Spectre Stealth Battle Armor - Technical Readout 3145 Mercenaries page 5
This article is the first in the Battle Armor of the Week series to cover the new designs being released in the Technical Readout 3145 series. The Spectre also happens to also be the first unit in the first of the 3145 series, appearing in 3145 Mercenaries - which also covers minor powers and some Clan designs. The Powers That Be have kindly allowed me to forego the normal six month moratorium on new publications and so before going any further I'd like to express my profound thanks.
Departing from prior Readouts, with 3145 we get both the design write-up and record sheets for each units, meaning that you're instantly ready to go. For those who game with players who insist upon an official record sheet before counting a unit as being allowable, this is a most welcome addition! The 3145 Readout also reverts to the earlier style of the granddaddy of them all, Technical Readout 3025. Unlike intervening Readouts, the unit fluff in 3025 and 3145 concentrates more on how the units are used than their design. We have the stats and - for non-battle armor - the manufacturer's block to give us the latter, and while the rationale behind a design can be interesting, for sheer excitement it can't beat tales of their victories and defeats in battle. They can inspire scenarios for players to try and also provide a simple guide as to how the unit should be used, which can be much more useful to many players than knowing why a certain component was chosen or who supplied it. The Battle Armor of the Week articles will continue focusing mostly on the designs themselves, so if you want more of the juicier details of how the suits fare in combat, you'd best go buy the Readouts. ;-)
The Spectre Stealth Battle Armor is a light suit introduced by the Calderon Protectorate, which makes it another first. The suit has spread throughout the Periphery and also serves in many mercenary commands, including the Wolf's Dragoons. In addition, the Spectre has two Clan operators, the Sea Foxes and the Raven Alliance. Although the former have the reputation of trading just about anything with anybody, that they chose to field the Spectre is interesting given that they already have access to a swift scout in the form of the Enhanced Sylph. The Ravens are the developers of the Enhanced Sylph, but the Alliance military isn't just made up of Clan Warriors, so presumably the Spectre is allocated to their non-Clan troops.
Of course, there are differences between the Spectre and Enhanced Sylph, and not just in the technology base of each suit. The main departure is decidedly un-Clanlike by traditional standards due to the use of stealth armor, which just happens to give the Spectre its name. Like all light battlesuits, the Spectre doesn't fare well when the enemy actually hits, and a trooper's best defense is to not get hit in the first place. The high quality stealth plating goes a long way towards that goal, especially if the trooper can keep at a distance and thus maximize the effect of the armor's sensor-baffling qualities.
Another useful trait for a Spectre's survival is its speed. The maximum base ground movement available to a light bipedal chassis is enhanced even further by the addition of Mechanical Jump Boosters, which also gives a token jump capability. The latter is nowhere near as good as a true jump capability provided by jump jets, but although typically of little use in battle it at least does no harm. The boost to the ground movement makes the Spectre a speedy little critter, allowing it to get the all-important Target Movement Modifier earned by moving three hexes with some spare capacity to handle problem terrain.
While on the subject of the Mechanical Jump Boosters, it's worth noting that they can be seen in use in the artwork. I know some players think the Spectre looks odd, with comparisons to stilts and high heels being voiced. For those not keen on the suit's appearance, try blocking out the lowest three segments of the feet to get a true idea of what the Spectre looks like when at rest. What we are seeing in the art is the Spectre in mid bounce, with the boosters telescoped out at full extension. When the boosters retract, each segment would slide back inside the one above, and then into the main foot assembly. As an added extra to this article, if you're interested in seeing Brent Evans' original concept art that led to the Spectre design, you can find it
here.
So the Spectre is swift and stealthy, but what about its ability to hurt the enemy. As light battle armor, it doesn't have much spare mass left at this point, and that does limit the possible armament options. The main weapon is a David Light Gauss Rifle which is relatively long ranged for such a lightweight gun. Given that the stealth armor works better the further you are from the attacker, this makes the David a good choice when working with limited mass. The gun doesn't have much punch, so it's going to be more of an annoyance than a true threat, although 'Mechs with heavily damaged armor and tanks aren't going to appreciate the possibility of critical hits.
Backing up the David is a Vibro-Claw, which gives the Spectre an above average melee capability. This does mean that the suit effectively punches above its weight when it gets into claw range, being more effective than the generic Inner Sphere Standard, for example. Of course, it's also a risky option, because it means getting close, where the stealth armor is at its least effective. Given that Anti-'Mech attacks really rely upon their automatic critical chance, the damage boost from the Vibro Claw isn't that important. However, due to the lack of remaining slots there isn't much else to pick instead other than a heavier weapon than the David.
The Vibro-Claw also enables the Spectre to perform a melee attack against other infantry, although the damage is minor, plus the ability to undertake Mechanized Battle Armor operations with OmniMechs and OmniVehicles. Thanks to the addition of Magnetic Clamps copied from the old Fa Shih, the Spectre can also hitch a ride on non-Omnis, greatly expanding the pool of available rides. The clamps also give a small boost to the suit's Marine Point Value, but the lack of a burst-fire weapon, paired claws and/or specialized equipment means that the Spectre is no better than an Inner Sphere Standard with a Machine Gun or Flamer in boarding actions.
With a high ground speed and a modicum of jump capability, the Spectre works very well in urban areas. In all but open ground and the worst of rough terrain, its speed still allows it to be reasonably effective, but the poor jump range can result in it being stymied by large bodies of water. The Spectre is obviously best suited to scouting and skirmishing, however its lack of specialist sensor equipment does somewhat limit it in the former role. Notably, one Calderon Protectorate unit took a different viewpoint, deploying no less than a regiment of Spectres and using them as a direct combatant, without heavier support. Although initially successful, the death of the unit leader resulted in this somewhat experimental deployment ending in disaster. While some might want to try to better the approach, I'd consider it a salutary lesson as to why the Spectre is better in the sneak and peak role than slugging it out on the front lines.
Jumping back to the original comparison with the Enhanced Sylph, just why would the Raven Alliance and Sea Foxes field both suits? The mixed personnel of the former notwithstanding, the two suits differ enough that both have a niche to occupy. The Clantech suit is faster and better armed - equipping the AP Weapon Mount with a Mauser IIC will allow the Sylph to outrange the Spectre - but it's crucially much less stealthy, which is an important trait for a scout. Not only does the Enhanced Sylph lack stealth armor, but its use of Battle Armor Myomer Boosters means that it can't even use the Hidden Unit rules.
Overall, the Spectre is best used to spot targets for friendly troops. The suit is outgunned by most opponents, so at best the Spectre is only going to be able to harass the enemy or hunt down near-dead cripples if left to its own devices. The exception is in terrain that allows you to get close without allowing enemy 'Mechs and tanks plenty of shots as you do so. Woodlands, cities and similar cluttered environments are ideal for this. Once the Spectre gets in tight it can launch Anti-'Mech attacks, and with a little luck you'll get some a crippling crit result. Of course, if the enemy is infantry or well-supported by such, then this won't be that good an idea.
For a first attempt, the Calderon Protectorate came up with a solid design. The flexibility provided by its Magnetic Clamps no doubt go a long way to explaining its popularity with other powers and mercenaries alike, while its superb stealthiness prolongs its life when used in its proper role. Don't make the mistake of the hapless Captain Jere MalDonaldo who led his regiment to defeat and you'll find that the Spectre will serve you well.