Author Topic: Mech of the Week: RPT-*X Raptor II  (Read 8247 times)

Moonsword

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Mech of the Week: RPT-*X Raptor II
« on: 27 May 2011, 15:39:02 »
'Mech of the Week: RPT-* Raptor II

While requested at the same time as the Bolla Stealth Tank by Weirdo, moderator and wacky antics proponent extraordinaire, the vagaries of the 'Mech of the Week scheduling prevented me from getting to this week's chosen BattleMech as quickly.  A phantom on the battlefield, known as much by shadowy tales as hard facts until recently even among the Republic's ranks, the Raptor II was designed by the Word of Blake as a special operations unit.  We don't have a lot of details on what the Blakists were up to with the Raptor II - TRO3085 helpfully notes rumors of "phantom 'Mechs" have been swirling around in character for a long, long time and Jihad Secrets: The Blake Documents wasn't particularly informative aside from noting that at the time, the Manei Domini weren't known to employ them.  A few ideas can be gleaned from the variants which will be shared below.  In any case, we know that it was originally built somewhere on Terra at a site destroyed during the invasion by the Word of Blake, but the research facility where the design originated and a certain number of salvaged models were in the hands of Stone's followers by the end of the Jihad.  They also took steps to insure they were the only ones with this particular shiny toy, including making sure that all salvaged examples were in their hands as well as issuing orders in the Republic Armed Forces to destroy any Raptor IIs encountered in non-Republic hands.  All of the extant models known to their Department of Military Intelligence are in the hands of the Republic's covert action units.

All of the Raptors follow in the general pattern laid down by the original RPT-2X.  At 40 tons, it's barely edging into the medium size category and builds on endo-steel bones.  A VOX 280-rated extra-light engine providing the power for sustained operations at 119 kph.  MASC was included to push the 'Mech to 151 kph in a sprint intended to let it dash out after an attack.  Some might opt for jump jets, especially in light of the armament, but there's a method to the Word's madness here - the Angerona writeup in TRO3085 pointed out pretty bluntly that something jumping around isn't especially stealthy and I imagine that the thermal bloom from the jets doesn't do a lot for your ability to hide, either.  Specially faceted light ferro-fibrous was piled on smartly and designed to integrate well with the void-signature system that is the design's hallmark - a PPC hit is required to strip the arms, the legs or side torsos meet the Gauss test, and the centerline is armored against an AC/20.  One quirk of the armor layout is that the head has only 8 points, another common element on most of the variants.  The rear armor isn't great - 3/4/3 - but there's only so much you can do on a frame this size with limited tonnage.  A small cockpit was used, so PSRs are going to be more of a nuisance than usual, and it's something all of them do, so get used to it and put a veteran or better pilot in here to deal with the problem.  A Guardian ECM module was included to meet the construction requirement for the void-signature system.  The weapons load is almost as eclectic.  The Word's frequently encountered medium variable-speed pulse lasers got a place in each torso, eight tons of bias to short-range knife-fighting.  Out of the VSPL lineup, this is definitely my favorite of them, and up close, it's a slightly more accurate IS LPL.  The really odd part of the armament is the 'Mech taser in the right arm.  A weapon with a range only marginally longer than a machine gun's, the 'Mech taser is probably intended to be used from ambushes.  Contrary to the ad copy floating around, they're not especially likely to shut a BattleMech down, but the disruption they'll cause is valuable all by itself.  Against vehicles, ProtoMechs, or IndustrialMechs, it's much more likely to generate a shut down but that's still not something to count on.  Operating this one requires you to get right up in someone's grill.  The taser is useless outside range 4 and I'm not sure I want to be firing at long-range modifiers through the void-signature's targeting modifier, while the VSPLs are most effective inside range 2 themselves.  Definitely what I'd call a "scenario 'Mech" rather than something for general use, if you can pull an ambush off to get things started properly, do it.  If you can't, use the MASC if necessary to get stuck in, then balance the needs of maneuver against the fact that void-signature is most effective with a barely moving target, but at worst, you're looking at a +2 cumulative modifier between the void-signature system's effects and your TMM.  Have backup ready to assist, even if it's just other void-signature 'Mechs, because your "killing power" is mainly suitable for overpowering a Flea.  Lone-wolf assassination is for snipers shooting at unarmored targets, not 'Mechs trying to take on other 'Mechs.

The Word also operated a much more conventionally armed Raptor II, the RPT-2X1.  The armor, power plant, and ECM are identical to the RPT-2X, as is the visual design.  The weapons load is, however, completely different.  Someone put an ERSL in the center torso to the rear but the real goodies are the ERLL and ERML in the right torso, giving you a lot more range than the RPT-2X could boast.  The left arm (well, weapons pod) has a Streak SRM 6 (with the CASE moved to protect the ammo), and opposite that is a Bloodhound active probe.  The ammo endurance is decent enough for a couple of skirmishes given the fact that these are Streaks.  The probe is intended to let it function as a reconnaissance platform.  This one is a much more useful generalist, able to skirmish at range rather than being obliged to drag someone into a phone booth.  If you're operating them together, you may want to use this to take advantage of the RPT-2X's ambushes and hole-punching by providing fire support.

After capturing examples of the Raptor II in the field as well as the R&D facility that designed it and taking considerable pains to insure they were the only ones with the design (as well as the likely related ARC-9W), the Republic of the Sphere chose to put the unit to use.  Unlike the Word's Raptor  II variants, Republic units lack CASE and ejection seats.  The pilots also have no identification, an attempt to provide them with deniable stealth covert operations units.  The armor on their RPT-3X is a half-ton heavier thanks to the lack of CASE but the major change is the armament.  Like the RPT-2X, this one isn't trying to pretend it's a sniper, but the weapons load is much more conventional with two ERMLs and two Streak SRM 6s.  One ton was also invested into a heat sink.  Since we know the Republic of the Sphere is also using the original Word models, that suggests some interesting combinations alongside the RPT-2X's buzzsaw-like medium VSPLs at knife-fighting range to open the armor.

Like the Word, the Republic opted to create a variant for longer-range combat.  They went further, though, removing the MASC featured on most Raptor IIs in favor of five jump jets, losing the extra half-ton of armor for the fifth.  The armament is similar to the RPT-2X1 with an ERLL and ERML but without the active probe or ERSL, there was room for a pair of MML 5s and two tons of ammunition.  While there's room for the standard LRM/SRM split for the MMLs, more unconventional choices may be called for on some operations depending on your options and the situation.

As noted before, raw power is not the Raptor II's strong point, so solo operations against heavy opposition are a bad idea.  If you're going for deniable ops, using a lance or so isn't bad and it will give you more firepower to guarantee a quick kill; the backup is also useful if the target turns out to have escorts or there's more than one target, such as taking out an important convoy.  You really need to try and isolate targets, savaging them as quickly as possible from an ambush if you can.  Be aware that while not moving isn't the death sentence for a Raptor II it would be for, say, an Assassin, there are a few risks.  First, you're freely ceding initiative of movement to the enemy if they aren't in a properly constrained position.  This may mean they get into advantageous position or it may simply give them the opportunity to force you to run after them and break stealth.  Second, artillery and bombs (and certain other weapons) are going to find nailing your stealthy immobile rear end a trivial challenge, especially artillery in a position to land quickly.  The CCAF is probably the most likely candidate to attach artillery that closely and, just to keep things interesting, perhaps the most likely to get the Republic to turn Raptor IIs loose.  At all times, keep an eye on the heat gauge, especially on the Word variants.  The void-signature system adds 10 heat per turn with only 10 or 11 freezers available, which is probably the single largest flaw these things have given how heavily they use energy weapons.  With the targeting penalty you're already under, running hot on this 'Mech under void-signature can be a painful burden faster than you expect although not moving or firing to bleed heat is a much more viable option than usual.  Any unit with plasma weapons (especially plasma cannons) needs to be made a priority and killed ASAP or evaded, as does anyone showing an inclination to get close with Infernos.  The fact that plasma rifles and Infernos are things that the Capellans use heavily is again one of those fortuitous little coincidences that serves to make the special operations lifestyle so invigorating.  I'm not familiar enough with the mechanics of the double-blind rules, including detection, to comment on exactly how you should go about exploiting them, but a Raptor II is one of the units best equipped to break LOS and drop off the map.  Don't be too proud to do it.  If concepts like "fair" or "nice" mattered, they wouldn't be using a covert ops unit.

Assuming you can locate a Raptor II or get enough of a sighting report to get in the area, your next problem is hitting the thing.  For once, precision ammo isn't on my go-to list.  It's useful enough once they start zipping around but a lot of the time, you're not looking at a target movement modifier but one for the void-signature.  Cluster ammo (or an SB Gauss), targeting computers, and pulse lasers are all unaffected.  Better yet, most of them will oblige you by coming into pulse laser range.  Gauss rifles or Clan LRMs are also a good choice with a long enough range to be unaffected at most of a Raptor II's preferred engagement ranges and a Gauss rifle has short enough minimum to be easy to maneuver clear of in a lot of cases.  If it tries backing away, the longer range will be helpful in reducing the targeting modifiers you're looking at.  Plasma weapons or Infernos, to try and reduce the weapons use, are also particularly handy.  Another very valid option is being mobile enough to force the Raptor II to keep moving, inflicting movement modifiers on it and also increasing heat.  The pilot may leave the void-signature on to reduce non-visual detection, of course, but it won't do any good for invisibility when the unit is running around.  Those with the opportunity may wish to indulge in minefields (Thunders are the easiest to get into the right position ) as well as the artillery or bombs I mentioned above.

The Raptor II is still a bit of an enigma in certain ways, not least why the Word of Blake chose to name it the way they did.  Were they referencing the Raptor OmniMech?  A certain stealth fighter that might or might not have even existed in the game's fictional history?  Some Star League project like the Shooting Star that became the Legacy?  (Out of character, avoiding a complete collision in names with the original Raptor wasn't a bad idea whatever they were up to.  I can think of one name that spans across three unrelated unit families without looking anything up.)  Another is exactly why the Manei Domini seem to have been uninterested in a unit very heavily tailored to the sort of special operations warfare they embraced so aggressively - is it indicative of doctrine, the split between Apollyon and St. Cameron, a quirk, or something else?  Another nagging question that I can't seem to come to a good answer for is exactly what the operational use is.  The idea of covert wet work (to the extent I can apply the term to anything that requires a 'Mech or four to accomplish) is certainly implied but the insertion is difficult, costly, and likely gets in the way of stealth because drive plumes are not subtle.  There are better ways to do highly deniable operations in a lot of cases.  I can think of ways around the insertion problem but a lot of the time it feels like I'm being entirely too clever.  In some ways, this question is pointless - rolling dice and blowing stuff up doesn't require deep thought an analysis of operational methodology, nor does the rule of cool - but it's a little pesky.

Are there any answers that have come to you?  Experience or thoughts on the 'Mech you'd like to share?  Other questions you'd like to ask about this hunter in the shadows?

Image Reference: The Master Unit List has the details of these shadowy hunters.  Reconnaissance imagery is available from CamoSpecs.
« Last Edit: 16 June 2011, 12:16:32 by Moonsword »

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #1 on: 27 May 2011, 18:19:48 »
Nice article, Moonswood.

Wasn't non-IC reason why Raptor II was named the way it was because of Mech Assault?  Thats where the design came from in the first place.  FASA Interactive developers could simply like the name Raptor and slapped a "II" on it.  Not to be too clever myself, Virtual World folks developed the original Raptor for their own game, perhaps were building on that.

As for the 'Mech itself, i think its cool unique design.  As for whom could been using it, i think it would be the WoB's Light of Mankind special ops folk.  I personally don't think it makes alot sense that the Manei Domini would turn their backs on this design since they started out as part of Special Ops people in the first place.  A Guide to Covert Ops  mentions them, but not quite working with Light of Mankind.   
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Re: Mech of the Week: RPT-*X Raptor II
« Reply #2 on: 27 May 2011, 18:28:58 »
This is a 'Mech I've been wanting to try out ever since it was first released, but as of yet I haven't gotten the chance to. Since I always play double-blind in MegaMek, I think the void-sig will really come into its own, because it quarters the visual distance you can see the cloaked unit at (which means in clear daylight conditions, it's invisible outside of 15 hexes), and IIRC it pretty much blocks out any other sensor type too. Ironically, it seems like the best platform for void-sig would be a big, scary, long-ranged assault 'Mech like a Pillager. The -2X1 and -4X seem like the best versions, since they can harass enemy units all day long outside of visual range and be basically unhittable.


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Re: Mech of the Week: RPT-*X Raptor II
« Reply #3 on: 27 May 2011, 19:19:04 »
This is a 'Mech I've been wanting to try out ever since it was first released, but as of yet I haven't gotten the chance to. Since I always play double-blind in MegaMek, I think the void-sig will really come into its own, because it quarters the visual distance you can see the cloaked unit at (which means in clear daylight conditions, it's invisible outside of 15 hexes), and IIRC it pretty much blocks out any other sensor type too. Ironically, it seems like the best platform for void-sig would be a big, scary, long-ranged assault 'Mech like a Pillager. The -2X1 and -4X seem like the best versions, since they can harass enemy units all day long outside of visual range and be basically unhittable.

It doesn't do anything against a magscanner or heat sensor, really, which makes the way Raptor IIs can overheat themselves if you're not careful a bit more of a pointed problem.  This means a lot of sneaking around is doable but once you get into range to do the deed, you're going to be spotted sooner or later unless you're quick about it.  Personally, I'd have made it more visible the faster it goes to line up with the normal behavior but I'm inclined to let it slide with some useful means of detection.

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #4 on: 28 May 2011, 03:36:10 »
I have to emphasis the need for a good pilot. The combination of 3 points of armor on side rear torsos (remember that falling damage does 4 points on a 40 tonner), XL engine and small cockpit is a possible disaster with a poor pilot.

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #5 on: 28 May 2011, 04:16:31 »
This is a 'Mech I've been wanting to try out ever since it was first released, but as of yet I haven't gotten the chance to. Since I always play double-blind in MegaMek, I think the void-sig will really come into its own, because it quarters the visual distance you can see the cloaked unit at (which means in clear daylight conditions, it's invisible outside of 15 hexes), and IIRC it pretty much blocks out any other sensor type too.

Me, too.
Unfortunately, the MechTaser is not implemented properly in MM (use the rules for BA tasers, which results in a quasi auto-destruction with the first or second shot  :'( )

It doesn't do anything against a magscanner or heat sensor, really, which makes the way Raptor IIs can overheat themselves if you're not careful a bit more of a pointed problem.  This means a lot of sneaking around is doable but once you get into range to do the deed, you're going to be spotted sooner or later unless you're quick about it.  Personally, I'd have made it more visible the faster it goes to line up with the normal behavior but I'm inclined to let it slide with some useful means of detection.
IIRC the ranges of these sensor types are significantly shorter and/or less reliable...


The Raptor II is a interesting spec ops unit, capable to neutralize and cature targets without destroying them.
« Last Edit: 28 May 2011, 04:25:50 by Demos »
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Re: Mech of the Week: RPT-*X Raptor II
« Reply #6 on: 28 May 2011, 05:49:52 »
Me, too.
Unfortunately, the MechTaser is not implemented properly in MM (use the rules for BA tasers, which results in a quasi auto-destruction with the first or second shot  :'( )

That's because under the hood 'Mech and battle armor tasers use the same "handler" class to resolve their attacks, and that one was apparently written with only the BA model in mind. (It's even called "BATaserHandler"...hm, which kind of taser showed up first in the game, again?)

Definitely needs to be addressed at some point, though.

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #7 on: 28 May 2011, 13:46:35 »
I have to emphasis the need for a good pilot. The combination of 3 points of armor on side rear torsos (remember that falling damage does 4 points on a 40 tonner), XL engine and small cockpit is a possible disaster with a poor pilot.

I'm betting poor pilots won't be a problem, since it's likely only hyper-elite spec-ops types will be piloting this thing.


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Moonsword

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #8 on: 28 May 2011, 17:38:27 »
IIRC the ranges of these sensor types are significantly shorter and/or less reliable...

The only one with an extremely short range is the seismic sensor.  The others will have a longer medium range than visual spotting under most operating conditions but, as I implied by saying "sooner or later", detection isn't automatic, and if you're not dealing with 'Mechs (not including Protos, but including IndustrialMechs) or vehicles (including support vehicles), none of this really matters since their sensors aren't nearly as good for these purposes if they have them in the first place.  I leave it as a question for the ages why the rules count my Honda as having a magscanner, but according to TacOps, it does!

Since there's 2 checks per unit in range per turn as long as you're in LOS, however, the roll is likely to end in the void-sig 'Mech being spotted sooner or later, especially if there's more than one unit in LOS.  Each roll in medium range has a 41.64% chance of spotting it assuming no modifiers for overheating, including a 16.65% chance that the unit will be seen at long range.  Each unit, therefore, has about a 2 in 3 chance of spotting one in medium sensor range.  This chance of not being seen continues to get worse, so as I said before, sooner or later, you are just about certain to get picked up by either the magscanners or the infrared sensors.  Once that happens, you either break LOS or accept that the likely very unhappy folks you've been shooting at are about to return the favor.

The Raptor II is a interesting spec ops unit, capable to neutralize and cature targets without destroying them.

I touched on this one in the article.  As a reminder, that only applies to the RPT-2X and only to the extent it's able to shut something down sometimes if it's able to get right in on top of someone.  Since the taser has to hit and then make a minimum of an 8+ roll (an 11+ on a BattleMech), I'm not inclined to rely on it for operational planning.  This means if you want to capture someone, you might be able to do it quickly, but you'd better have the ability to either kill them or grab them the old fashioned way when the rolls don't work in your favor.

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #9 on: 29 May 2011, 01:04:10 »
A very interesting unit(and an absolutely gorgeous one, to boot!), I've been recently learning to my chagrin that like the Bolla, the Raptor II is either an extremely difficult unit to use in a normal fight, or that doing so is beyond my tactical skillset(both are equally likely). It does make a pretty good harasser, and the -2X's taser can be extremely useful in that role by sneaking/dashing the Raptor into range with enemy fire support units, then screwing up their accuracy with a good zorch or two. In a game some time back, pegging my enemy's Archer with a taser probably saved the Raptor's compatriots from more than a few missile hits, though putting one into an A-IV Urbanmech was more an act of spite(especially after the VSPLs amputated the launcher in the next salvo). I've used the -3X in pairs in my last few games, and they've proven to be pretty effective strike 'mechs(mostly due to the oft-underestimated power of the twin SSRM racks) and harassers, but not really suited to being the centerpiece of a unit. When using either the -2X or -3X, be sure not to abuse the Void Sig. It's handy when preparing an ambush, but once the shooting starts your speed will help you more. Keep the void-sig off once you fire, unless you're willing to go toe-to-toe with someone, and act that is not recommended due to the relatively thin armor. I'm looking forward to trying the -5X sometime, as the longer-ranged weapons load lets you play sniper, standing still and peppering your target with LRMs and ERLL fire while expecting little to no hits in return. Also, for some reason every time I use a Raptor II it takes heavy leg damage, so using a variant that isn't crippled by a couple measly hip crits(yes, my luck has been that bad) sounds like a good idea.

Another use I can think of for a Raptor II is as an escort for ARC-9Ws. A group of two or three Archers escorted by one or more Raptors would have little to fear from long-range fire while they're still, and if anything tries to close, the Raptors can quickly dash out and intercept them before they get close enough to hit the Archers.
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Demos

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Re: Mech of the Week: RPT-*X Raptor II
« Reply #10 on: 30 May 2011, 08:54:23 »
That's because under the hood 'Mech and battle armor tasers use the same "handler" class to resolve their attacks, and that one was apparently written with only the BA model in mind. (It's even called "BATaserHandler"...hm, which kind of taser showed up first in the game, again?)

Definitely needs to be addressed at some point, though.
I know, my bug report was adressed ~ 15 months ago....   ;)
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Re: Mech of the Week: RPT-*X Raptor II
« Reply #11 on: 30 May 2011, 09:15:43 »
I used a level II of them as an OpFor recently. 3 of eac of the WoB Variants, each paired up one taser, one ER Large.
The set up for how they deployed: the units that were deployed, and 6 empty drop cocoons dropped, the 6 empty ones
set to burn up on re-entry(It is a risky tactic, after all!). The enemy dropship entered atmosphere, and dropped a Level II of Bollas(and, a level 2 of infantry in them) as it took a round about route to the drop port it was landing at. The Raptor IIs didn't use mech jump packs. Instead, I
had them use a 'mech version of vehicular drop chutes. While all the other fighting was going on, the Raptor IIs were going out,
singling out straggling units, etc..
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Re: Mech of the Week: RPT-*X Raptor II
« Reply #12 on: 30 May 2011, 09:48:08 »
Used the ER Large laser variant once in our games. Player hunted down part of the Dragoons stranded on Mars, rules were double blind, bad weather conditions ect. Was fun to watch but an exercise in frustration for the Dragoon player her Assault lance scored not a single hit and was picked apart slowly (as that player happened to be my fiancee I was very close to be banished to the couch).