Author Topic: Mech of the Week: PNT-** Panther  (Read 30032 times)

Kidd

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Mech of the Week: PNT-** Panther
« on: 05 August 2017, 14:06:45 »
Introduction
Hello all! This is my very first Fan Article, and I’ll be covering and updating an old classic: the Panther. The old Panther article dated all the way back to 2008, and may be found here. Since then a couple more variants of the Panther have emerged, so I’m happy to have the honour of adding to the work of past giants. The Master Unit List entry for the Panther is here.


A black Panther...                                                                            ...and Black Panther  ;D

History
The Panther was first conceived in 2739, making it as old as Blessed Blake Himself, and the very first model (PNT-8Z) fought its first actions against Periphery rebels. As the 2750s ended however, the Star League was beset by the Hidden Wars, each Great House jostling neighbours with small-scale raiding actions. After a disastrous battle on the Lyran-Combine border planet of St John, the 8Z was quickly up-gunned to the definitive Star League model most of us are familiar with, the PNT-9R. After the fall of the Star League the Draconis Combine picked up the Panther production lines on Alshain and New Oslo, and hence is noted as by far the most significant user of the Panther. The Free Rasalhague Republic (“who?”) would also use this Mech extensively, since both original factories were located within its territory.

The lineage of the Panther’s many variants runs as below, note confusing model numbers. There are also a couple of Schrodinger’s Cat Panthers (har har) in debatable existence… but we’ll come to that later. Let’s crack on.


Variants
PNT-8Z Panther, 2739 – Moving 4/6/4 with 14 single heat sinks and maxed armour (7.5 tons), the Original Panther carried a Large Laser, an SRM-4 with 1 ton of ammo, and was commonly seen in SLDF recon and striker units. The front-rear armour ratio is a vanilla 3:1 layout. As it stands, compared to the ‘standard’ Panther the 8Z mainly trades range for brawlability, though the question remains whether you really want a 35-ton Mech closing into punch or kick range.

PNT-9R Panther, 2759 – This is the definitive Panther model which most fogeys grognards experienced players cut their teeth on. 1 heat sink and 1 ton of armour is dropped (leaving 87%) to mount what would become its signature weapon – the PPC. All 8Zs were converted to the 9R model, and so it would remain for the next 3 centuries of brutal galaxy-rending carnage.

With 13 heat sinks the 9R generates only movement heat on an alpha strike, and that is great. Despite its poor speed for a Light Mech (partly compensated for by its jump jets), the 9R functions as a cavalry Mech, moving ahead of the main body to engage the enemy’s reconnaissance screen and smack them around. In this era, no Mech under 40 tons a Panther is likely to encounter can last long with those PPC blasts laying bare internals with every hit – and this includes itself. Front-rear armour is arranged in a 2:1 ratio and shaved all over; with only 10 points of armour on side torsos and limbs, a Panther can be crippled in just 2 PPC shots to the same location.

The DCMS took very well to the 9R Panther, built as it is like a snack-size version of the Combine’s own Gladiator and Von Rohrs with that same PPC-and-rockets combo, and another factory was built on Jarett. Though it’s true any Mech in the 45-ton and above range demands respect from a Panther driver… for now, it’s the Third Succession War, you’re a samurai hunting the comparably pathetically-armed Lyran Commandos and Fedrat Javelins, so you may be a tad slow, but it’s the Happy Time for you.

PNT-10K and PNT-C Panther, 3051 – The infamous 10K’s only change from the 9R is using Endo Steel to squeeze in CASE and Artemis IV for the SRM-4, and (sigh) an ER PPC. Nope, no double heat sinks, meaning you overheat a tad just firing off the main gun and standing still. It gets worse when you let rip with the SRMs, and you’re expected to – High Command paid for that Artemis IV, damnit, so don’t come home with full racks! Do the math however, and you’ll find for a whole ton of invested weight one will actually land only 2 or so extra rockets in the course of a typical tabletop battle… d’oh! All in all, the 10K is one of those wonky designs that came out when the Clans were overrunning planets with a handful of warriors and the Helm Memory Core was promising wunderwaffen of all kinds to stem the tide. It happens.

The PNT-C however is (in my opinion) a hidden winner, dumping the 10K’s Artemis for the infinitely more useful C3 Slave thus transforming a botch into a deadly sniper. With that ER PPC-C3 combo, despite the heat issues, I wouldn’t balk overly even if forced to play this model through to the Jihad. The key here is to use that ER PPC at long range, sniping at enemies with lower THNs than they can throw back at you. Keep your manoeuvring options open and keep slinging those particle beams downrange; don't be afraid to ride the heat curve into the double digits, then duck or jet away to cool off for a turn.

PNT-10KA and PNT-CA Panther, 3055 – Respectively ‘field-stripped’ refits of the 10K and C, the ER PPCs are downgraded to standard PPCs to solve the heat problem. On the -10KA that’s acceptable, if barely, but on the -CA it neuters an acceptable sniper and so the Combine’s Panther-tinkerers whiffle again. Users afraid of the heat dial will be relieved, but the reduced range forces the Panther to give up its C3 advantage and returns some of the advantage to enemies equipped with LRMs and ER weapons.

PNT-12A Panther, 3064 – This somewhat un-Pantherlike variant is deployed by the Genyosha and Sword of Light – y’know, the upper crust of the Combine – suggesting perhaps no more than a battalion’s worth of these models are in existence. Mounting 10 double heat sinks, maxed armour, a Streak SRM-4 with CASE, a Medium Pulse Laser, an ER Large Laser (to the outrage of true Panther drivers) and a Targeting Computer (to the outrage of Fed Suns fans), the 12A is a well-made ‘Experten model’ that IMHO probably originated from that era’s convivial atmosphere of anti-Clan unity, Combine glasnost and Omi Kurita becoming Victor’s semi-official squeeze  ::)

PNT-14S Panther, 3069 – The first Jihad variant would be a Word of Blake spin-off of the -10K, with plans probably stolen from Luthien and built in an undiscovered location. Improved jump jets allow it to jump 180 meters, moving 4/6/6, but in order to mount them and a half-ton more armour, weapons are cut to a Snubnose PPC and two RL-15s… and guess what? It still carries the 13 single heat sinks of the -10K! Though still capable of scaring slower Light Mechs, there are much, much faster Mechs running around in these Jihad days; coupled with the lack of C3i, IMHO this model is really only fit for issue to the second-line WOB Militia.

PNT-16K Panther, 3070 – Well it only took them 40 years, but the DCMS finally came up with a worthy successor to the Panther name. Light ferro strengthens the limbs a hair, and two Streak SRM-4 racks sharing a ton of CASE-d ammo more than doubles its effective backup firepower, but most importantly, backing that ER PPC are 10 double heat sinks. Now I absolutely love Streaks, and this would be my personal favourite variant. Though the 16K is very well done, it is a bit of a one-off model; the Panther main line would be receiving its own Jihad refits shortly…

PNT-10K2 Panther, 3074 – …and that would be the long-awaited fix to the 10K, mounting 12 double heat sinks and an additional SRM-4 (hello special ammo!). This is almost the coolest-running of all Panther variants, able to sink alpha strikes with relative ease. Personally I would have squeezed in a C3 Slave somewhere, but beggars can’t be choosers, and compared to the 10K, this is gold. Which is more than can be said for…

PNT-12K2 Panther, 3074 – …its brother, which continues the grand Combine tradition of screwing Panther pilots over. The 12K2 is a variant of the 10K, developed in parallel to the 10K2. Keep that in mind for later. Instead of the SRM-4, the 12K2 mounts an MRM-10 and maxes out armour. With 12 double heat sinks this guy isn’t producing the teeniest blip on the heat scale anytime soon without outside assistance, and that’s a real waste. Now, MRMs extend a Panther’s range out of what is for the 3070s a very uncomfortable band populated by Snubbies and pulse lasers of all flavours, so I can see the point, but the 12K2 is in dire need of either extra firepower, or something to shave the targeting numbers. Those salvageable DCMS Panther chasses wrecked in the fires of the Jihad were rebuilt to either the 10K2 or 12K2 standard, bringing the older model Panthers closer to extinction.

PNT-13K Panther, 3076 – The 13K is the direct descendant of the 12A (with technical input from salvaged WOBbie 14Ss), another Experten model assigned to the Genyosha and Sword of Light, and unites the 12A’s tradition of pushing the boundaries of performance with the general Panther line’s tradition of whiffling the job  ::) The 13K moves a speedy 5/8/8 off an XL engine, XL Gyro, and an array of improved jumpjets, carries 10 double heat sinks, and shoots a Plasma Rifle (blasphemy!) and an SRM-4 with 1 ton of ammo each, without CASE because it’s largely pointless on a Mech this thinly-armoured. The ammo load is positively Clanlike, so it’s less surprising the Ghost Bears would salvage a few 13Ks for their own (presumably solahma) use. Shaving a half-ton of much-needed armour to fit those jumpers means a 20-point hit on any location other than an untouched CT or the empty left arm leaves you with a 35-ton paperweight. Newsflash, jumping that far is a neat trick, but moving 5/8 in the late 3070s is something Heavy Mechs do with ease. Not to mention the 13K is also the ugliest Panther ever, replacing the classic feline look with a hacked block for a body and Gundam-esque pauldrons. Yuck.

PNT-12KC Panther, 3139 – So, a recap: the 9R was king of the field till about 3050, the 10K whiffled it hard, and the Jihad-era variants struggled manfully to keep an outmoded chassis relevant in an era teeming with bigger and more dangerous fish. What does the Dark Age bring us? Record Sheets 3145 gives us the 12KC, and in this we have the culmination of all things Panther, for better or worse, definitely worse.

PNT-12KC carries over the endo steel bones, standard fusion 4/6/4 and ER PPC from the 10K parent line (replacing the SRM-4 with a standard medium laser), the 12A line’s borrowed-tech elitism of 10 Clan double heat sinks, adds a Boosted C3 Slave a la the PNT-C line, and like Panthers in general throws in a dash of shiny toy syndrome: 9 tons of Ballistic-Reinforced Armour laid out 9, 12/16/12, (4/5/4), 10/10 and 13/13. The rules for B-R Armour is simple; energy weapons laugh at it, while missiles and cannon do only half damage (round down) to a minimum of 1. The 12KC’s best matchups therefore would be against Mechs packing LRMs, AC-5s and rotary ACs, as B-R would negate some 50% to 60% of their fire. But PPCs and lasers hit normally, and uh, it’s not like those’re very rare weapons, y’know, so... avoid flashbulbs.

Well, what more can I say? Exactly 400 years after the 8Z’s debut, the latest Panther still looks the same, moves the same, and throws the same weight – 5 points shy of a PSR – with nothing more to show for it but a C3 box and fancy armour. It’s still a walking ER PPC. To sum up 4 in-universe centuries of development, there’s only so far one can push a 4/6/4 Light Mech, and the Panther passed that point in the 3070s. As the 12KC is seemingly another ‘Experten’ model with all that shiny new tech, expect the other Jihad variants to continue soldiering into the 3150s in the hands of more humble Mechwarriors.

Custom Variant and Schrodinger’s Panthers
PNT-9R Panther Tanaka – This ho-hum Solaris VII variant replaces the 9R’s PPC with a Large Laser and medium laser, making it a throwback to the 8Z ideal for arena brawling.

Now on to the funny stuff ;D

The first Panther variant existing in limbo is the DCMS Amphigean Light Assault Group Regiments’ custom model. It’s all the fault of this fluff line in Field Manual Draconis Combine, stating that these regiments “…often upgrade even traditional designs like the Panther to deliver better speed rather than more firepower.” No such record sheet or MUL entry exists, so custom Mech designers can try their hand at statting it out – it’s eminently doable.

The second case is trickier, and comes from another throwaway line, this time in TRO 3085’s Panther entry: “The PNT-12K2 is a variant of the 10K2 not the 12K…” No record sheet for this mysterious 12K exists, but a MUL entry does. And so ladies and gentlemen, we have quantum! Now in all seriousness, the MUL’s BV and stats for this mythical PNT-12K and the PNT-12K2 covered above are identical, so this is probably just in need of a quick errata eliminating the duplicate variant.

Notable Pilots
Perhaps because it is the more fighty of the Draconis Combine’s two iconic Light Mechs (the other being the Jenner), the Panther was the Light Mech of choice for Minobu Tetsuhara and Tomoe Sakade. Mercenary CO Ace Darwin famously piloted a pink Panther (har har).

During the Jihad, Heir-designate Hohiro Kurita also piloted a Panther at least once – swapping his usual Daishi for a bodyguard’s Panther, Hohiro tried to pull a fast Sun-Tzu Shuffle on the Blakists, but his deception was seen through by a Light of Mankind headhunter squad led by Opacus Venatori Adept Bryn Rivenschild, and he was ignominiously captured on Dieron. Not his best day. Hohiro's Panther was armed with a PPC, ruling out the 12A, but though it is a hair early to be the 16K variant, it’s not inconceivable for the Otomo to have been pioneers of the type, and I highly doubt either the Otomo or Hohiro would be swanning around war-torn Dieron in ancient Succession Wars-era gear. Readers may consider tricking out a custom Hohiro variant – bonus points for squeezing in command-and-control equipment.

Final Thoughts
Coming out of the 3025 era where it reigned supreme, the various Panthers are hit-and-miss – personally scoring 5 Ayes and 6 Nays for me – and it’s definitely showing its age even by 3067. That said... it’s a great-looking Mech with a lot of history behind it. It’s an old soldier past its prime, a slow-walking PPC and not much else, but it’s got flavour, it’s got heritage, and, strictly IMHO, it’s got more class than the oh-so-shiny nouveaux riches samurai-Mechs of the 3140s. Anybody campaigning in the Combine really needs to include at least one Panther in the game, preferably two.

What do you think?
« Last Edit: 05 August 2017, 14:29:49 by Kidd »

Tai Dai Cultist

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Re: Mech of the Week: PNT-** Panther
« Reply #1 on: 05 August 2017, 17:31:17 »
I'm actually a big fan of the -12KC.  In my opinion Ballistic Reinforced Armor is, among the gimmick armors, one of the best options available.  I'd much sooner take a mech with BRA than say, Laser Reflec.  Yeah 4/6 speed on a light mech is difficult to make good, but Boosted C3 goes a long way towards helping there.  I could see this being a mass produced common mech of the DCMS in the Dark Age.

Speaking more generally about the class however, I always thought of the Panther as a BTU analogue for the legendary T-34.  They're meant to be spammed, and in numbers they're pretty devastating when used intelligently.  Despite being a Light mech chassis, they're meant to be brawlers that go into the same kinds of battles you'd send Warhammers or Marauders.  Of course no 35 ton mech can be expected to take on a heavy one on one and expect to win, but that's the thing.  You can make 2 or 3 (or maybe even more) Panthers for the resources it takes to build one Warhammer.. in the context of the long grind of the 3rd Succession War that makes Panthers a lot more attractive.  Yeah, it's true that latter half of the 31st century was very unkind to Panthers due to the proliferation of Clan and LosTech.  But before then, they're a great little budget Heavy.  I agree most of the Jihad variants are misses, but like I said I think the -12KC makes the Panther a relevant mech once again as of the Dark Age.

Oh, and the BMM introduces quirks for the foundational mechs of the BTU, Panther included.  If they're in play for your game, the Panther variants in play during the post 3050 scene got a huge gift to help overcome their primary weakness in those eras of play: generating a survivable TMM.


UnLimiTeD

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Re: Mech of the Week: PNT-** Panther
« Reply #2 on: 05 August 2017, 17:39:28 »
I like that neat Evolution graphic, really helpful to illustrate the development.
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Empyrus

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Re: Mech of the Week: PNT-** Panther
« Reply #3 on: 05 August 2017, 17:43:33 »
That lineage chart is superb addition.
Should have the Wight included in the chart though, i think. Speaking of the Wight, not all older Panthers were upgraded to 10K2/12K2s, as many old Panther chassis were bought and rebuild as Wights by LAW and StarCorps. That said, the Wight needs its own article, and i won't say any more about it here.

I like the Dark Age Panther's looks, but then i tend to like DA designs in general. That said, i think it should be a Panther-derivative design like the Wight rather than a Panther variant... It does look different enough.

One important thing about the Panther is that it is an urban combat 'Mech. A (cheap) specialist, just like the JagerMech or... well, the UrbanMech. For fancy urban combat, you take the Osprey, but the Panther does just fine. None of the specialists are great when pushed into combat beyond their intended use... they can be made to work but never really well.
It is light and jump capable so it can stand on top of many buildings, and the SRM is a multi-purpose utility weapon rather than a brawling weapon. Ideally a lance of Panthers has different warheads each for different tasks needed in urban environment (since Panthers do not carry double-ammo loads). The PPC has a minimum range but in truth, 3 hexes is not a big deal, and you're supposed to snipe anyway, if the enemy is getting close you're doing it wrong...

garhkal

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Re: Mech of the Week: PNT-** Panther
« Reply #4 on: 05 August 2017, 17:50:35 »
even though the Panther in most all its forms has dismal movement for a mech of its weight, the PPC (or erppc) gives it a throw weight above what it should..  However it pays for that with lackings elsewhere..

I honestly am surprised after 3067 time, we never saw a version with a 5/8/5 standard move sporting light engines..  OR a version sporting a PPC Capacitor..  AND always felt it was very disrespectful to the panthers that it had to wait so damn long before it ever got double heat sinks..
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Re: Mech of the Week: PNT-** Panther
« Reply #5 on: 05 August 2017, 18:02:41 »
The first Panther variant existing in limbo is the DCMS Amphigean Light Assault Group Regiments’ custom model. It’s all the fault of this fluff line in Field Manual Draconis Combine, stating that these regiments “…often upgrade even traditional designs like the Panther to deliver better speed rather than more firepower.” No such record sheet or MUL entry exists, so custom Mech designers can try their hand at statting it out – it’s eminently doable.

We actually got alpha strike stats for the Amphibgean Panther, designated the PNT-9ALAG, in Combat Manual Kurita. Based on those stats, it increases its speed to 5/8 at the expense of jump jets, with not (alpha strike scale) changes to armor or damage dealing capacity.

Based on that, it's pretty simple to reverse engineer by removing the jumpjets and swapping in a bigger engine. I believe the tonnage fits perfectly.
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Maelwys

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Re: Mech of the Week: PNT-** Panther
« Reply #6 on: 06 August 2017, 05:27:14 »
The 14S isn't as bad off as it seems. Since it mounts Improved Jump Jets, it only builds up half the heat when jumping, so that 6 jump is only 3 heat, meaning jumping and firing the Snub-Nose PPC is matched perfectly with the 13 single heat sinks. Used in something like a city or other built up areas (mountainous terrain), really lets it put the 6 jump and a 9-hex short range to work. The Rocket Launchers are there so that if you catch an enemy unit that's slowed severely by the built up area, you can hit them with a hefty punch, potentially exploiting any gaps created by the Snub-nose.

The small cockpit is a downside of course, but its somewhat negated by the use of improved jump jets, so you don't have to risk (as often) trying to run for 6 hexes.

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Re: Mech of the Week: PNT-** Panther
« Reply #7 on: 06 August 2017, 06:20:13 »
An excellent article, the writing was clear, consise and the humor had me chuckling away quite merrily.  And the flow chart diagram is an excellent decision :) Bravo for thinking of that :)

You deserve much kudos for this, there's lots of Panthers and you took on a big family of Mech variants as your first ever MoTW.  Bravo!
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Re: Mech of the Week: PNT-** Panther
« Reply #8 on: 06 August 2017, 06:53:35 »
I always like the Panther, it was nice handy and tough 3025 era machine to have around when you needed additiona firepower for your light lance.  Many of my group used them, while backing up less punch but more speedy units of the group.

I remember on the forums, that it was mentioned somewhere that 10K was retro-connect with double heatsinks since it was FASA blunder.  I was looking at my record sheets (PDFs) which 3050 has at least 2 re-issues of and sadly they forgot or choose not to redo it.

For the modern era, i'd properly get that 10K2 since i rather have a reliable ride than funk one and not one looks like a Atlas sat on it, squishing it like Looney Toons cartoon character.

Thanks for article, Kidd!  I like how you blended humor, graphics and your strong sense of these units together into nice article!
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Re: Mech of the Week: PNT-** Panther
« Reply #9 on: 06 August 2017, 08:05:03 »
The first Panther variant existing in limbo is the DCMS Amphigean Light Assault Group Regiments’ custom model. It’s all the fault of this fluff line in Field Manual Draconis Combine, stating that these regiments “…often upgrade even traditional designs like the Panther to deliver better speed rather than more firepower.” No such record sheet or MUL entry exists, so custom Mech designers can try their hand at statting it out – it’s eminently doable.

While it doesn't have a MUL entry... there is an entry in Combat Manual Kurita for the Panther PNT-9ALAG.

We actually got alpha strike stats for the Amphibgean Panther, designated the PNT-9ALAG, in Combat Manual Kurita. Based on those stats, it increases its speed to 5/8 at the expense of jump jets, with not (alpha strike scale) changes to armor or damage dealing capacity.

Based on that, it's pretty simple to reverse engineer by removing the jumpjets and swapping in a bigger engine. I believe the tonnage fits perfectly.

Damnit, someone got to it before me.


Simon Landmine

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Re: Mech of the Week: PNT-** Panther
« Reply #10 on: 06 August 2017, 08:08:51 »
You deserve much kudos for this, there's lots of Panthers and you took on a big family of Mech variants as your first ever MoTW.  Bravo!

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Re: Mech of the Week: PNT-** Panther
« Reply #11 on: 06 August 2017, 14:11:33 »
Not that I've read it again, I truly believe the 12KC is a good idea.
It suffers a little from carrying a boosted C3S without either the speed or firepower to be worth including in a network, but the armament choices and armour are solid.
The mech would be able to take quite some punishment from foes mostly equipped with ammo-dependant weapons.
Honestly the only improvement I could think of, barring removing the C3, is clan weapons, and that probably means it's pretty good.
Though I expect the mech to be somewhat on it's way out; It's small and slow and technology marches on, and more than any in universe reasons we have probably seen nearly everything that can be done with this config that hasn't already been seen as a signature config on another machine.
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Re: Mech of the Week: PNT-** Panther
« Reply #12 on: 06 August 2017, 18:22:32 »
Great article, and - as with everyone else - I really liked the lineage chart. A recommendation to other 'MotW' writers on numerous designs like the Archer or Orion to go back & do their homework! :)

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Re: Mech of the Week: PNT-** Panther
« Reply #13 on: 06 August 2017, 18:32:17 »
I have always wonder why the Panther never got a C3 master, uses in lances with other C3 Panther, a command Lance and a lance of heavier spotters it turns the usual C3 tactics upside down.  The Panthers make cheap but effective fire unit that is ignored as its only light mechs.

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Re: Mech of the Week: PNT-** Panther
« Reply #14 on: 06 August 2017, 18:36:39 »
Well, tonnage for one thing. If you drop the PPC, yes you can fit a C3 Master, but then you're left somewhat undergunned. That'd make a far more vulnerable C3 Master than I'd really like.  Plus, the Panther's meant to be the mook, not the boss ;)
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Re: Mech of the Week: PNT-** Panther
« Reply #15 on: 06 August 2017, 18:50:45 »
The Panther is one of my favorite Mechs of all time, and is actually the Mech that got me into Battletech.

See, the way I was introduced to the setting (back when I was like eight or so) is that my neighbor was into the card game.  He had this collection of the cards and no one to play it with.  So, he was showing off his cards to me one day, and in an effort to get me into it, gave me the PNT-9R.  First card, first thing to drag me into the setting.

The fact that neither of us knew how to properly play the game is immaterial to this discussion.
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Re: Mech of the Week: PNT-** Panther
« Reply #16 on: 06 August 2017, 19:23:10 »
The Panther does have it's charms though the mech seems to get left behind by other designs.

The Wight really is the upgrade the Panther deserves 
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vidar

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Re: Mech of the Week: PNT-** Panther
« Reply #17 on: 06 August 2017, 21:01:25 »
Well, tonnage for one thing. If you drop the PPC, yes you can fit a C3 Master, but then you're left somewhat undergunned. That'd make a far more vulnerable C3 Master than I'd really like.  Plus, the Panther's meant to be the mook, not the boss ;)

Try an XL engine and endo-steel, then see what kind of weight you have.  And they are still the mook Lance.

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Re: Mech of the Week: PNT-** Panther
« Reply #18 on: 06 August 2017, 21:14:00 »
 I never understood why during the Star League era they never just swapped in double heat sinks and swapped the PPC for a ERPPC. They could even remove some heat sinks to free up tonnage. Would have been an easy upgrade.

 Or for that matter, during Clan Era or later, double heat sinks and slap in either a Clan ERPPC, Clan LPL or Clan ERLL.

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Re: Mech of the Week: PNT-** Panther
« Reply #19 on: 06 August 2017, 21:28:12 »
Try an XL engine and endo-steel, then see what kind of weight you have.  And they are still the mook Lance.

Akihiro Fernandez's custom Panther seems to dump the SRMs and heat sinks for a C3M. I suspect it's based off the 10K instead of the 9R.

Quote
The first Panther variant existing in limbo is the DCMS Amphigean Light Assault Group Regiments’ custom model.

The (most common?) Amphigean Panther refit tosses out the jumpjets for 5/8 movement. Not sure if the flat speed is worth the loss of maneuverability from the jumpjets.

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Re: Mech of the Week: PNT-** Panther
« Reply #20 on: 06 August 2017, 21:41:01 »
The 9R is the first mech I ever got a kill in- splashed a Wasp with the PPC in a grinder.  Wow, that was a long time ago.
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Re: Mech of the Week: PNT-** Panther
« Reply #21 on: 06 August 2017, 22:00:23 »
ERPPCs were relatively late in being developed. Something like 2750 or 2760. Its possible that the tech for them hadn't really gotten out to the Houses before the Civil War for it to really be in a position to upgrade the Panthers of the Era.

Double Heat sinks of course is an entirely different matter, and of course the question about upgrading can really go for just about any and every design out there. Definitely one of the issues with the apparent push back in tech.

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Re: Mech of the Week: PNT-** Panther
« Reply #22 on: 06 August 2017, 22:15:05 »
to be honest, if the PNT-10K hadn't had Endo, i'd have argued it was meant as a field refit kit. replacing a standard PPC with an ER one would be a fairly straightforward swap, as would replacing a standard SRM4 with a Artemis-IV'd version. leaving the SHS would be to avoid having to touch the engine (which would make the refit much more difficult)

sadly the problem is the Endo making it clearly a completely new build with the boneheaded choice to ignore DHS. (apparently Wakazashi Enterprises was sucking up all the DHS in order to make the totally pointless SL-17R Shilone..)


hmm.. could you save enough mass using Ferro to fit a Artemis-IV to the SRM without having to sacrifice much armor in the process?

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Re: Mech of the Week: PNT-** Panther
« Reply #23 on: 06 August 2017, 22:49:42 »
No, but Artemis is wasted on an SRM 4 anyway.
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Re: Mech of the Week: PNT-** Panther
« Reply #24 on: 06 August 2017, 23:20:59 »
SRM 4 with infernos makes it scary as hell for infantry and tanks but swapping it out for a pair of Medium Lasers and one more heat HS is my go to refit for a Solaris match. 
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Re: Mech of the Week: PNT-** Panther
« Reply #25 on: 07 August 2017, 01:39:49 »
The 14S isn't as bad off as it seems. Since it mounts Improved Jump Jets, it only builds up half the heat when jumping, so that 6 jump is only 3 heat, meaning jumping and firing the Snub-Nose PPC is matched perfectly with the 13 single heat sinks.

I thought you still generated 1 heat per hex even with IJJs..

I have always wonder why the Panther never got a C3 master, uses in lances with other C3 Panther, a command Lance and a lance of heavier spotters it turns the usual C3 tactics upside down.  The Panthers make cheap but effective fire unit that is ignored as its only light mechs.

Maybe cause the speed of them all, doesn't really justify an entire C3 linked lance of panthers..

No, but Artemis is wasted on an SRM 4 anyway.

Yea you would be better just going streaks then.. 
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Re: Mech of the Week: PNT-** Panther
« Reply #26 on: 07 August 2017, 06:13:47 »
I thought you still generated 1 heat per hex even with IJJs..

From Total Warfare page 53
"If a 'Mech mounts improved jump jets, the heat from jumping is reduced by half (1 heat point per 2 hexes or portion thereof jumped), to a minimum of 3 heat points.

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Re: Mech of the Week: PNT-** Panther
« Reply #27 on: 07 August 2017, 07:16:17 »
From Total Warfare page 53
"If a 'Mech mounts improved jump jets, the heat from jumping is reduced by half (1 heat point per 2 hexes or portion thereof jumped), to a minimum of 3 heat points.

So instead of the 1 heat point/hex of standard jump jets, an improved jump jet generates 0.5 heat/hex jumped?

And to reiterate, good article. The Ballistic Resistant Armor variant makes sense since the DCMS is facing the AFFS. The AFFS love of autocannons is well known, so the refit is more than new toy syndrome. It's smart new toy syndrome.
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Re: Mech of the Week: PNT-** Panther
« Reply #28 on: 07 August 2017, 09:00:38 »
Basically. It's used for some pretty ingenious shenannigans like on the Wolpertinger.

An armour that, at a third more weight, grants 50% damage reduction against 2/3 or incoming guns is always a potentially decent choice.
Though to be fair, don't the FedSuns also produce clan lasers?
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Re: Mech of the Week: PNT-** Panther
« Reply #29 on: 07 August 2017, 09:41:12 »
The second case is trickier, and comes from another throwaway line, this time in TRO 3085’s Panther entry: “The PNT-12K2 is a variant of the 10K2 not the 12K…” No record sheet for this mysterious 12K exists, but a MUL entry does. And so ladies and gentlemen, we have quantum! Now in all seriousness, the MUL’s BV and stats for this mythical PNT-12K and the PNT-12K2 covered above are identical, so this is probably just in need of a quick errata eliminating the duplicate variant.

From my MUL notes
"PNT-12K/2 are indeed meant to be identical; we decided not to introduce a new -12K RS, as the only difference was one being a field refit (-12K2 --> of the -10K2, but to -12K specs), the other a factory model (-12K)."
Record sheet wise, they are identical. But their provenance is different.  Sort of like the VTR-9K/9D.
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