Author Topic: ’Mech of the Week: AQS-* Aquagladius  (Read 5209 times)

Kotetsu

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’Mech of the Week: AQS-* Aquagladius
« on: 03 February 2012, 11:43:24 »
’Mech of the Week: AQS-* Aquagladius

The Aquagladius. 50-ton harbinger of the future. The machine that premiered many technologies later put into use during the Jihad. Among them BattleMech HarJel, the Underwater Manuevering Units (UMUs) showing up in certain OmniMechs, and the BattleMech Taser used by the Blakists.

Heck, I can see them landing on Solaris, capturing one of these machines, and deciding to rip out the Taser to place on the prototype for the Raptor II.

The Aquagladius was originally designed to reestablish VEST’s reputation for pushing the envelope. And the AQS-3 certainly does. Enough that a competitor called it a “white elephant.” The endo-steel chassis is based on that from the Crab, because as one engineer said, “If there is one ’Mech that can fight underwater, it’s the Crab.” (Considering the Crab is fitted with all energy weapons, this is indeed true.) Using a 300-rated light engine, this design can reach ground speeds equivalent to that of the similar weight Chameleon. Light ferro armor provides 95% of maximum coverage, giving the machine the ability to take a Heavy PPC blast to any front location (save the obvious), and two standard PPC’s to the chest and legs. The rear locations can take an Inner Sphere medium pulse, and the center a large laser. Ten double heat sinks provide heat dissipation.

Where the experimental materials begin are the five UMUs. Used only when completely submerged, these units allow a BattleMech to act like a submersible vehicle. The torso locations are protected by BattleMech HarJel, which allows the pilot to ignore breech checks (at least until the armor is gone). Unfortunately, this only protects those locations. Considering the weapons on this machine are in the arms. The right arm mounts a flail, which has a +1 to hit, and on a natural 2 smacks you for damage. The other arm mounts a BattleMech Taser, with three tons of ammunition stored in the left torso. Now, based on the Solaris Map Pack rules, it appears the Taser would have been able to be used underwater (it doesn’t say it can, but it doesn’t say it can’t, and this is designed to fight underwater). Problem is, as of Tactical Operations, it is now specifically prohibited from use underwater.

Kind of nerfs the entire design.

The other variant is the AQS-4. This design replaces the flail with four extended range medium lasers, and the taser with a large x-pulse laser. A ton of armor was also added, bringing it to 99% of maximum coverage, which amounts to a point or so to each front location. This variant was first sold to some unknown mercenary company (non-disclosure pacts are fun). Considering how the rules changed for the first variant, this one is the one I would rather use.

Using one of these is not a matter of finesse. The first variant is meant to get up close, hit the enemy with the taser, and when he shuts down, pound him with the flail. This was probably how it was meant to be used both above and below water. With the rule adjustment, this only works above water. Underwater, use your improved maneuverability (that’s what the UMUs are for) to get behind him and hit him with the flail. And hope your dice aren’t going to love you like Bubba in Cellblock C. The second variant allows you to fire from farther away, though you still want to close. And since your heat dissipation is helped when underwater, that is the environment you should probably plan for most.

Fighting one changes only with terrain. As in, if you are out of the water, or in it. Out of the water, hit it with any weapons you can. Especially the first variant. Tasers suck when they hit you. But since that is his only “ranged” weapon, he needs to close. The other variant should take a few Gauss slugs before falling.

Underwater, the first thing you need to do is bring a lot of energy weapons, since they are the only thing working under the surface (aside from torpedoes). While usually I prefer to bring only BattleMechs, underwater you might consider using submarines. A Neptune will make him sweat a little. If you happen to have one of those Clan OmniMechs with the UMUs, definitely bring that. He will hate his life. If you can target locations, aim for the arms. His weapons are in those, and they don’t have HarJel to prevent breeching.

Weirdo

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #1 on: 03 February 2012, 12:28:14 »
Ah, the Aquagladius. I pride myself on being able to find a use for just about anything, but for a very long time, this was the exception. A 'mech that moves best underwater, but the common variant fights best on dry land. I'd sadly written it off as useless, until it finally clicked for me: This is no shark prowling the deep, but a crocodile or Lovecraftian fishman. It lives in the water, but regularly leaves the depths in search of prey(or worse). It fights best by patrolling underwater near a beach or harbor, staying submerged until it finds a lone target near the water's edge. At this point it sneaks up as close as the UMUs will take it, then uses that rather high ground speed everyone seems to be forgetting to quickly dash out of the water and into pointblank range. Taser fire is used to keep the target stunned(either shutdown or at least suffering heavy interference, both works), whereupon the flail is used to bludgeon them to a pulp. (Honestly, kicks might be more efficient and safe, but the flail certainly has style.)
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Moonsword

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #2 on: 03 February 2012, 12:33:49 »
I'd note that a taser shutdown, especially against BattleMechs, is a matter of "if", not "when".  I touched on that in the Raptor II article but not extensively.  Shutdown rolls for 'Mechs are 11+ on a 'Mech taser - 1 time in 12 - so it's not very likely.  Nice when it happens, sure.  Don't rely on it in your tactics and keep in mind that the 'Mech has a better than even chance to restart the next turn.  Vehicles, Protos, and IndustrialMechs are rather more vulnerable (8+, around a 40% chance) but it's still not even a coin toss.  The only unit guaranteed to shut down from a taser hit is battle armor.  Units above 100 tons are not affected in the slightest, so don't bother with a taser against Omegas, Brunels, or Kalkis.

What you can rely on is the three rounds of interference, four against the units that have a lower shutdown roll, generating a +2 modifier to all piloting and gunnery rolls.  That's really gonna suck and it's an effect you can take to the bank.  Time it right and you can devastate someone's ability to respond to you.  And if they shutdown, well... >:D

I'll have some more substantive comments on the Aquagladius later, after work, but I thought I'd drop that in there.

EDIT: BA tasers are one shot but try again on a miss, not 'Mech tasers.  Sorry about that.
« Last Edit: 04 February 2012, 07:28:15 by Moonsword »

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Re: ?Mech of the Week: AQS-* Aquagladius
« Reply #3 on: 03 February 2012, 12:52:52 »
I agree completely. Fortunately for me, I've found the interference to be just as much fun as causing the shutdown.
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VhenRa

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #4 on: 03 February 2012, 21:18:47 »
Also messes up their heat curve IIRC.


Which is also a nice bonus.

Moonsword

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #5 on: 04 February 2012, 07:30:32 »
The first variant is a special sort of crazy but at least the HarJel and UMUs show some forethought as to what they were trying to do.

The AQS-4 is an interestingly viable design that's effective in and out of the water, although its heat dissipation isn't great.  I don't have games that get near the sort of environment where that's useful all that often but I'll definitely have to keep an eye out for situations where this might be a good off-beat choice.

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #6 on: 04 February 2012, 11:27:28 »
Yeah, the -4 does look much easier to use, especially in it's intended underwater environment. Even out of water, the ground speed combined with the large X-Pulse could make for a good sniper-harrasser. Not that many optimized arena 'mechs have the range to counter someone who can hit you from 15 hexes and medium range modifiers. For me, the AQS-4 is for patient fighters, whittling down their opponents with the X-LPL, and saving the ERMLs for a finishing move. Also, being able to hit reliably outside pointblank underwater ranges will be handy against warriors who refit their 'mechs with SRTs, though admittedly not so much against LRTs. That's where tactics and cover come in.
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Fallen_Raven

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #7 on: 04 February 2012, 13:31:21 »
For most situations the Aquagladius is a waste of time and money. But if you can set up the moment right (meet me by the docks at midnight }:)) you can pull off a terrifiying ambush. And in campaigns the ability to disappear into the water can save your bacon.

If the situation comes up, I'm taking the AQS-4. I might be crazy enough to bring a specialized 'mech on the gamble that I can make use of the enviroment, but I'm not going into a fight armed with a Taser and a chance to head cap myself.
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blitzy

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #8 on: 04 February 2012, 14:26:04 »
For most situations the Aquagladius is a waste of time and money. But if you can set up the moment right (meet me by the docks at midnight }:)) you can pull off a terrifiying ambush. And in campaigns the ability to disappear into the water can save your bacon.

If the situation comes up, I'm taking the AQS-4. I might be crazy enough to bring a specialized 'mech on the gamble that I can make use of the enviroment, but I'm not going into a fight armed with a Taser and a chance to head cap myself.

Its a solaris mech and specifically designed to be used in just that right environment.  that's its entire point.
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Fallen_Raven

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #9 on: 04 February 2012, 14:32:17 »
Its a solaris mech and specifically designed to be used in just that right environment.  that's its entire point.

I meant out in the Sphere at large. Or any areans without water.

I was also getting at the fact that you can use it for ambushes and raids near large bodies of water for some nasty fun.
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cray

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Re: ’Mech of the Week: AQS-* Aquagladius
« Reply #10 on: 08 February 2012, 16:10:14 »
It fights best by patrolling underwater near a beach or harbor, staying submerged until it finds a lone target near the water's edge. At this point it sneaks up as close as the UMUs will take it, then uses that rather high ground speed everyone seems to be forgetting to quickly dash out of the water and into pointblank range.

This 'Mech, or the laser variant, would've been of great use to me Back In the Days of Yore. I had a 4-way pick-up battle with some friends, 200 tons of 'Mechs each. I decided to be clever and different and start in the deep water so I could close up without being shot. By the time my lance of 4/6 and 5/8 mediums waded ashore close to battle, the battle was over. Some UMUs would've been awesome.

I'm trying to remember if that was the game where I lost 3 'Mechs to head shots, too.

One thing worth noting about any UMU-equipped 'Mech is that, nimble as they are, you don't want to go too deep. Per the deep water rules of TacOps (and the Steiner Handbook before it), 'Mechs are not deep-diving vessels. They get in trouble fast below level, IIRC, depth 15. Even a hargel, UMU-equipped 'Mech like the Aquagladius that acts like a submarine is in for a rude surprise against real submarines.
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Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

 

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