Mech of the Week: Shadow Hawk IIC
Love it or hate it, the Shadow Hawk is a mech that gets talked about. Its Clan younger brother, by contrast, does not. In this article, I hope to examine what this mech is and what it can do, and in doing so to change that, and give an interesting mech a chance to be talked about.
It is important to put it in context, which is both easy and hard. On the one hand, by name its the successor to the Shadow Hawk of the Unseen era, a problematic if endearing mech that lived in the shadow of its brothers due to lack luster firepower and poorly defined role on the battlefield, often simply summed up as 'support' simply because nothing more substantive can be said. On the other, it is the tactical successor to the 3050 Clan omnis, by virtue of being part of just the second wave of Clan designs, and the first of the 'second line' non-omni designs. Its design philosophy is not so much then intended to reflect its nominal parent, the Shadow Hawk, but to reflect its adoptive parents, mechs like the Stormcrow and Nova, in who's footsteps it must follow to set the tone for how the Clans design mechs. It is in this role that we see almost all of its design choices.
In marked contrast to most Clan mechs, the first thing one notes is not the weapons or the speed, but the weight. Relative to its father, its shed ten tons to come it at just 45, equaling the Ice Ferret or Phoenix Hawk. As a result, even a traditional standard engine is able to propel the lightened mech to 6/9/6 (yes, a full complement of jets is used here), though weight is saved by endo and ferro technologies. The result is something of a cheap and cheerful mech, durable with 7.5 tons of armor coming in just a half ton shy of max, and mainly on the arms, and quick enough to keep up and get around the battlefield.
The weapon load takes the same road, while following in the footsteps of the old 2H by being slightly inefficient. By tonnage, the main weapons system is a quartet of SSRM 2s, which share an almost impossible to use two tons of ammo. While able to kick out 16 points of damage, and easy on the heat an endurance, they don't compare to the two medium pulse lasers, or the ER medium and small that support them and form the mech's true main guns. The weapons work well together, with the SSRMs and MPLs having a unified 12 hex range profile, with the ER ML coming in just over the top and the SL as something of a half ton after thought which still manages to hit for five damage. The base ten heatsinks keep the mech fairly well grounded unless the SRMs are hitting a lot or you jump a lot, but in those cases heat can build up.
The result is a mech that is a good, tough, low end in fighter. As a show case of Clan tech, the IIC manages to hit over twice as hard as the older 2H, while being faster, lighter, and quite nearly as tough. But in contrast to the 2H which had legitimately solid range for its era, it has a clearly defined role as a brawler, lacks a clear main gun in the looks department, and in general is a lot more stream lined in its design, reflecting well its clan heritage. Its possible to see a link to the forgettable 2D, but I actually like the IIC, so I'm prepared to look the other way. Despite the use of SRM2s all over it, it actually works in its role, and I do recommend it for anyone looking for a good low end Clan mech for getting down and dirty.
The launch of the IIC also saw a variant offered in the IIC 2. Rather than follow... well, that other Shadow Hawk, this one takes on the 2K as the direct fire support variant. Two Clan ER LLs are the main guns, with three SPLs and an ER SL in support. While the SPLs are, in true Shadow Hawk tradition, deeply inefficient, its largely a non-issue since heat problems ensure that most of the guns won't be used anyway, as only the base ten sinks are provided for the 24 heat of the LLs. Its a better anti-Clan unit, able to spar with top of the line omnis at range rather than having to wade in like the IIC1, which is best for slaughtering IS units. In the modern rules set, it also becomes a potent infantry killer (though unclanlike, the IIC1's SSRM2s could have filled that role as inferno carriers under pre-BMR rules, making a good way to use that second ton of ammo). And in a pinch, should the IIC2 be forced to close and duke it out with the small lasers, it is a zombie mech with its LLs in the torsos and an SL in each the CT and head, so it can last till battle's end and contribute, offering endurance that was a trademark of the older Shadow Hawks (more a result of apathy than durability, though they had good armor on the H and K). The IIC2 is a huge heat hog, but more viable against more modern opponents with its range.
TRO Project Phoenix was a wonderful breath of life into the older unseen mechs, and the Shadow Hawk IIC was no exception, despite a bit of somewhat intentionally done new toy syndrome, and both new variants offered something good.
While sticking with the same base chassis, the IIC3 offered the closest take on the 2H yet by featuring a big main gun, in this case a Heavy large laser, though they stuck it on the opposite torso and the art's very Phoenix-y. Its not killer, given the ninja like looks of the old art, but still. In the style of both its IIC2 brother and its 2D ancestor, it uses a lot of tiny weapons for backup, in this case four micro lasers and a very useful MPL. More over, it actually manages to be loaded with heatsinks, allowing the MPL and HLL to be used even with constant jumping, and a full running alpha. Power at any appreciable range is fairly low, with just two weapons reaching beyond four hexes, and even at point blank range damage is a bit questionable, but damage concentration is good, the micros can crit seek a bit, and its still got its speed, durability and cheapness on its side. They're all pretty reasonable BV values, but the 3 is positively anemic at 1471, which is half of the newest Marauder IIC and just 41 points more than the IS's 5M, for a tough, quick mech with a head capper and an MPL. Sounds solid to me, and its a great mech to take to fill out a star when you don't want a light mech.
The IIC4 is mostly a fix of the IIC1, with an ATM 6 subbing in for the SSRM array and ER SL. With only two tons of ammo, its a bit limited (the record sheets recommend ER and HE, but I might take HE and standard, to offer a pairing with the ER ML at mid range). Its not quite the upgrade it might seem, since Clan streaks are excellent, but it offers the flexibility of more range, or of a slightly more brutal punch in close, and despite the lack of streak heat saving, heat remains manageable at only +3 even on a jumping alpha. I'd probably take it over the IIC1, but I love ATMs and loath size 2 missile racks, even used en mass like that, so I've got my bias there. It does bring some ammo issues with it, but I'd rather run out than be sure never ever to run out, and on the modern battlefield even some token ranged fire can be nice. Largely up to the user, but nice to have for those who opt for it.
In contrast to Project Phoenix, which had the dual mission of reviving the old designs and show casing new tech, PPU was all about shiny things, and the Shadow Hawk IIC5 was a sad victim. The designers again retained the same basic layout from '55, but replaced the weapons with two heat causing Plasma Cannons (the 0 damage 3d6 heat weapons, not the Cappies' lovely heat causing PPCs) and three APGRs. While nice weapons, both are really intended to be secondary to something else (the Night Wolf is one of the better uses for the Plasma Cannon I've seen lately, though I'm sure there's a better one out there, and APGRs are basicly super machine guns) and the IIC5 fails to team them with anything more powerful than its ninja kicks (which at nine damage equals the power from the whole weapons array). That is not to say it is without its uses. It's potent against armor units, and turning it loose on infantry can lead to a PBI holocaust. In a pure and limited support role, it can even cause a bit of discomfort for enemy mech forces. But, some fluff in '85 about it being chopped in half by a Berserker that it ineffectually lit on fire rings true; it's almost unable to defeat another mech, save the same bug mechs the 2D was relegated to fighting. Shoot, I'm not even sure it could take a 2D, and the cool running 2H and 2K would give it a significant fight. Hardly a ringing endorsement for an ultra modern Clan mech.
The IIC 6 changes things around. Rather than something of a joke, it is a return to form with a big, ammo fed weapon over the left torso and some solid secondaries. While it starts with the same ageing chassis, it adds and XL engine for the first time, freeing up much needed weight for a big gun, and moves the jets around to clear space in the torso, which togehter represents the most radical chance in a decade, but its needed to free room. The designers wanted a big gun, and the HAG20 was used, with good reach and damage, backed by two MPLs and an SPL (which by this time has assumed its anti-PBI role in the rules, making the PBI-focused IIC5 even more of a joke, since its not even needed to support its brother). Running cold and supplied with three tons of HAG ammo, it can pound on foes at range all it pleases before finishing them with increased power and accuracy at short range. Its probably the pick of the bunch. Yes, it gives up pure power at range to the heat plagued 2, and over all total damage to the 1 and 4, but it uses its power more efficiently, at better range, with better heat management. If you've never taken a Shadow Hawk IIC and want to take one you'll like, take this one. You'll like it.
TRO 85 gave us one last take on the Shadow Hawk's clan incarnation, and unlike the very conservative evolution it had so far undergone, the IIC7 changed everything. Remaining was the endo structure, though in a much more traditional form, but it now houses a smaller XL engine and the improved jump jets that were so featured in this latest tome for a 5/8/8 movement profile. They even managed to find that last half ton to max the armor. But the key to understanding this new mech is two tons of liquid storage, which are meant to house reaction mass for the jets; the Shadow Hawk IIC7 is intended to fight... in spaaaace!!! Really, it was designed by the Ravens to protect or attack space stations, hence the IJJs and storage space. The remainder of the tonnage goes to an ARM6, ER large, ER medium and pulse medium, offering a blend of the 2 and 4. Over all, its one of the more flexible offerings, with the ATMs in their ER mode (now with three tons of ammo, enabling all three varieties) and LL at range with the MLs and HE ammo taking over in close, but power is hardly great for a Clan mech, especially since it can no longer claim to be cheap and cheerful (at 1999, BV is almost a hundred points above the IIC6, and 236 above the old IIC1). On the ground, most of that flexibility is wasted anyway, since with such high jumping movement it can dictate range on most opponents and focus on either long or short range. Yes, it can highlight its opponent's weakness, if they have one, but against a generalist that's not specialized for space it lacks power to compete at either long or short range. In space... I don't have the rules experience to say, but its largely the only show in town, so there's no reason to use anything else, save the Whammy IIC7, which seems like a waste of a perfectly good Whammy chassis.
So what is the Shadow Hawk IIC? In a sense, I think that from its inception in 55, it was intended to be a second line Everymech. That was in some ways the role of the old Shadow Hawk, to fill what ever role needed, and not any one in particular, and that was what was called for as mechs were rolled out to fill in the gaps for the Clans' second line. By sticking with the simply lay out and solid but uninspired weapon sets, the Shadow Hawk IIC does this. It even keeps some of its father's charm but taking weapons that have some faults, some weaknesses, and succeeding in spite of them. Like the Shadow Hawk, it did evolve some very good models. But, in many ways it is anything but a Shadow Hawk. It tends not to be a support mech, but a faster brawler or a skirmisher. It can easily work alone, in contrast to the group focus of many Shadow Hawks. It actually has quite a bit of power. And, the basis of its weapons is totally different, the feel is totally off. Even the look is off. Do they share more than just their names?
Tactically no. But in spirit, yes. They are Everymechs. They are troopers, dependable mechs that will be there for you, never to excel, but to get their jobs done. And I don't think we could have our universe without their kind.