The Former 66th - "Litany Against Fear"
I'm a revelation of your future and past
A manufactured descendant
A destined outcast
Man created me in mirror imagery
Man created me for the industry
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I want to participate in this and throw in a curve ball with a home-brew Mercenary/Pirate unit I created for the late succession wars era. If you want info about the background, pilots, etc. check
here. You will notice that the stats are different between this thread and the other... this is because the previous version does not follow the rules for force building, at least traditionally.
In this thread, I will build my force using the rules of the contest, explain my reasoning behind the choices, take better pictures of the miniatures, and talk about the paint scheme. :)
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Litany Against Fear is a unit formed in the late succession wars era after the Ronin Wars. Rebels that fought in the war split from the 66th (a unit of the Free Rasalhauge Republic I made up as well) and formed their own Merc/Pirate unit. The unit was founded by Issac Van Houten and Rebecca Van Biezen. They started with a lance of 'Mechs and expanded to become a 'Company' before their death at the hands of Clan Ghost Bear during the Clan Invasion. 'Company' being in quotations because they are often supported by vehicles piloted by local rebels they supply. They are not a traditional mercenary unit... more like a hybrid Merc/Pirate band. No Dragoons rating with these guys... they do what they want when they want. Sometimes a Merc, sometimes a Pirate Band, sometimes an illegal arms dealer supplying rebel uprisings.
First, the Command Lance:
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Ancient beliefs
Are a curse on mankind
Theories of punishment
Leading the blind
Command Lance 1
ASN-21 Assassin Scout 2 23 -Commander, Tactical Genius
PNT-9R Panther Brawler 3 24 Blood Stalker or Marksman
PNT-9R Panther Brawler 3 24 Blood Stalker or Marksman
CLNT-2-3T Clint Striker 4 19
With 3 different roles in the Lance they meet the Command Lance ideal role requirement.
This is an odd setup for a command lance because of how light it is. With a fluff-driven unit, I'm not going for a 'good' army, I'm going for something flavorful.
Issac Van Houten pilots an ASN-21 inherited from his father called "The Archetype." The Assassin has become a legend of the unit because of it's uncanny ability to avoid fire and perform nasty physical attacks. Some say it's the Assassin, others say that it's Issac's prowess, but all agree that it's dangerous. Issac is also a great commander so the Tactical Genius ability fits. The Panthers are often called "The Twins" and they are actually piloted by twins Olga and Katerina Polczyk. They used to have heavier 'Mechs, but they were lost during the creation of Litany Against Fear. As Issac's "bodyguards, there are two abilities I would use for them, depending on if the support lance is with them or not. If the support lance is with them, blood stalker is the way to go because they can hunt with the harassers. If the command lance is on their own, or not supported by the support lance, marksman will be my other choice. The chance for a critical hit on heavier targets can pay off. Either of these abilities reflect the skills of "The Twins" nicely. Richard Kane, in his Clint, replaced Rebecca Van Biezen who used to be part of this lance until the unit expanded. At this time he has a skill rating of 4, years before an injury and alcohol addiction that made him skill 5.
This brings us to the 2nd lance... another Command Lance?!
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There is only one path to peace...
EXTINCTION.
Command Lance 2
CPLT-C1 Catapult Missile Boat 2 47 -Commander, Tactical Genius
BNC-3E Banshee Sniper 3 46 Combat Intuition
QKD-4G Quickdraw Skirmisher 4 30 Antagonizer
WTH-1 Whitworth Missile Boat 4 26
With 3 different roles in the Lance they meet the Command Lance ideal role requirement.
There is a reason I opted for 2 command lances. If Issac or Rebecca are ever killed or separated the unit can still operate. Also, they
need two commanders because of the support from rioters/rebels they supply.
Rebecca Van Biezen is rumored to be the long lost child of Seargent Unther of Hansen's Roughriders known as 'Dead-Eye.' Her personality is also similar. She pilots the Catapult and is also very skilled. The Banshee is piloted by Kal Gastopiv who is known for his quickness in battle, represented by the Combat Intuition ability. The fast assault 'mech lacks firepower for its class but it is capable of brutal physical attacks. Cora Vale joined the unit bringing her Quickdraw. With the Antagonizer ability, she can draw targets and use her maneuverability to bring them to Kal and Rebecca. Teegan Jones pilots the Whitworth who was captured by rebels lead by Litany. She took Rebecca's offer and joined the unit instead of being dispossessed.
This is where having 2 command lances is useful.
If "command abilities" are in play, then Litany Against Fear gets the
Overrun Combat ability. After winning initiative, this allows Litany to move and shoot with a number of units dictated by the MoS. EVEN before the enemy can react! With 2 designated commanders (Issac and Rebecca), the ONLY way you are going to end this ability is if you drop the Catapult and Assassin when they are both in play. And good luck with the Assassin... it's one of the hardest units to hit in the era. >:D
Also, if the unit is split or if one of the command lances is lost/loses their ability you still have another one. This keeps the Tactical Genius ability in play. I'm not sure if the two Tactical Genius abilities stack when both command lances are on the board, or if there is some kind of bonus, but it's still a good ability to have if this isn't the case. Plus, the unit is technically 2 companies at 2/3 strength, so expanding is not an issue in regards to their command ability.
Next up, the Support Lance:
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I will never break or suffer your hate
Support Lance
Harasser Missile Platform Striker 4 14 -Gains ability of lance they support
Harasser Missile Platform Striker 4 14
Harasser Missile Platform Striker 4 14
Harasser Missile Platform Striker 4 14
There are no requirements for a support lance.
Litany Against Fear loves using Harassers and they try and put the better trained rebels in them. They are cheap, extremely fast, and pack some good short/medium range firepower. In numbers they can cause some serious damage. However, they have barely any armor (1) and structure (2), so it is possible a single hit can take them out.
Support Lances are useful because they pick up the SPA's of the lance they support. When they support command lances, they gain the two abilities in play, so there's another added bonus for having 2 command lances. If this lance supports Command Lance 1 (Issac) 2 of the units will gain the Blood Stalker ability. This is almost as good as a pursuit lance which can have 3 or 4 of these abilities. If supporting Command Lance 2, 2 units (and only 2) will gain Combat Intuition and Antagonizer. With their quickness, they can draw fire and destroy a target fast before it can react.
And finally, the Air Lance:
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Tear away the scars
Away from my skin
Scrape me to the bone
It fuels my revenge
Air Lance
Manticore Heavy Tank Brawler 5 25
Scorpion Light Tank Brawler 5 10
Scorpion Light Tank Brawler 5 10
Scorpion Light Tank Brawler 5 10
SL-17 Shilone Fire-Support 4 25
SL-17 Shilone Fire-Support 4 25
With 4 non-infantry units this lance meets the air lance requirement.
There are no SPA's for the units in this type of formation. The ability is actually the 2 fighters! Shilones are great fighters that carry some good firepower and bomb load. The Manticore and Scorpions are not very skilled but can still provide some extra firepower and sink initiative when needed.
All together, this adds up to a PV of 400.
If quirks are allowed, I would apply "distracting" and "difficult to maintain" to all of the 'Mechs. This is because the 'Mechs are beat up and very hard to repair. Instead of taking time and fixing the issues they usually throw on spikes over battle damage. Hence "distracting" as the second quirk.
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Insulated to resist
My free will must exist
I will be the avalanche
Bringing your world to collapse!