Author Topic: Mech of the Week: PNT-** Panther  (Read 30942 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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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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Re: Mech of the Week: PNT-** Panther
« Reply #30 on: 07 August 2017, 09:56:15 »
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.


Reminds me of stuff from WWII where you might upgrade the Mark II of something to Mark III specs but call it Mark III* or something. While new builds are just called Mark IIIs.

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Re: Mech of the Week: PNT-** Panther
« Reply #31 on: 08 August 2017, 00:00:07 »
about the PNT-14S...

You stated in your article that this model used by the WoB was being built in some location but I have easier to digest opinion: Those 14S are spare 10Ks acquired through various methods prior to the introduction of Improved JJ tech. They were then modified somewhere in the WoB Protectorate (my guess: Terra) as test bed designs for other tech and units as the Jihad ramped up it's frenzy. It's the fact that all the weapons are stripped out, the cockpit swapped and the 13 SHS still retained on a Endo Steel chassis that convinces me of the 14S's purpose in life.

other than that, a very entertaining article, sir.


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Re: Mech of the Week: PNT-** Panther
« Reply #32 on: 08 August 2017, 00:13:09 »
I have always had a love of the Panther, whether bacon was present or not (too obscure?).

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Re: Mech of the Week: PNT-** Panther
« Reply #33 on: 08 August 2017, 00:14:03 »
So instead of the 1 heat point/hex of standard jump jets, an improved jump jet generates 0.5 heat/hex jumped?

Rounded up, and the minimum is still 3.
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Re: Mech of the Week: PNT-** Panther
« Reply #34 on: 08 August 2017, 00:55:03 »
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.
Perhaps. I'm not personally convinced situational equipment is worth the weight, but it's true that B-R suffers no penalty against the weapons it doesn't cover, unlike other armour types.
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.
So we have cleared up the issue of both mystery Panthers! excellent!  ;D
The 14S isn't as bad off as it seems...
Thing is, double heat sinks would be infinitely better. The result would be slightly crit-packed due to the need to find space for 4 DHS, but it's doable. That would free up tonnage for C3i and other goodies... and that's not even the best upgrade I can think of, I'll leave that to the fan tinkerers to work on...
You stated in your article that this model used by the WoB was being built in some location but I have easier to digest opinion: Those 14S are spare 10Ks acquired through various methods prior to the introduction of Improved JJ tech. They were then modified somewhere in the WoB Protectorate (my guess: Terra) as test bed designs for other tech and units as the Jihad ramped up it's frenzy. It's the fact that all the weapons are stripped out, the cockpit swapped and the 13 SHS still retained on a Endo Steel chassis that convinces me of the 14S's purpose in life.
Perhaps. The retention of the single heat sinks does suggest the notion of salvaged or black market 10Ks. No real idea, it was just some fluff written in the TRO really.

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Re: Mech of the Week: PNT-** Panther
« Reply #35 on: 08 August 2017, 07:54:18 »
Thing is, double heat sinks would be infinitely better. The result would be slightly crit-packed due to the need to find space for 4 DHS, but it's doable. That would free up tonnage for C3i and other goodies... and that's not even the best upgrade I can think of, I'll leave that to the fan tinkerers to work on...

Oh sure, I'm not saying its great, but the 13 single heat sinks aren't as crippling to the 14S as it is to the 10K. Could it be better? Sure. But the heat efficiency of the Improved Jump Jets allows it to operate rather efficiently. Though I will note that with a 140 rated engine you have to find the space for 5 DHS if you drop it down to 10, which makes it slightly more problematic (though again, tinkering can overcome this with interesting results)

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Re: Mech of the Week: PNT-** Panther
« Reply #36 on: 08 August 2017, 18:17:58 »
about the PNT-14S...

You stated in your article that this model used by the WoB was being built in some location but I have easier to digest opinion: Those 14S are spare 10Ks acquired through various methods prior to the introduction of Improved JJ tech. They were then modified somewhere in the WoB Protectorate (my guess: Terra) as test bed designs for other tech and units as the Jihad ramped up it's frenzy. It's the fact that all the weapons are stripped out, the cockpit swapped and the 13 SHS still retained on a Endo Steel chassis that convinces me of the 14S's purpose in life.

Its not confirmed, and its in one of the "Conspiracy" books, but on page 49 of Jihad Secrets has an O5P intelligence briefing that states the 14S is "being built in large numbers on Dieron."

How true that is however...

And yeah, most likely its a refit of the 9Rs...the question is, where did all the 9Rs come from to be refit.

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Re: Mech of the Week: PNT-** Panther
« Reply #37 on: 08 August 2017, 21:14:43 »
...And yeah, most likely its a refit of the 9Rs...the question is, where did all the 9Rs come from to be refit.

Well 9Rs were in constant production for centuries.

I believe it also helps to imagine that most battlemechs are actually in private or petty feudal hands rather than the 5 great houses accounting for most of them.

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Re: Mech of the Week: PNT-** Panther
« Reply #38 on: 08 August 2017, 21:42:50 »
I find it interesting that the PNT-9R is on the Periphery General list on the MUL into the Jihad, then all PNTs vanish from their list, while Pirates keep that, the PNT-10K and PNT-10KA into the Early Republic era.
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Re: Mech of the Week: PNT-** Panther
« Reply #39 on: 08 August 2017, 23:45:55 »
Well 9Rs were in constant production for centuries.

I believe it also helps to imagine that most battlemechs are actually in private or petty feudal hands rather than the 5 great houses accounting for most of them.

Well sure. But enough lying around for another party to make a decent amount of them? Especially since TR3050U states that the new factory on Tok Do concentrated on producing upgrade packages and spare parts. Presumably that means they were converting the 9Rs to 10Ks (much to everyone's annoyance I'm sure).

It just always seemed odd to me. I mean, Dieron produces Grand Dragons. There's an actual factory on the planet that the WoB captured and held. And yet we see Panthers revamped instead and no Grand Dragons.

I find it interesting that the PNT-9R is on the Periphery General list on the MUL into the Jihad, then all PNTs vanish from their list, while Pirates keep that, the PNT-10K and PNT-10KA into the Early Republic era.

I find it interesting and odd. Especially since TR3039 states "The Draconis Combine was the only House that used the Panther in any significance during the Succession Wars." and also talks about how captured Panthers in the AFFS and LAAF are often simply run into the ground and then sold for scrap or into the mercenary market. Places liek the CapCon and Periphery are odd choices...

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Re: Mech of the Week: PNT-** Panther
« Reply #40 on: 09 August 2017, 09:08:44 »
I find it interesting that the PNT-9R is on the Periphery General list on the MUL into the Jihad, then all PNTs vanish from their list, while Pirates keep that, the PNT-10K and PNT-10KA into the Early Republic era.
I don't think the MUL is super accentuate either.  It's always a work in progress.
The suppliments we've received during the years has RATs which highlighted units we won't have thought of using for factions.

FM 3145 lists PNT-13s, 16s in Combine service for example. Era Digest Dark Age hast the PNT-12As available in the Combine or even Era Report: 3145 has the Republic having PNT-10K2 in service, while PNT-16Ks and again the 12As listed.

I do think there likely some old school PNT-9Rs still lurking about but perhaps their so infrequent in numbers that their not listed.  Extinction would be clearly marked on MUL so they will properly harder to get the ones not listed.

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Re: Mech of the Week: PNT-** Panther
« Reply #41 on: 10 August 2017, 16:34:43 »
Well sure. But enough lying around for another party to make a decent amount of them?

Basically, yes that's what I was saying.  However many 9Rs the DCMS procured over the centuries, there are X more 9Rs that never went to the DCMS and instead went straight into private/petty feudal hands.  If you value X high enough, that can explain the availability of chassis and spare parts even up to/through the Jihad.

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Re: Mech of the Week: PNT-** Panther
« Reply #42 on: 11 August 2017, 20:30:00 »
Kidd, I enjoyed this article more than most! Very digestible.

Panther variant existing in limbo

Got one more for you, one of the first SLDF "royal" variants ever. Page 107 of the old Star League sourcebook has a textbox titled "The Winning Edge" which pictures a Panther with six missile tubes above the following text:

"Compared to 'Mechs of the 31st century, Star League 'Mechs in the middle 2700s had more efficient and lighter fusionplants and engines, more efficient heatsinks, longer-range weapons, smarter missiles, advanced electronics, and better-trained pilots." Goes on to say how the Coup stopped research and Kerensky took off with technology unknown and unmatched.
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Re: Mech of the Week: PNT-** Panther
« Reply #43 on: 11 August 2017, 21:02:56 »
Art could be depicting a customized Panther rather than a Royal variant.

Slight digression:
Interesting description. Was SL sourcebook released before or after TRO 2750?
The listed items match XL engines, double heat sinks, ER lasers and PPCs, Streaks and Artemis IV, and Beagle and Guardian suites.

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Re: Mech of the Week: PNT-** Panther
« Reply #44 on: 12 August 2017, 15:29:52 »
Wish we could get this flowchart for the Dragon, the variants just plain confuse me: when they came out, when they were in use, what replaced what, etc.

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Re: Mech of the Week: PNT-** Panther
« Reply #45 on: 12 August 2017, 16:01:33 »
Hmm, might try constructing one. If i do, i'll post it in the Dragon article.

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Re: Mech of the Week: PNT-** Panther
« Reply #46 on: 12 August 2017, 20:34:18 »
Interesting description. Was SL sourcebook released before or after TRO 2750?
The listed items match XL engines, double heat sinks, ER lasers and PPCs, Streaks and Artemis IV, and Beagle and Guardian suites.

The SLSB has a copyright of 1988 while TR2750 has a copyright of 1989, but it wouldn't surprise me if their development overlapped. I also find it interesting that the "fusion plant" and "engine" are listed separately as though they're separate items.

Quote
Art could be depicting a customized Panther rather than a Royal variant.

Royal variants are defined by the technology they have (stuff that hasn't been passed along to the other Star League member-states yet), not by how numerous the variant is.

The picture is inside the textbox, by the way, and that particular textbox is where the whole concept of "royal variants" originated. ;)
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Re: Mech of the Week: PNT-** Panther
« Reply #47 on: 12 August 2017, 20:42:33 »
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.
They did, it's called the Daimyo-5K.   ;)
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Re: Mech of the Week: PNT-** Panther
« Reply #48 on: 12 August 2017, 21:26:52 »
The SLSB has a copyright of 1988 while TR2750 has a copyright of 1989, but it wouldn't surprise me if their development overlapped. I also find it interesting that the "fusion plant" and "engine" are listed separately as though they're separate items.
Interesting. I would guess the development overlapped indeed, probably they had ideas for upgrades by then. And the ClanTech, of course.

The text could be talking about power plants generally. Like, Star League internal combustion engines were probably better than others. Alternatively, engine could refer to myomers. I mean, if we are exact, a 'Mech's fusion plant is its power plant, and myomers are the engines, powered by the fusion plant.
As for why there is no "advanced myomer" or such, the explanation is simple: The fusion engine item in 'Mech construction rules is an abstraction that, with internal structure, incorporates myomers of a 'Mech. Consider item weights in 'Mechs, specifically the internal structure. Does it incorporate myomer mass or not? If it does, does it mean endo-steel has lighter myomers too? Or are myomer weights assumed to be part of the engine? Mass being localized to single items despite fluff indicating otherwise has precedent: The Targeting Computer for example.

Royal variants are defined by the technology they have (stuff that hasn't been passed along to the other Star League member-states yet), not by how numerous the variant is.

The picture is inside the textbox, by the way, and that particular textbox is where the whole concept of "royal variants" originated. ;)
Given that there never has been any mention about a Royal (or even just Star League-era advanced) Panther, it seems likely the picture was never intended to represent an advanced Star League 'Mech, or if it was, the idea was quickly dropped (regardless of attached text).
Art in modern sourcebooks may not match the setting, content or contex otherwise, like First Succession Wars having an era-inappropriate 'Mech in one picture (either from later era or an extinct design, can't recall) and Second Succession War featuring Elemental Battle Armor for some reason on one page, these are likely due to layout and production demands. Presumably similar things may have happened during early BattleTech.

(Also, art featuring odd number of missile tubes or gun-barrels is a staple in BattleTech art. TRO2750 is especially bad about this, having many units with art and stats that do not match.)

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Re: Mech of the Week: PNT-** Panther
« Reply #49 on: 12 August 2017, 21:36:54 »
I understand all the caveats that go with art.

However, half the point of the textbox is that modern Inner Sphere people wouldn't know every advanced-tech variant used by the Star League. And that's the whole point of writing the "Royals" backstory this way--records are fragmentary, which makes it easy to drop new variants (or whole new 'Mech designs) into new products as needed or desired.
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Re: Mech of the Week: PNT-** Panther
« Reply #50 on: 12 August 2017, 22:27:17 »
The Panther has always been one of my favorite lights mechs in 3025. I can use entire lances of just Panthers and Jenners :).

In light only lances the Panther has always worked well for me as the 'assualt' mech of the lance, using the PPC and heavy armor to both tank damage and return the favor, and for that i love it.
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glitterboy2098

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Re: Mech of the Week: PNT-** Panther
« Reply #51 on: 12 August 2017, 22:33:00 »
i doubt there was a royal variant, i don't think the Hegemony ever used them. but i could see the Combine having an advanced tech model during the 1st succession war. one that they had to stop making later. perhaps it too used Endosteel, only they stuck in an SRM6 instead of Artemis on a SRM4? not sure what else might have been done.

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Re: Mech of the Week: PNT-** Panther
« Reply #52 on: 12 August 2017, 23:13:23 »
I agree it's a poor candidate for a royal variant, but re-using some prototypes as testbeds for new technology wouldn't be unreasonable.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Re: Mech of the Week: PNT-** Panther
« Reply #53 on: 13 August 2017, 11:44:57 »
Given that there never has been any mention about a Royal (or even just Star League-era advanced) Panther

Oh, one more point of interest: TR:3025 describes the -8Z variant as "the last of the Star League Panthers" (emphasis mine). So additional Star League variants have at least been mentioned, even if TR:3039 would lump any such things together as "ancient -8Z prototypes."

i don't think the Hegemony ever used them.

If you have information about Star League use of the Panther, I'm sure it's appropriate to the thread. :)

I agree it's a poor candidate for a royal variant

How does one judge such a thing?
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Re: Mech of the Week: PNT-** Panther
« Reply #54 on: 13 August 2017, 12:56:51 »
Oh, one more point of interest: TR:3025 describes the -8Z variant as "the last of the Star League Panthers" (emphasis mine). So additional Star League variants have at least been mentioned, even if TR:3039 would lump any such things together as "ancient -8Z prototypes."
Hmm, interesting. Gotta check TRO3025 and TRO3039 divergences and similarities someday.

I doubt there were advanced Panthers though. Generally speaking, latest variant is the most advanced, and if -8Z is that... well, that doesn't really leave space for an actual advanced Panther.
I gotta say i'm not sure what kind of Panther would be completely replaced by -8Z and then -9R.

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Re: Mech of the Week: PNT-** Panther
« Reply #55 on: 13 August 2017, 13:33:19 »
I wish updated one could be made for this upcoming are so were not stuck with these ugly duckling Panthers forever.
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Re: Mech of the Week: PNT-** Panther
« Reply #56 on: 13 August 2017, 14:09:23 »
If you go back to the original TR3025, Its supposed to be

Large Laser Panther -> PPC Panther (8Z) - > PPC Panther (9R)

TR3025 states "The PNT-8Z, the last of the Star League Panther designs, differs from the 9R only in the more advanced communications equipment and smaller fire-control computer."

So the 9R and 8Z were originally the same, just with fluff differences. That would make the 8Z the last of the Star League Panther designs, and the first Star League Panther design the unnamed, original version with the Large Laser.

TR3039 changed this (knowingly or not), and made the 8Z the original Large Laser variant, and then there was the PPC version with more sophisticated fire control and communications suites, which the Combine downgraded to the standard. No idea if there was another designation or not.

Neither book really leaves any room open for other variants during the Star League.

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Re: Mech of the Week: PNT-** Panther
« Reply #57 on: 13 August 2017, 14:20:36 »
Well, at least the change isn't as bad and nonsensical as the Dragon one: Designed as a replacement for SHD-1R, lost to -2H, TRO3039 effectively changed that to "designed as a replacement for -2H, lost to -2Hb" (you don't say).

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Re: Mech of the Week: PNT-** Panther
« Reply #58 on: 13 August 2017, 17:26:07 »
If you have information about Star League use of the Panther, I'm sure it's appropriate to the thread. :)

The master unit list indicates that the 8Z panther was widely used across the inner sphere and periphery, including the SLDF.

Quote
How does one judge such a thing?

At the time I wrote that, I was under the assumption that the SLDF never used the Panther in any significant quantity. Clearly I was mistaken.
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Re: Mech of the Week: PNT-** Panther
« Reply #59 on: 13 August 2017, 17:39:52 »
TR3039 changed this (knowingly or not), and made the 8Z the original Large Laser variant, and then there was the PPC version with more sophisticated fire control and communications suites, which the Combine downgraded to the standard. No idea if there was another designation or not.

Neither book really leaves any room open for other variants during the Star League.

The 3039 change, combined with the 9R being combine exclusive according to the MUL, suggests that the 9R was the original PPC version, but for whatever reason it wasn't accepted by the SLDF. The combine's downgrade might have been so minor that it wasn't worth a new designation (the stuff of design quirks, for example).

Alternately, maybe both are true and the initial run of PPC equipped Panthers shared a designation with the Large Laser version, only to be re-designated later. It would be an... unusual situation. I'm not certain there's precedence in the battletech universe.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Re: Mech of the Week: PNT-** Panther
« Reply #60 on: 13 August 2017, 18:20:00 »
There are some unusual designations in BTU. Take the Marauder and Marauder II, both of which use MAD though neither shares second part of the designation. And there are few 'Mechs that are identical but have two designations (eg Victor 9D/K) due to production place/nation. And finally, there are some with messed up designations due to IRL causes, for example Griffin 2N2 (PPC) predating 2N (ERPPC) (in this case, the non-ERPPC version was added afterwards).
But i don't think there are any canonical cases of two different variants sharing one designation.

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Re: Mech of the Week: PNT-** Panther
« Reply #61 on: 13 August 2017, 18:40:04 »
Which is somewhat weird, because the writeups mention "Star League pilots discovered early on that the Panther was well-suited for the dirty tactics required in city fighting The 'Mech can move easily through the more restricted spaces of the city while its PPC gives it the chance of disabling all but...."

So unless you take "Star League pilots" to mean "Kurita Star League-era pilots" then the Star League pilots were using the PPC version...

I used to think that the Panther was a Star League design, and it became a Kurita design simply because they inherited the factories, now it seems like the DC liked the design alot even before they took the factories.

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Re: Mech of the Week: PNT-** Panther
« Reply #62 on: 14 August 2017, 00:22:41 »
FM SLDF gives the PNT-8Z a line in Regular Division RATs, and mentions it in use by recon and skitmish units and by one unit as an infantry support Mech. The 8Z's shortcomings were highlighted in the Hidden Wars prior to the Amaris conflict, especially in 1 action on the LA-DC border. The PNT-9R quickly supplanted the 8Z thereafter, and the Panther is mentioned in Field Report 2765 DC as a common Mech with both models getting 1 RAT line each. So it is likely to have seen significant use in SLDF and DCMS units' hands during the Star League civil war.

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Re: Mech of the Week: PNT-** Panther
« Reply #63 on: 14 August 2017, 00:40:08 »
The master unit list gives the 8Z panther to the Lyrans, Capellans, Taurians, Hegemony, and Rim Worlds in addition to the Star League and Combine during the Star League era. It got around.

The 9R is Combine exclusive until the succession wars.

Another hypothetical way to possibly merge our disparate accounts of Star League panthers might be that the PPC armed Star League panther suffered from delays like scope creep, engineering problems, or bureaucratic  snafus that kept it from reaching production before the periphery uprising and Amaris Coup changed priorities.
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Re: Mech of the Week: PNT-** Panther
« Reply #64 on: 14 August 2017, 01:17:47 »
... makes me wounder if we should have gotten a Panther IIC vs the Great Wyrm :P
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Re: Mech of the Week: PNT-** Panther
« Reply #65 on: 14 August 2017, 06:52:34 »
Is anyone else surprised we never had a Heavy PPC Panther? Especially with the WoB refits, that seems like something that would have been experimented with at some point some time. It probably wouldn't have been great though.
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Re: Mech of the Week: PNT-** Panther
« Reply #66 on: 14 August 2017, 08:11:50 »
Is anyone else surprised we never had a Heavy PPC Panther? Especially with the WoB refits, that seems like something that would have been experimented with at some point some time. It probably wouldn't have been great though.
Its called the Wight :/

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Re: Mech of the Week: PNT-** Panther
« Reply #67 on: 14 August 2017, 09:31:08 »
Its called the Wight :/

Pretty much.  It's got the same position on the Panther lineage as the Dragon II does on the Dragon family tree.

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Re: Mech of the Week: PNT-** Panther
« Reply #68 on: 14 August 2017, 10:33:33 »
Its called the Wight :/
I know that, but still a Panther in name and with the more common 4/6 speed.
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Re: Mech of the Week: PNT-** Panther
« Reply #69 on: 14 August 2017, 10:38:10 »
I know that, but still a Panther in name and with the more common 4/6 speed.
I think the Wight was correcting a wrong.  The improving speed.  It is still related to the machine.
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Giovanni Blasini

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Re: Mech of the Week: PNT-** Panther
« Reply #70 on: 14 August 2017, 14:29:08 »
The thing I don't get on the Wight is that, while the torso very much looks like a Panther torso, its head no longer does, and its limbs have just gotten utterly weird.
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Re: Mech of the Week: PNT-** Panther
« Reply #71 on: 14 August 2017, 15:02:56 »
I think the Wight stuff is all fluff to be honest. It could completely be redesigned with different components and we'd never know.
Anyways, it was a joint-project with the Lyrans, so why taint a storied BattleMech design like Panther by having one made by Frienemies the Lyrans?
« Last Edit: 23 October 2017, 14:02:52 by Wrangler »
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Empyrus

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Re: Mech of the Week: PNT-** Panther
« Reply #72 on: 14 August 2017, 15:12:09 »
The thing I don't get on the Wight is that, while the torso very much looks like a Panther torso, its head no longer does, and its limbs have just gotten utterly weird.

Yeah, well, there are many 'Mechs in BT that are supposedly based on others yet lack any kind of connection visually. Guess chassis are flexible...

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Re: Mech of the Week: PNT-** Panther
« Reply #73 on: 14 August 2017, 23:12:00 »
The torso defiantly has some resemblance to the Panther, the limbs and head is partly why it's called the Wight and not the Panther II.
   
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Re: Mech of the Week: PNT-** Panther
« Reply #74 on: 19 August 2017, 23:21:32 »
Someone else beat me to the Russian T-34 tank analogy and I think its a good one for the PNT-9R Panther in DCMS service.
You have enough inventory to use these things by the lance...quantity makes up for the slower speed and any armament
issues. You can accept attrition with these units because you have MORE of these units available... 

I liked the look of the Plastech Panthers (cheep enough to buy two boxes !) and used them in Lance strength units whenever
possible. Its the way of the Dragon...8)
« Last Edit: 19 August 2017, 23:26:55 by Valtech »

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Re: Mech of the Week: PNT-** Panther
« Reply #75 on: 23 August 2017, 23:14:28 »
I have always loved the PNT-9R just a good little backup for something heavier that goes 4/6/x.

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Re: Mech of the Week: PNT-** Panther
« Reply #76 on: 23 October 2017, 02:09:24 »
That lineage chart is superb addition.

I'll second that!
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Re: Mech of the Week: PNT-** Panther
« Reply #77 on: 03 November 2017, 01:43:04 »
Just building an Order Lance of Panthers for a Civil-War era Legion of Vega unit, and I came across the MWO PNT-10P version.

Short form, built on a PNT-10K chassis, it trades the PPC & SRM-4 for two AC-2s and an SRM-2. 10 DHS, and a 175-rated engine. With 5/8/5 move, three tons of ammo (two for the ACs), it's ... pretty aenemic. I can build it under TM rules, but with only one ton of AC ammo.

But it'll be a fun conversion. If the LAG version ever gets stats, though, pick it ...
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Giovanni Blasini

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Re: Mech of the Week: PNT-** Panther
« Reply #78 on: 03 November 2017, 02:22:54 »
Wow, that does sound pretty anemic.

Just played the PNT-14S for the first time this week, and OMG did I love it.
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Re: Mech of the Week: PNT-** Panther
« Reply #79 on: 03 November 2017, 02:58:17 »
Just played the PNT-14S for the first time this week, and OMG did I love it.
How was it like?

Giovanni Blasini

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Re: Mech of the Week: PNT-** Panther
« Reply #80 on: 03 November 2017, 03:09:59 »
How was it like?

Jumpy. Seriously jumpy.  Single heat sinks hurt it not at all, and a decent enough pilot offsets the small cockpit.
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Re: Mech of the Week: PNT-** Panther
« Reply #81 on: 03 November 2017, 03:12:43 »
Jumpy. Seriously jumpy.  Single heat sinks hurt it not at all, and a decent enough pilot offsets the small cockpit.
A mere 10-point sting (discounting the rockets), even if it is a Snubby, doesn't charm me much. Its like IJJ-variants were deliberately nerfed... oh wait  ::)

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Re: Mech of the Week: PNT-** Panther
« Reply #82 on: 03 November 2017, 03:20:59 »
A mere 10-point sting (discounting the rockets), even if it is a Snubby, doesn't charm me much. Its like IJJ-variants were deliberately nerfed... oh wait  ::)

It's the 10-hex short range that makes the weapon.  Between that and a six-hex jump, it makes for a really fun 'Mech.
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Re: Mech of the Week: PNT-** Panther
« Reply #83 on: 03 November 2017, 03:38:53 »
It's the 10-hex short range that makes the weapon.  Between that and a six-hex jump, it makes for a really fun 'Mech.
would it really have been too much to ask for double heat sinks and a couple of Medium X-pulse lasers...

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Re: Mech of the Week: PNT-** Panther
« Reply #84 on: 03 November 2017, 13:47:35 »
would it really have been too much to ask for double heat sinks and a couple of Medium X-pulse lasers...

Probably. The 14S (Why that designation?) seems to be a refit of 10Ks rather than something that's built from scratch, even if its kind of pushing the boundaries (no clue what swapping jump jets and cockpit would be in terms of refit levels). And I also suspect that it would be too effective if it was reduced to 10 DHS.

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Re: Mech of the Week: PNT-** Panther
« Reply #85 on: 11 November 2017, 21:56:03 »
Is anyone else surprised we never had a Heavy PPC Panther? Especially with the WoB refits, that seems like something that would have been experimented with at some point some time. It probably wouldn't have been great though.
Honestly its a bit small for one.
Better an option for the Grand Dragon.
Now that said, since its known as a city fighter, I feel like a Plasma Rifle version would have been great for handling pesky conventional units.
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Re: Mech of the Week: PNT-** Panther
« Reply #86 on: 12 November 2017, 13:36:48 »
The 13K has a plasma rifle.  Only 1 ton of ammo though.  Easy fix if you take off one of the IJJs for additional ammo.

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Re: Mech of the Week: PNT-** Panther
« Reply #87 on: 23 April 2020, 11:03:40 »
OP had a cool Panther lineage chart that I wanted to take a look at, and now I don't quite see it.  Does anyone know where it went?

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Re: Mech of the Week: PNT-** Panther
« Reply #88 on: 23 April 2020, 11:27:27 »
Unless Kidd will rehost and repost the chart, it's gone. Suggest PMing Kidd about the chart.

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Re: Mech of the Week: PNT-** Panther
« Reply #89 on: 23 April 2020, 14:20:56 »
Unless Kidd will rehost and repost the chart, it's gone. Suggest PMing Kidd about the chart.

Thanks for the suggestion, I should have thought of that.  Done.

 

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