’Mech of the Week: Horned Owl
Horned Owl. Bird-of-prey. And one of the oddest looking of the second-line BattleMechs of the Clans. Weighing in at 35 tons, this top-end light is better known in the Inner Sphere as the
Peregrine. Probably from being seen in Falcon garrison forces. It is also quite deadly.
Seriously, I once used one to duel and win against a
BattleMaster.
The
Horned Owl entered service sometime between 2827 (when the Clan medium pulse laser entered production) and 2858 (the date of the RAT in Era Digest: Golden Century). The original version of the 3055 tech readout indicates that analysts considered it one of the first generation of designs after the Star League Exodus. As for who first built the design, the name might indicate the Falcons or Ravens, the Jaguars are noted for creating the second variant, and the Scorpions had the ability to redesign the chassis for the fourth variant.
Personally, I give the nod to the Goliath Scorpions from two factors: I have a feeling that the
Horned Owl might be a
Falcon IIC (the Scorpions having the majority of the
Falcons in Clan hands), and they were responsible for the creation of the underwater exoskeletons that ended up becoming the Elemental (and later the Undine). That last point is key considering the technological “cul-de-sac” of the curved carapace of the original model (something speculated to be worth the expense if designed for underwater operations).
Based around an endo-steel skeleton, the
Horned Owl mounts a 210-rated fusion engine giving it the same speed as the Falcon. Additionally, jump jets retain the maneuverability of the older design. Five tons of ferro-fibrous armor give 80% of maximum protection. The lay out of the armor allows for any front location to withstand a Star League large pulse laser hit, with the side torsos and legs a Clantech large, and the center a little over two Star League medium pulses. Rear locations can take two machine gun hits, with the center rear able to withstand three. Weapons load consists of a centerline large pulse laser, and a medium pulse mounted in each arm. Ten double heat sinks allow for a running alpha without overheating. This model likely was part of front-line combat forces (not least because the first light OmniMech on the aforementioned RAT, the
Fire Moth doesn’t show up until 2874).
Now based on the vagaries of how variants were named from the Clan Invasion, it is not clear if the
Horned Owl 2 was created after the original variant or before. All that is known is by the time of the Invasion it was less prevalent. This variant removes the lasers and replaces them with a three 5-rack LRM launchers on each side torso (possibly taken from
Howler salvage). Four tons of ammo feed the launchers.
The
Horned Owl 3 was a product of the Clan Invasion era, and perhaps a test of the light machine guns. This variant carries three of them in each arm. One half ton of ammunition feeds them. Rounding out the weapons-load is a centerline PPC. A targeting computer helps with accuracy.
Then came the Inner Sphere extermination of the Smoke Jaguars. In the aftermath, the Goliath Scorpions captured the Abysmal Manufacturing Complex, an isolated facility created by the Jaguars when they first settled Huntress, and had been mothballed since it only manufactured light BattleMechs (the
Horned Owl 2 mayhaps?). Intended only to work out the bugs when they refurbished the factory, the
Horned Owl 4 proved so successful it became a full-time production model.
First the look was reworked to do away with the old intensive to produce curved carapace. In place of the pulse lasers, this variant mounts a centerline medium laser and two ATM-3 launchers on each arm. Three tons of ammo feed all the launchers, allowing for all types of ATM ammo to be mounted. The last variant (to this point) adds a heat sink, and mounts a heavy medium in the center, and a large laser on each arm.
Using one of these machines depends on your fighting style. All have the ability to be used at range in a jumping sniper role. In such cases, pick your targets carefully. Others prefer to close in and scrap. While you can do that, remember you are still a light design, and thus fragile. If operating under honor rules, choose targets you think you can take (or keep up with). In the early Clan Invasion period feel free to pick larger targets and abuse your technological advantage.
Fighting one of these starts with making him fall over. Knocking him off his feet will make it impossible for him to jump. Second, hit him with anything that can reach and have good to-hit numbers. Under honor rules, try and use something faster or something that can hit harder. The former include things like
Locust IICs and
Fire Moths. The latter would be
Adders and
Cougars. If you happen to be the unlucky guy defending against the Clan Invasion, gang up on him. Though if he challenges one of your assaults with him, make him pay. Or hope you aren’t stuck by the scenario with a Green warrior.
Think that was the problem that
BattleMaster had. The Tukayyid scenario pack had a few issues like that.