentimental old fart. Angry

The new Paladins go the opposite direction. See Prowler.

SP1-X Spatha: I love this bugger. Fast, well-armored, and a combination of reflective armor and a L-AMS means that this is an extremely hard bugger to hit solidly. While it carries a sword and TSM, I see those as incidental. Don't go physical with this if you can avoid it. Instead, use that PPC(with capacitor!) and the speed to snipe at foes, carving chunks out of them at range, and using TSM only as a speed boost. Twin M-XPLs and a Streak-6 provide close-in firepower, or for when the randomness of the L-AMS drives your heat up too high and you need to cool off a bit. One of these days, I want to see how well this thing fares against a Blood Kite. I doubt I can kill one, but it'd be interesting to see just how much damage a Spatha can do to.

Ok, let me play the devil’s advocate here: it overheats like heck, but can’t control said heat one bit (just big[gish] weaponry, including SSRMs and yes, that L-AMS). It carries weak weaponry, capacitor or not. Its armour is not at all impressive against non-energy weapons. Its speed is not high enough to save its hide and its XXL engine is just asking to be critted to death.

L-AMS or not, this thing would just lie down and cower in fear against a freaking Blood Kite!!

This much in reaction to your entry on the Spatha. I feel it warranted because you start off by declaring your love. Let me finish by saying that I have witnesses who can tell you that I have summarised the whole TRO by calling the Spatha the books worst POS.

So yeah, sorry, but I didn’t just formulate the negative opinion to dis you Afro

Note: this is one of the 3055U originals

MRP-3S Morpheus: A pure infighter bar none, this thing is built purely for the arenas. With only limited ranged firepower(3 ERMLs and one Magshot), you can't hope to defeat even a light ‘mech without getting up close, and fortunately, you're well equipped for fighting in the phone booth. 6/9/6 is wonderful speed for a heavy ‘mech, easily able to close or withdraw at will. Once in close, your claw is a powerful weapon, to be followed up with a punch, or simple kicks are also very useful.

I want to reflect on the Morpheus in detail in the near future, so I’ll leave it out for the time being SMILEY

HCA-3T Hachiwara: Like most Solaris fighters, the Hachiwara is fast and tough, and geared for close-in fighting. A vibroblade and battery of M-Pods make this one nasty bugger up close, while ranged firepower is provided by an Ultra-10 and twin ER medium lasers. Not much firepower, but enough to keep foes honest until you get close and start doing serial slasher impressions. Definitely better in the arena than the battlefield.

I love the Hachiwara in exactly the way you describe. Again, like on the Mantis, a (relatively) fragile gets a sensible “free” XL-Gyro-upgrade, either strengthening its defenses, or, rather scarily its offenses. That AC20 Hachiwara should be able to take anything of equal weight or lighter down a few notches. And a few notches more. Yes, this is definitely duelling material, first and foremost.

Can’t wait to see the official sheet of that last variant, which would rank in the plain weird territory.

Note: this is one of the 3055U originals

SA-OS2 Onslaught: I should stop calling these things fast and tough, almost all of them are fast and tough. The Onslaught is no exception, with near-max armor and medium ‘mech mobility. Firepower is respectable, with a LAC-5 and L-XPL providing punch at range, and twin SRM-6 packs combining with 6 MGs, while an Angel ECM suite provides additional protection. Not really a fan of anything this big that relies on machine guns for firepower, but this one’s serviceable. At least the LAC-5 can use a variety of ammo types to keep foes on their toes, but still one for the arenas rather than the open fields.

The Onslaught was the first ‘Mech I used when I broke open the box. I was distraught to realise just how much it was undergunned and haven’t looked at it since.

Sad, because it was one of the few without grievous editing problems Bang Your Head

CDG-2A Cudgel: A horrible brute, the Cudgel is an excellent introduction to the assaultweight fighters of our group. Max armor and 5/8 speed means you'll have no trouble getting in close, and that's when your claw and mace start tearing new maintenance hatches in your foes. Until pointblank range, a massive array of medium and ER medium lasers provides firepower, and heats you up for your TSM. Yes, as fast and physically nasty as this is, they still put TSM on top of all that.

I only dislike making the claw – or arguably the mace – redundant on the design. How scary would the Cudgel be with 2 Claws, both dealing exactly 12 damage?!?

The Cudgel actually gains range in this incarnation, as before it only had SRMs and shorter-ranged lasers and MGs.

Look, the design is more of a gimmick than any sensible pilot would ever touch. So the best I can do right now is by spelling out the obvious: take it to Solaris, leave it off the battlefield.

SQS-TH-002 Sasquatch: My favorite of the assault designs, the Sasquatch takes a novel approach to toughness, combining max armor with a large shield that renders over half the ‘mech almost invulnerable until the shield is disabled. While the shield reduces the speed and leaves only the Gauss rifle able to fire when in active use, you still have a ‘mech that can snipe all day and take very little return damage. (trust me, every time I use it, the entire left side of the datasheet is almost blank even once the ‘mech is dead. And I keep forgetting to maneuver so that damage comes in on the left side.) Once the shield is gone(or the rifle is dry), the medium X-Pulse lasers provide close-in firepower, along with all the brute fun that comes with any assault ‘mech’s physical attacks.

Honestly, Zug? You’ve convinced me for the moment. I originally didn’t like this version one bit, as it seemed like a conglomerate of waste and poor design choices. And indeed, how many dozen million would this thing cost? I’m sure 150 million would not cover it.

And the TH-003 remains an abomination. Having a hugely mobile assault ‘Mech is good for a joke, but nothing else. And who was first, that P-Hawk IIC variant, that Zeus-X variant or the Sasquatch variant? There can only be one… In fact, there must only be one. Or none. Or, whatever, I’ll Lips Sealed now.

Should you manage to reconstruct the atrociously edited TH-001, you will find yourself with a rather charming and effective more-mobile-but-fragile Highlander clone that trades the LRMs for more effective close-range weaponry.

Note: this is one of the 3 The Reaches designs. Ugh. This is the one responsible for giving that book such a bad name. Too many problems to list here.

JG-R9T2 Juggernaut: A pure gunship, the Juggernaut eschews any melee weapons in favor of pure firepower. No less than six X-Pulse lasers of the large and medium variety provide this firepower, with twelve machine guns for pointblank defense. Unfortunately, all those lasers are far more than the heat sinks can handle, but a handful of coolant pods are a temporary fix for that. Definitely an arena fighter, as it lacks the endurance for a battlefield engagement.

In correction of the poster above: it “only” mounted 16 MGs. Quite insane. Fairly ineffective, due to its bad range, which was only somewhat improved with those overheating X-PL.

If anything, I will want to give the variant with its MagShots a spin. Yes, I didn’t give the MagShots credit before, but in such a bunch on this thing, they will be a nice backup.

Nevertheless, this is more of an arena fighter than just about any other Solaris design.

CLS-4S Colossus: Another pure close-in gun design, the Colossus is similar to the Sasquatch in supplementing armor with a shield, though while the CLS’s twin small shields provide less total protection, they can cover the whole ‘mech. This allows you to close safely, which you need to do since you are neither fast no long-ranged. On the upside, once you do get close you're a beast, with X-Pulse lasers backed up by an LB-20X cannon. Yes, the 20-blaster is the backup gun. Fun times, fun times…

What a beautiful Marauder clone that was turned into a crab-like abomination in this RS volume. But yeah, that’s the only thing I can ever see it, as a Marauder that finally carries an AC20. As such, I wouldn’t consider the AC a back-up weapon.

Either way, I agree, fun times indeed.

And I agree that the variant is completely evil in its own right.

GTR-1 Great Turtle: Emphasizing toughness over speed or firepower, the Great Turtle is even slower than most 100-tonners, and while the firepower is respectable, it would be more suited on a fast heavy than this ultra-slow assault. Fortunately, all these sacrifices are worth it. Between the compact gyro, torso-mounted cockpit, and over forty tons of armor, this walking slab is about as tough as your average DropShip. It needs it, as the guns are both close-ranged and weak. But with that armor, you have time both to close, and to put those X-Pulse lasers to work. Definitely needs to fight in an arena, or at least a very built-up environment, otherwise enemies can simply outmaneuver it all day.

What’s with these gimmick designs? Remembering that BT is, indeed, a game, I would probably refuse to play if the Great Turtle was fielded. Similar to the Tsunami in presenting a world’s difference between the offensive and defensive capacities of the design, this thing isn’t even mobile in any true sense.

And I don’t even like quads.

But fighting one of these would amount to evading its small but hugely accurate weapon suite by staying in its side and rear arcs, all the while spending more patience than is proper on whittling down its insane armour. Gee…

Note: this is one of the 3055U originals


Thanks so much for getting the ball rolling on this one, Weirdo. I hope others join in or that the few stalwarts find other interesting aspects to add.
M.U.L. Team
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Re: Talk to me about: Solaris 'mechs

On the other hand, can you imagine the boost to performance they'd get just by replacing all their MGs with an equal mass of LMGs, assuming the crit space is available? Same total damage, twice the range, and twice the crits or Golden BB shots...

Uhm, LMGs weigh as much as MGs, so only half the damage with twice the range and only the same amount of crits or Golden BB Cry

But MagShots at least triple the range Afro
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Re: Talk to me about: Solaris 'mechs

Now, does anyone feel like discussing these? Cool
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Major
Posts: 4296
Classic mix-up.

On the subject of the Aquagladius

I googled "Aqualgladius" and came up with what appeared to be a blog about water cleaning jet sprayers thingies. So much for that.

So, I did the next best thing and googled "Water Sword", which is what "Aquagladius" translates to. Turns out it's a type of weapon in one of the Prince of Persia videogames. I doubt that's what the writers had in mind.

The obvious conclusion is that the name is completely original, something of an oddity in the B-tech universe, where everything is named after something in the real world. One of these days I might ask the writers what they were thinking when they named this 'mech.
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Captain
Posts: 2560

Re: On the subject of the Aquagladius

The obvious conclusion is that the name is completely original, something of an oddity in the B-tech universe, where everything is named after something in the real world. One of these days I might ask the writers what they were thinking when they named this 'mech.

Sounds like somebody deciding to show off his or her mastery of Latin. Maybe a closet Marian...

...then again, remind me: does the Aquagladius by any chance sport a small cockpit? Cheesy
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Lieutenant Colonel
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Re: Talk to me about: Solaris 'mechs

I think these mechs are problematic, in the sense of how they compare against other mechs.  They're loaded with advanced, experamental tech.  They cost a fortune.  They seem like they should be out of the league of a normal mech.

And a normal mech, well designed and played, will rip these to bits.  A good solid Devistator or Hauptman or Atlas would wail on a Great Turtle, being as they have half the armor, but three times the fire power and better range.  A Dire Wolf or Executioner heaven forbid would take one appart so fast it would make your torso mounted head spin.

The same is true with most of the others.  They just don't stack up that well against their peers.  Yet, they look so fancy, its hard to really bring them into a game, even just for fun, beacuse they look awesome, they should be awesome.  They just in general fall down on that count.
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Re: Talk to me about: Solaris 'mechs

The main difference is the environment they're built for. Most Battlemechs are designed for a changing and unpredictable battlefield with all sorts of conditions and roles. Sure, many of them are specialized towards some role or other, but never to the point of the Solaris 'mechs, which are built for one environment only: the arenas. Sure, there's different terrain, but eh vast majority of arenas are small battlefields with ample cover On paper, normal Battlemechs should still dominate them, but I've found that in practice, Solaris units actually do very well, even against other close-combat specialists. For example, take the Morpheus. Sure, it's tough and fast, but it's no tougher than anyone else, and there's plenty of other heavies out there with similar speed profiles, and they're not handicapped by firepower equivalent to something one-third their size(often less, due to poor weapons placement). And yet every time I've seen a Morpheus fight, it holds its own quite easily. Sure, it doesn't win all the time, but even when it loses, the other 'mech is usually pretty beat up. Even as the player controlling it, I don't know how this happens, but it does.
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Re: Talk to me about: Solaris 'mechs

awesome article. I've a question though. What in the heck are Magshots? I don't see info for them anywhere in the newer books, can they be found in TW/TacOps?
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Re: Talk to me about: Solaris 'mechs

TW or TacOps, yes. Their first apearance was in MapPack: Solaris. Basically, it's a battle-armor scaled guass rifle, modified to be mounted on a 'mech as a light weapon. 3/6/9 range, 1 heat, 2 damage. A single one is an annoyance. A cluster of them, like on the Silver Fox...that's a critseeking threat.
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Re: Talk to me about: Solaris 'mechs

TW or TacOps, yes. Their first apearance was in MapPack: Solaris. Basically, it's a battle-armor scaled guass rifle, modified to be mounted on a 'mech as a light weapon. 3/6/9 range, 1 heat, 2 damage. A single one is an annoyance. A cluster of them, like on the Silver Fox...that's a critseeking threat.

a cluster of them is a critical hit away from killing their Mechwarrior (they explode (for about 2 points of damage(?)) like other Gauss Rifles when they get hit = 2 damage to the Mechwarrior for each one that takes a critical hit.  Put a few in the same location and multiple criticals, or even better - a cascade of criticals, will kill a Mechwarrior quite nicely and leave a mostly intact 'Mech for salvage).

Personally, I'd avoid putting them on 'Mechs, but on Vehicles (+ a targeting comp  Evil) they could be very effective.
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Captain
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Re: Talk to me about: Solaris 'mechs

I'd use them more readily if they had enhanced anti infantry ability like their clan cousin the AP guass
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Lieutenant
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Re: Talk to me about: Solaris 'mechs

I never got that Magshot craze.
Sure, on BA they're the best weapon the IS has, and it could even do a number on the Clans untill they countered with the AP Gauss (which has 50% more damage plus AI capability at the same range, OUCH), but on Mechs?
Two points of damage for half a ton at range 9, that equals an SRM tube. Just with more heat, much more crits (expecially problematic since now everything except the ammo can go boom), and much less overall ammo capacity.
And while the SRMs can be hindered by AMS and the Magshot can be TC'd, that isn't enuff imo.
With zero heat it would have been great (seriously, why 1 heat? as much as the weapon 30 times bigger?), as it is, i'll keep my traditional SRMs.
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Major
Posts: 4296
Classic mix-up.

On the subject of the Silver Fox:

I just noticed that the Silver Fox appears to be named after the pseudonym of the leader of the Alshain People's Movement, an anti-government terrorist organization that operated on Alshain back when House Kurita was in charge.
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Lieutenant Colonel
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Re: Talk to me about: Solaris 'mechs

In the regiment I am building, in the command company's recon lance, I have a werewolf.
In my lighter weight battalion, there is a lance of Kotos designated as a "Scout Hunter/Interceptor Lance."
The 3 battalion commanders are in a Sasquatch, Great Turtle, and Tsunami....

I think you can tell my opinion of the Solaris 'mechs...
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Lieutenant
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Re: Talk to me about: Solaris 'mechs

Most Solaris VII 'Mechs are only useful in the arena, but since these are designed to not be used in a fight to the death, that is to be expected.  That being said, Solaris 'Mechs are the absolute most fun units to design, because you get to go crazy, like the Volkh or Great Turtle. 

I've only personally used a couple of Solaris designs, so here's my experience:
The Porcupine is worthless UNLESS you win on initiative.  Charging attacks from this thing are truly scary, especially if it will slam you into a building or over a ledge. 

I happen to have a flair for the insane, so I am fond of the Volkh.  Twin Lances is (are?) redundant, but it avoids the pain Berserker pilots feel when someone sits in the wrong arc for it's axe.  And being able to lose your head and not die is just awesome, as is hardened armor.

The Cudgel is my favorite.  It is far too inaccurate though, so only put your best warriors in one.  With a good pilot though, it is easy to keep TSM engaged, which means you will have a 6/9 80-tonner with a mace that does as much damage as a Berserker's TSM-engaged axe.  When you've got the mace to cause two PSRs on your opponent (and make their armor do a vanishing act), and the speed to get close enough to use it in a hurry, who needs anything else?  To make it perfect, I would eliminate the claw (I know, controversial, but with a potential for 40 damage per mace attack, you're going to wreak havoc wherever you connect.  Besides, as I recall, claws make everything else less accurate), and then I would replace the small cockpit with a normal one, and then you still have a few more tons to play around with.

Lastly, the Great Turtle.  I love piloting this beast, if only for the annoyance factor.  Attacks against this unit are pretty much always going to hit, because it is so slow, but they will not do much good.  Pretty much no matter WHAT weapon you field against this beast (other than the Cudgel's doom mace), you will deliver death by papercuts.  Also, while it is woefully undergunned, it has X-Pulse Lasers with a TC, so it is one of the most accurate designs possible.  And heaven help any fool who closes to within 3 hexes, as this mech can perform one SCARY Death from Above.

That is my take on things, I hope it helps!

M.U.L. Team
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Re: Talk to me about: Solaris 'mechs

What kills the Great Turtle for me, is its abominable BV of 3100+!!!! Dead

Interesting takes on the others, though you yourself admit to so many "ifs" and "buts" that it doesn't make them all too attractive. As you could see in my brief look at them above, I seem to have rather a conventional approach to them; indeed, I always view their general battlefield utility first and foremost.

Of course, that doesn't apply to some of the more extreme cases, which would apply to the Great Turtle and Volkh and, to a lesser extent, the Cudgel. These are mostly arena designs, full stop.

The Porcupine with its high speed and firepower, I would always gladly take to an actual battlefield. And its variant is just *sick*, it feels like a miniature Loki.
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Re: Talk to me about: Solaris 'mechs

FLS-P5 Flashfire:Tough and with moderate speed, the Flashfire is definitely an up-close fighter, and an unpredictable one at that, owing to the fact that few people are all that familiar with the fluid guns that are its centerpiece armament. I'd keep this one in the arenas, though carrying water or fire-retardant foam in the fluid guns can make it useful in line battles, cooling down friendly 'mechs, allowing them to keep up a higher rate of fire. Perhaps a good escort for fire support or command units?

I believe this to be as good an excuse to return to this seminal thread as any other: Having read your quick defence of the Fluid Gun made me wonder whether you'd actually used the FLS-P5. And if you have, what exactly were your hands-on experiences? (If you didn't, any further reflection you'd like to make would be most welcome)

As I said above, I have used and learnt to love the the FLS-P2 and especially the FLS-P4... but the FLS-P5?

Convince me Afro
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Re: Talk to me about: Solaris 'mechs

I haven't used it yet, but plan to in my group's next Solaris game. It's definitely an infighter, owing to the fact that it's heavy punch is provided by ER Small lasers. It definitely has no concentrated punch, but don't let this distract you, as the total amount of damage it can put out is actually pretty high. Between those lasers and the SRM rack, you've got a pretty good backstabber right there. Then you've got the Fluid Guns, which share two tons of ammo, letting you take different kinds of ammo. I'll give a quick rundown of each ammo type, not the whole thing, but more detailed than the post that sent you here.

Coolant ammo: Pretty self-explanatory, you shoot it at someone, and they dissipate extra heat that turn. Can also put out fires. My planned use is to load Coolant Trucks with this stuff and have them accompany high-heat assault 'mechs, hosing them down constantly and allowing them to keep up a much higher rate of fire.

Oil slick ammo: One of my favorites. You spray a hex with this, and anyone passing through must make a skidding check, even if only walking. Also makes a hex easier to ignite. Uses are obvious, hose down some strategic hexes in a city or arena, and you can send folks careening down side paths and into buildings or walls, or even off cliffs. Given the Flashfire's jump capability, one or two could easily harass a larger force in a city, keeping ahead of them and 'preparing' intersections in their path. You can quickly drive a commander mad this way... Evil

Corrosive ammo: The most damaging option, it's exactly what it sounds like, spraying your target with acid and doing damage immediately and in the end phase of that turn. Damage is in one-point clusters like an LB-X cannon, so you load this, and your Flashfire is an even nastier critseeker. Damage per shot is also surprisingly heavy with total damage averagins around six points up to a max of nine, again like an LB 10-X. So basically, you load this stuff, and your light 'mech is carrying a free pair of heavy clustercannons. I think anyone can see the potential in that, especially in the aforementioned role as a backstabber.

Water: Pretty much a support option, I don't see this being used much on 'mechs, but could be useful loaded in a support unit. Not all that useful in cooling things down, it can put out fires, wash off paint(see below), or put down civilians(or infantry) without killing them.

Flame-retardant ammo: Pretty limited stuff. You can put out fires really easy, and if you hose down a hex with it, it becomes harder to ignite afterwards. another support unit option, though it could come in handy if you know someone who loves their infernos.

Paint ammo: This stuff's weird. You shoot it at a unit, and on a 10+ or so, you've managed to cover up a targeting sensor, which imposes a to-hit modifier until washed off. Probably best in an arena or when you've got multiple units harassing one big one, so you can take the time to use non-damaging attacks like this.

Oh, and in my earlier writeup, I forgot one of the obvious ones.

Inferno ammo: Exactly what it sounds like, only more so. You hit something with this stuff, and it's treated as multiple Inferno SRM hits(I forget how many). I'll group this in with oil and acid ammo as being one of those most likely to be really useful in a 'mech-on-'mech fight.

Oh, and remember that this ammo isn't limited to Fluid Guns. Anything mounting a Sprayer or Vehicle Flamer can also use any of these, though Sprayers get less shots per ton. See things like the Coolant Truck, various IndustrialMechs, practically half the things in TRO:VA...all of them can use any of these things. If you're not getting an evil grin yet, you lack imagination. Evil
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Re: Talk to me about: Solaris 'mechs

Fire retardant?

Sounds like AFFF.

(Aqueous Film Forming Foam, for those that don't speak Damage Control).

Really, that makes so much more sense to have a couple of spray guns on any wet Navy ship.
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Re: Talk to me about: Solaris 'mechs

Sounds about right to me too. I suspect any sprayers meant for firefighting uses will have that stuff preloaded as their main ammo, especially aboard a ship. They might have other stuff in secondary tanks, but the ability to put out a large fire FAST would be invaluable. I mean, this stuff puts out an entire HEX of fire almost automatically, and even has little trouble against infernoes. You have an alert crew with this stuff on hand, a ship could probably neutralize even an ammo explosion with little damage aside from the boom itself.
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Lieutenant Colonel
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Re: Talk to me about: Solaris 'mechs

I'm thinking of Forrestal style fires.

You've seen the nBSG Season 1 episode "Act of Contrition," right?  It's explicitly based on the idea of that incident back in the 60's.
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Re: Talk to me about: Solaris 'mechs

I'm familiar with the Forrestal fire as well, though admittedly probably not in as much detail as you are. As for the BSG episode, I don't know them by name. The only major fire I remember was in the miniseries, where they simply spaced the flames.
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Re: Talk to me about: Solaris 'mechs

I've definitely had fun with the Volkh in the arena before. Of _course_ it's gratuitous; it's Solaris! Smiley I got lucky on the crit rolls, but I still like the lance, generally.

For the Great Turtle, I wonder what would happen if you dropped a couple tons of armor for a turret?
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Recruit
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Re: Talk to me about: Solaris 'mechs

i currently run a Sasquatch in the a Merc game at my LGS.  i refitted most of it, gave it hardened armor, laser anti-missile, Gauss and LRM-10.  It works great for my roll on the battlefield which is to tank and balk orders.
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