Author Topic: Gyedid's old MotW repost: Jackrabbit  (Read 4170 times)

gyedid

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Gyedid's old MotW repost: Jackrabbit
« on: 26 January 2017, 12:19:10 »
Originally posted sometime back in 2009...

OVERVIEW
During the twilight years of the Star League, it seemed the SLDF was just beginning to realize that many of the technological advances they’d created could revolutionize the design and capabilities of light ‘Mechs.  XL engines and MASC could increase the ground speeds of these ‘Mechs into ranges that were previously the domain of fast hovercraft and helicopters, epitomized in the still-unstatted Cameroon (the forerunner of the Clans' Icestorm).  High-tech structure and armour could allow light ‘Mechs to blend speed, armour, and firepower like never before.  But this MotW is not about any of those 'Mechs.  No, the subject of this article illustrates a very different design concept--one which, in my opinion, should've been halted before ever making it to the prototype stage .

Like the Mackie and Emperor, the Jackrabbit is another one of those ‘Mechs first mentioned in the fluff of a previously published design—in this case, the Nexus.  When it first appeared in TR:3058 (and in the ComStar sourcebook before that), we were told that ComStar developed the Nexus out of this earlier design, a very late Star League model that was put into mass production by Stefan Amaris and used against the SLDF.  Now, TR:3075 has fleshed out the Jackrabbit’s history and, more importantly, stats.

The Jackrabbit was designed by Terra’s Skobel ‘Mechworks in 2763, two years before Stefan Amaris sprang his coup.  The SLDF wanted a light 'Mech that could both serve as a scout and support infantry and armour formations.  The initial evaluations gave the Jackrabbit high marks for reliability and ease of maintenance (one should've expected nothing less from the builders of the first Battlemech), but it (inexplicably) took 2 years for the prototype to be cleared for combat testing--just in time for Amaris' Rim Worlds forces to seize control of the Hegemony and liquidate the ruling family.  With Terra's unparalleled military-industrial complex now under his command, Amaris ordered the Jackrabbit mass-produced for his troops. 

Once put into actual combat against the SLDF forces for which it was originally intended, the Jackrabbit quickly showed itself to be a poor combatant--probably due as much to misuse of it by Amaris' troops as the design's own limitations.  [AUTHOR'S NOTE:  My thought is the SLDF should've had the ultimate version of MegaMek available for simulations, and should've been able to determine the flaws in the design's battlefield performance without ever needing an actual physical prototype.]  Rim Worlds techs quickly realized the Jackrabbit's shortcomings and produced a variant that significantly increased its firepower, but even that wasn't enough.  From an initial production run of more than 500, combat losses ran to over 80% as the 'Mech proved an easy target for the skilled and battle-hardened SLDF troops.

The Jackrabbit must've become a hated symbol of the Amaris occupation, since all of the surviving units were left behind by Kerensky and ultimately inherited by ComStar.  [AUTHOR'S NOTE:  Since the Jackrabbit *was* designed before the coup, the rump SLDF probably didn't want any reminders of their procurement department's failure to catch this monumental design SNAFU--the Behemoth was a failed Amaris project, yet the SLDF must've seen something there since they took at least the blueprints when they left.]  With a dual stigma hanging over it, ComStar used the Jackrabbit "sparingly"--it was apparently not widely deployed among the Com Guards, and the few that [RETCON ALERT!!] were deployed on Tukayyid peformed poorly against the Clans (who probably made them dezgra priority targets if they recognized the design).  Following ComStar's victory and the Schism, Precentor Martial Focht had the Jackrabbit completely redesigned and modified into the Nexus, which, while allegedly an improvement over its parent model, had a whole host of its own issues (but that should be its own MotW article). 
[ASIDE:  as presented in TR:3075, the Jackrabbit looks nothing like its descendent design.]
The remaining Jackrabbits would lie idle until Word of Blake's seizure of Terra and military buildup during the Jihad.  In a sure sign of just how much Cameron St. Jamais REALLY cares about his Protectorate Militia, not only have the surviving units of the Amaris production run been deployed among Militia forces, but WoB has actually seen fit to put the Jackrabbit back into production--with another new model.  (Thanks to MacAttack for these last tidbits).

CAPABILITIES
[AUTHOR'S NOTE:  For the purposes of discussion, I will use the term "featherweight 'Mech" to refer to 'Mechs in the 20-25 ton range, and draw most comparisons with designs in that weight range.]
We all know what the standard design paradigm is for featherweight 'Mechs.  TRs 3025
and 2750 set that standard:  practically every light 'Mech (under 35 tons, at least) mounts an arsenal of light, primarily short-ranged weapons, with some exceptions like the Thorn, the Hornet, and some Locust variants that mount LRM-5s.  Weapons typically don't get heavier than a SRM-6 (think Commando)--the case of the Royal Mongoose excepted, possible only thanks to its XL engine, and the oft-overlooked FLE-4 Flea, which manages to pack a large laser onto a 20-ton chassis, but makes some heavy tradeoffs in speed, mobility, and armour to do so.  But, for the most part, when you think of a featherweight 'Mech, you're thinking speedsters like the Locust, Mercury, and Mongoose, or less speedy but more mobile jumpers like the Stinger and Wasp, and even the Hornet.  The Commando is the classic featherweight trooper, neither very fast nor mobile, but it has teeth usually found in 'Mechs 30 tons and heavier.  When we first heard about the Jackrabbit in TR:3058, we learned that it had "ballistic and missile weapons".  OK, on a 'Mech this size, that would normally mean machine guns and SRMS, possibly LRM-5s.  But no.

The Jackrabbit violates just about every accepted principle of featherweight 'Mech design.  In polar contrast to other featherweight 'Mechs, the Jackrabbit devotes 28% of its mass to a single
weapon and its ammo--a Class 2 Autocannon in the right arm.  This has the odd effect of giving the Jackrabbit range superior to that of any other contemporary featherweight 'Mech, yet with a woefully weak main gun that has problems at close range.  About the only light 'Mech that has anything to fear from a Jackrabbit is the 200D Hussar (and only if it can be hit).   Whereas most featherweight 'Mechs have at least one energy weapon, the base JKR-8T model has not even a small laser as a secondary weapon, instead relying on a Streak SRM-2 in the left arm for its short-range backup punch.  Such a low-heat arsenal doesn't demand double heat sinks (the endo/ferro chassis can barely accommodate them anyway), so only the base 10 singles are provided.  Put together, these weapons deal a grand total of 6 points of damage, all in 2-point clusters.  Yes, the Jackrabbit can be outshot by a Wasp.

The Jackrabbit's defensive capabilities are likewise unimpressive.  The 'Mech's endo steel chassis is protected by 3.5 tons of ferro-fibrous armour for 62 points, in about the same ballpark as the Thorn, Locust and Commando, but less than the Mongoose.  Armour placement is about as smart as one can get for this tonnage, with the centre torso able to soak a PPC hit.  All of the other forward locations will be stripped by a medium laser hit, and the rear torsos by a small laser hit.  However, there is full head protection, which many other featherweight 'Mechs lack.  Despite the fact that one of its roles was supposed to be scouting, the Jackrabbit lacks any electronics that would enhance its effectiveness.  Despite carrying two large ammo bins, CASE is not present to mitigate ammo explosions.  The Jackrabbit is powered by a 150-rated standard engine, good for a 6/9 movement profile, just like the Commando.  Jump jets are not present.

There are two variants on offer.  One, the -9R, was devised by Rim Worlds techs to remedy the general impotence of the main gun.  Trading range for damage, the AC/2 and its ammo are replaced by a large laser, an additional ton of armour, and an additional heat sink.  This one is as much of a win as you can get without resorting to more radical modifications (e.g. XL engines), though heat is now a bit more of a problem.  The large laser makes the Jackrabbit more of a threat against common light 'Mechs while enhancing its durability (a nasty surprise for SLDF troops who'd gotten used to laughing off the -8T), and the extra armour goes to reinforcing every location except the head and front centre torso.  The second variant is a modern one produced by WoB for the Protectorate Militia.  Attempting a compromise between the two older models, the -9W replaces the AC/2 with a light AC/5, a weapon with the same range profile as the large laser, but less potency.  An ER medium laser is added to the right torso, filling the leftover ton from the AC/2->LAC/5 swap.  This version is the strongest of the 3, able to deal 18 points of damage, but again trades away the range of the AC/2.

The Jackrabbit is a case study in being a jack-of-all trades that fails at nearly everything (except if one key condition is met).  Indeed, it's hard to see why it was even needed in the first place.  Let's take a look at its original mission profile(s).  Scouting?  WHY???  The SLDF already had the Mercury, Mongoose, and Hermes--not to mention vehicles like the Beagle hovertank and Rotunda scout car--with the Royals getting the enhanced versions of the Mongoose, Hussar and Ostscout to boot.  All of these units are significantly speedier than the Jackrabbit, and several are equipped with Beagle Probes.  The only advantage the -8T has over them is the range provided by its AC/2, but they're all sufficiently tough that they can shrug off several hits from the long-distance pea-shooter while they close (the vehicles would be somewhat more vulnerable, especially under Total Warfare/TacOps rules, and the Mercury lacks the muscle, MASC-assisted ramming aside). 

Looking outside the SLDF models, things aren't much better for the Jackrabbit.  The Bug Quintet all have some advantage over the -8T, be it better ground speed (Locust), jump capabiliity (Stinger, Wasp, Hornet) or firepower (Hornet, Flea).  The Ostscout, while heavier, has unmatched mobility in 3025, though it’s one of the few ‘Mechs that the Jackrabbit can (barely) outshoot.  Only the Commando is a near-mirror of the Jackrabbit in terms of movement and armour, but is quite capable of shredding a Jackrabbit with SRM barrages once it closes. 

What about the second role?  Let' see...a 'Mech equipped with a small-calibre autocannon and a Streak SRM, intended for infantry and armour support.  Where have we seen this before?  The Jackrabbit is nothing if not the Sentinel’s little brother, and they would work well together—similar speed, similar armament and range, enough to work as supporting assets for armour (assuming an average 4/6 movement profile) or accompanying mechanized infantry in APCs (hover APCs would tend to get ahead of the Jackrabbit though).  Having the Jackrabbit—or a Jackrabbit/Sentinel pairing—accompanying slower tanks should draw fire away from the armour, or be used as flanking elements in a combined-arms force.  The Jackrabbit isn’t fast enough to keep up with most SLDF hovertanks, but since these tend to be armed primarily with short-range weapons anyway (Gabriel, Lightning, Zephyr) it’s best to let the Jackrabbit hang back and plink with its AC/2 while the hovers close to their most effective range.  In terms of ranged fire, only the Thorn can nearly match the range of the -8T, and will usually be hitting for about as much damage.

As for facing Clan ‘Mechs…well, pretty much ANY Clan light ‘Mech can eat the Jackrabbit for breakfast.  The only thing going for the Jackrabbit is the ability to actually do any damage to Clan lights at the ranges at which they can fight.  But when it’s AC/2 vs. Clan ER large laser, you know which way the fight is going to go.  As with the Hussar, only the Firemoth needs fear the -8T’s barrage—if it can be hit before it closes at will and eviscerates the Jackrabbit from behind.

Things are quite different against the -9R model, as it's more durable, and the large laser is a significant threat to any unit under 30 tons (and especially to the Hussar).  In this case, being able to outmaneuver the Jackrabbit (either to engage it or to flee) is the best bet--which most of the aforementioned models can do, except the Commando and Flea.  The -9R can be used as a general-purpose light trooper ‘Mech, a bit like a pocket Wolfhound, though whether it can be an effective scout hunter is debatable.  Against Clan—and even a lot of post-3050 Inner Sphere—opposition, it may be taking significant damage before being able to get a shot off with the large laser.

As for the -9W, despite being the most potent overall, it combines the fragility of the -8T with the more limited range of the -9R.  Perhaps that’s enough said.  Since Protectorate Militia forces are comprised mostly of infantry and vehicles, those are most likely the elements you’ll see -9Rs accompanying.  You’ll probably see the roles reversed here, with the -9W as a forward element being supported from the rear—recall WoB has access to a lot of ranged heavy armour.

USAGE

If you're unlucky enough to field Jackrabbits, what do you do with them?

1) Pack tactics are an absolute necessity with this ‘Mech, especially with the -8T.  Consider that a lance of Bugs can force a PSR if they all connect with their medium lasers on one target.  It takes *ten* -8Ts to match that feat, though the –9_ models can be more effective in lance-sized formations.  Company or larger-sized formations are required to get any offensive use out of the
-8T.
2) Sacrificial lambs for larger, slower, more valuable assets.  Use a wall of Jackrabbits to provide distractions from heavy armour and/or assault ‘Mechs that are alongside or close behind.  (Who do you fire at?  The oncoming Titan II, or the lance (or two) of -9Ws that are running around it?)
3) Support from a distance, as described above.  Park the -8T someplace where it can make an annoying sniper of itself while short-ranged elements rush in and cause havoc, or try for mobile fire support.  In the modern era, precision ammo can certainly enhance this use of the -8T.  The -9_ models won’t be so effective working this way, as they seem to be more for getting in the enemy’s face.  Unfortunately, due to the lack of jump jets, positioning the Jackrabbit is easier said than done.
4) If you want to use the Jackrabbit as a general light trooper, the -9R is the one you want.  That large laser means it’s something to be feared by any light ‘Mech or vehicle its own speed or slower, but it’ll have problems against units that can generate a +4 (or better) movement modifier, which is why I question its use as a scout hunter.  The -9W, with only as much armour as the -8T and uncased dual ammo bins, lacks the -9R’s durability in the trooper role, but can use specialty ammo for the LAC/5 (only 10 shots though).
5)  As the TR entry notes, being of average speed and lacking jump jets, the Jackrabbit is definitely not at its best in woods or built-up terrain.  If you must use the -8T, hope you have open terrain in which to run around and aim the direct-fire main gun, with its considerable minimum range--but just enough obstacles that you can hide occasionally.  The -9_ models will do better in close-range combat, but will still have some difficulty negotiating difficult terrain to obtain advantageous positions.

WORKSHOP
The Jackrabbit isn't a very easy chassis to modify.  28 crits are lost to the endo/ferro combination, and the small engine further means that there really isn't very much available for modifications involving energy weapons that would require double heat sinks.  Still, for a featherweight 'Mech, there's a lot one can do with 9.5 tons.

I've compared the Jackrabbit several times to the Commando, and that's one possible avenue for
modification.  The AC/2 can be replaced by additional Streak launchers, making the Jackrabbit a more ammo-efficient Commando clone.  There should be enough weight and space left to install CASE, but maybe no room for a medium laser.  Another missile-based option, which remains truer to the spirit of the original design, is to replace the AC/2 with a LRM-10 (or 2 LRM-5s?), making the Jackrabbit something of a heavier Thorn.  The Streak-2 could be replaced with a couple of medium lasers to get rid of that second ammo crit.  Either way, LRMs, unlike the AC/2, can be fired indirectly, broadening the range of tactical options.  If you want to give the Jackrabbit more of what it already has, drop the Streak-2 for a (ER?) medium laser, put a half-ton to armour or CASE, and upgrade the AC/2 to an Ultra.

Any modification with an energy weapon will run into heat trouble.  While an ER PPC would be best for both range and damage, the chassis simply can't mount enough heat sinks even if the Streak-2 and ammo are dropped; same with the ER large laser.  This is one design on which the light PPC would seem most useful--in fact you might be able to manage two of them.  If you want to make the Jackrabbit an infighter, a Snubbie may be your thing.  A large pulse laser would make the Jackrabbit a better scout hunter, but you'll still need more heat dissipation from...somewhere...

As for a speed boost, here you'll need to start playing with light and XL engines.  There are lots of design mavens who I'm sure would like to try things out here.

I could say something about adding jump capability...but is it still a Jackrabbit then?

CONCLUSION
The Jackrabbit, much more than most light 'Mechs, is an obligate team player.  If you're saddled with the -8T, you need at least a company before they begin to be useful.  Even so, their best use is as meat shields, to be sacrificed en masse while creating distractions for more valuable elements.  The 'Mech can't work well as a scout, except in low-tech 3025 conditions.  These are things the SLDF should have been able to determine well beforehand, and should never have allowed the design to progress to combat testing.  Considering they already had a variety of units available that could ably fill the Jackrabbit's intended roles, one wonders just WHY the SLDF felt such a design was necessary--was Skobel greasing palms in the procurement division?  And yet, its ability to outrange any other Inner Sphere featherweight 'Mech is something unique--but it's a concept that should've been tried out EARLY in the Star League, not at its twilight.
So, now I'm imagining people boxing up Overlords for loading as cargo.  "Nope, totally not a DropShip.  Everyone knows you can't fit a DropShip in a WarShip!  It's...a ten thousand ton box of marshmallows!  Yeah.  For the Heavy Guards big annual smores party."
--Arkansas Warrior, on the possibility of carrying Dropships as cargo in Warship cargo bays.

TERRAN SUPREMACY DEFENSE FORCE.  For when you want to send the SLDF, but couldn't afford the whole kit and kaboodle.

TigerShark

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #1 on: 26 January 2017, 12:39:11 »
Being an RWR guy, I've used these extensively. (I know, right? Glutton for punishment)

The AC/2 actually has a use you wouldn't think of, right-off-the-bat. Since we play on larger map sizes (50x50 hexes, or 3x3 map sheets, minimum), the AC/2 is a wonderful way to circumvent your opponent's partial cover without committing to a flanking maneuver. If you're unlucky enough to be deployed in open terrain, while your opponent has Partial Cover or dense woods to protect them, just hang back and plink AC/2 rounds to pry them out of that hole. You could make 45 rounds of this and (possibly) score some crits in the meantime; all without risking your main line units.

Of course, the same thing could be done by an AC/2 Carrier, but the Jackrabbit is far more maneuverable than that glass cannon. I actually DON'T recommend them as swarm units, unless you're leaning on the JKR-9R, and even then, only in certain terrain.
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Nahuris

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #2 on: 27 January 2017, 03:35:53 »
Oddly enough, I kind of like the Jackrabbit ......

I will admit, I tend to use precision ammo with the normal AC/2 -- and used it mostly to keep hovertanks and other vehicles under control.....
Faced a guy that has a thing for Savannah Master swarms .... and a pair of these with precision ammo let me park them, and leave them for other guys to pick off...... I am thinking a lance of these, with precision ammo, is just what would be needed to truly stop, or seriously hurt, your average Savannah Master Attack swarm, in such a way as to make the player rethink the tactic.........

Nahuris
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marauder648

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #3 on: 27 January 2017, 06:23:05 »
The jackrabbit is an odd one for sure, its woefully undergunned but works well as a harasser as the 2 point pinks at extreme range can be ignored, until one gets a TAC.  Or that 80 ton tank of yours looses its tracks to a crit. 

Loading these things with advanced ammo is a must (and i'd say you could say it existed in the SLDF era as i'm sure that folks didn't forget how to make a APDS round) and let them go tank stopping.  Against a Mech though if they are caught with no chance to run, then they are doomed.
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MightyBolamite

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #4 on: 27 January 2017, 11:51:50 »
Also an important note that only someone such as I with limited experience would point out: the artwork is pretty neat.

TigerShark

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #5 on: 27 January 2017, 12:07:22 »
It's a 'Mech that can easily be improved with minimal effort. You'd have to go out of your way to make something that bad. Which is why I feel it's one of those ridiculous additions to the BT universe. Did anyone really think the SLDF would pick up a contract on this, when they had a unit like the PNT-9R and HER-1S/HER-1Sb available at-will? Why would you spend millions developing something with 1/5 the stopping power of a Panther and utilizing EXACTLY the same tonnage to accomplish this "feat?"

A simple AC/2+Ammo -> PPC, LL, ER LL, or LRM is a no-brainer here. Once you do, you have a massively useful harassment unit, mine layer, fire support platform, scout, etc. etc.
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  "You will fight to the last soldier, and when you die, I will call upon your damned soul to speak horrible curses at the enemy."
     - Orders of Emperor Stefan Amaris to his troops

cavingjan

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #6 on: 27 January 2017, 12:55:04 »
So the JKR-9R which didn't fair so well with the shorter range.

glitterboy2098

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #7 on: 27 January 2017, 16:20:21 »
in curiosity, would the post-Jihad technology Boom have helped this mech any? aside from the inevitable improvements clan weaponry brings.

marauder648

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #8 on: 28 January 2017, 03:33:26 »
With its next to non-existant armament i'd honestly say that the Jackrabbit was destined for Garrison troops and secondary commands.  Not front line SLDF service.  This is a Mech you have stomping around to keep some uppity locals in line.  And if they get out of hand, well a volley of 40mm slugs tends to dissuade anything silly.
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TigerShark

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Re: Gyedid's old MotW repost: Jackrabbit
« Reply #9 on: 28 January 2017, 14:16:53 »
So the JKR-9R which didn't fair so well with the shorter range.

Never really had a problem with it. But in canon, you're talking about 2/3 and 1/2 pilots firing at something with very little armor and maybe a 3/4 pilot. But that's true of ANY Light 'Mech.You could take a Night Hawk and it would get slaughtered against the SLDF.
  W W W . M E K W A R S - D O M I N I O N . C O M

  "You will fight to the last soldier, and when you die, I will call upon your damned soul to speak horrible curses at the enemy."
     - Orders of Emperor Stefan Amaris to his troops

 

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