'Mech of the Week: Pariah/Septicemia
The Grand Chambers of Science
Strana Mechty
Assembled Scientists and Scientists General, this tactical briefing will cover the OmniMech known as the "Pariah" or Septicemia. Watch reports from the Diamond Sharks gave us our first look at this Omni, then codenamed "Pariah" by the Sharks. The later Wars of Reaving reports gave further details on the new equipment and weapons used as well as the Omni's given name, Septicemia. The report you were each given has the full tactical specifications of the Omni and this briefing will cover how each variant was used, as well as the what has become of this design in the homeworlds.
For clarity, I will refer to this Omni by it's given name, Septicemia for most of this report. The Septicemia is a 55-ton, medium-weight OmniMech originally designed by Clan Coyote and the Scientist Caste cabal known as the Society. Whether the scientists intended to present the completed design to the Coyotes or whether they intended to keep it for themselves may never be known. In either case, the first recorded deployment of the design was on Babylon against the Diamond Shark, Ice Hellion, and Cloud Cobra enclaves there. That is also where the Diamond Sharks obtained the intelligence used in their initial reports. Unaware of the new weapons and equipment used, the Shark report nonetheless gave us the first glimpse at the Septicemia.
The Watch has also come across a report from a Jade Falcon Watch warrior who prepared his own report based on the erroneous initial Diamond Shark reports. It can be found
here and it is presented to provide another perspective on this design. It points out, and it is followed by an addendum from some member of the Davion family, that these initial reports signified a stark change in the tactics and strategies of the Coyotes. In hindsight, this was a sign of things to come, but the Clans were too occupied with the Reavings to notice what was on the horizon.
Weighing in the same as a Stormcrow, using the same advanced construction materials, XL engine, and with a similar overall shape, the similarities end there. The Septicemia uses a smaller 275 XL engine, used only by 'Mechs matching it's size and speed. It carries 9 tons of Ferro-Fibrous armor, 92% of the maximum armor load for a 'Mech it's size. The armor layout is geared with more towards the front than the Stormcrow, each side torso and arm can withstand a Heavy Large Laser, but not a shot from a 20-class autocannon. The rear torsos can each handle an ER or Pulse Medium Laser, while the front center torso and each leg can take three times that amount. The head doesn't carry the typical full armor, but it is enough to prevent decapitation from a 10-class autocannon.
The Septicemia has a slightly enhanced cooling capacity, carrying eleven double heat sinks in the engine. Most of the bulk of the advanced armor and Endo-Steel chassis was shifted to the arms, leaving them to appear underdeveloped and malformed compared to the rest of the chassis. This shift has left great chasms in the side torsos, allowing most any weapon to be mounted there. But this shift has left the shoulders weak, unable to handle much bulk and there is very little space to mount weapons on the arms. While the bulk of the advanced construction materials has created some space issues, there is 28 tons available for mounting weapons, exceeding the pod-tonnage available of even the Timber Wolf.
Initially, the Septicemia was used by the Society and their corrupted Clan Coyote allies. Immediately after the Wars of Reaving this design was deemed tainted and unsuitable for use by any Clan warrior. After further analysis, cooler heads have prevailed. The Grand Council determined that after the few pieces of unClan-like technology are removed the Septicemia shall be permitted to be used by any Clan that can possess or construct the modified design. Current production versions have a slight difference in appearance from initial models as well as different Omnipod layouts featuring more advanced weapons.
According to the public Grand Council transcripts, the Council has debated changing the official name of the Septicemias in use by the Clans. In order to separate the design from it's past deeds names like the Void or the Codex were suggested. Khan Magnus DelVillar of Clan Stone Lion made a particularly persuasive argument that leaving the name and looks constant would be a constant reminder of the past and a warning for the future. In any matter, the issue was put to the side for the immediate future. For the purposes of this discussion, I will refer to the initial models seen and reported by the Diamond Sharks as the Pariah, and the later versions used by the Society as the Septicemia. Since some of the equipment used on the Septicemia variants is not permitted for use by the Clans, adjustments to the variant must be made, which will be a part of this discussion.
The
Pariah Prime was reported to use a HAG40 in one torso with an ER Large Laser, a targeting computer, and the HAG ammo in the other. A simple, but very effective design, the long range of both weapons allows a warrior to fight effectively at any range and the targeting computer assists the skills of lesser warriors and allows better warriors to make precision shots. The heat load is perfectly balanced, only engine damage or external heat sources will cause any movement on the heat scale.
Combat Rating: 9/10, A great 'Mech, vehicle, and aerospace combatant, it's only weaknesses are against infantry of all types, it simply does not have the weapons to effectively fight such units.
The Septicemia Prime is very close to the reported Pariah Prime, trading the targeting computer for an ER Small Laser, a Nova CEWS, and two more double heat sinks. Once again, heat is not a concern in normal operation. Here the Nova CEWS acts as the equivalent of the targeting computer, allowing for targeting data from linked allies to assist, creating easier shots for the warrior.
Combat Rating: 9/10, While the ER Small Laser helps slightly with the anti-infantry defenses, it is not enough to change the rating. While it is possible to leave the Nova CEWS system unlinked and simply use the ECM and Active Probe capabilities of the system, those capabilities only find their prominence in combat versus dishonorable barbarians. Tactics used by a Prime: In the field, Primes were the backbone of Society forces, fighting from a distance to make the most of the long range of their weapons, as well as the benefits of the Nova CEWS. For Clan forces, the Pariah version is still quite at home at long-range combat, and as an opponent closes the range, it becomes more effective than the Septicemia version, with the targeting computer allowing targeted shots from the ER Large Laser.
Tactics to take down a Prime: The choices are limited here, there is no key weakness to exploit. Closing the distance quickly is essential for most forces, since it is difficult to outrange a Prime with any effective weapons. The biggest advantage for attackers is that this Omni is only 55 tons, so the armor is lighter than many other 'Mechs. Wear through the armor as quickly as possible and hope to damage the energy storage capacitors powering the HAG, which would destroy the side torso.
The
Pariah A features two weapons unique to the Clan arsenal, the ATM and the Heavy Laser. Each side torso houses an ATM12 rack and three tons of ammo, while the hand and lower arm actuators were removed to squeeze in a trio of Heavy Small Lasers on each arm. A total of five extra heat sinks were added to help handle the heat load, but an alpha strike will overheat the A enough to slow it down.
Combat Rating: 5/10, up close it is a great 'Mech, able to deliver a heavy amount of damage, but as the range expands, it becomes less and less effective. If the Heavy Small Lasers had been traded for something with more range, like ER Medium Lasers, it would get a better rating, despite the reduced total firepower.
The
Septicemia A once again is very similar to the Pariah A, trading two tons of ammo for the Nova CEWS and a Light TAG system. The ATM racks are upgraded to the iATM version and the Heavy Lasers are upgraded to the Improved versions. While the lasers can now explode if hit, the increased accuracy of the lasers and that of the Nova CEWS is more than an acceptable tradeoff and a great benefit. Likewise, the iATM's Streak-like targeting lock means the missile racks won't fire unless all the missiles lock, ensuring none of the limited ammo supply is wasted. Also, the expanded ammo options for the iATM racks give a warrior even more versatility when planning his attacks.
Combat Rating: 6/10, The upgraded weapons and Nova CEWS provide a boost here, but the limited long-range weaponry still hurts this variant, but if you can control the range, this is a very dangerous enemy.
Tactics used by an A: Whereas the Primes frequently fought from a distance, A's would rush up under cover-fire from their brethren. With a little overheating and easy targets, an A up close can double the damage output of a Prime, something many Clan warriors did not realize until it was too late. The A was a favorite in urban settings (despite the lack of jump jets), where it's short ranged weapons were most effective.
Tactics to take down an A: Here the choice is much more obvious, stay at long range as long as possible, and do not allow an A to get within Heavy Laser range.
The
Pariah B is a light-unit hunter, and a harasser of larger opponents. Featuring seven improved jump jets, it can jump as far as a Grendel can and it can jump farther than a Warhawk can run in 10 seconds. There is still enough tonnage remaining to mount a pair of Large Pulse Lasers, a trio of Small Pulse Lasers, and a targeting computer. Three extra heat sinks were added to assist with the heat load from the energy weapons and the jump jets.
Combat Rating: 10/10, simply amazing, it can fight at any range. The targeting bonuses from the pulse lasers are only increased by the targeting computer, greatly assisting the B in targeting faster units. The jump jets assist the B in dictating the range on an enemy, helping ensure the warrior fights where he wants. Even infantry are not safe from the anti-infantry firepower of the Small Pulse Lasers.
The
Septicemia B furthers the fearsome abilities of the Pariah B, trading a Small Pulse Laser and a double heat sink for the Nova CEWS and a Light Tag. By trading some little-used short-range firepower and some cooling capability, all the benefits of the Nova CEWS are added.
Combat Rating: 10/10, a little bit of secondary firepower is lost, but the Nova CEWS and all it's abilities were added.
Tactics used by a B: Bs were frequently used as spotters for Treys and as hunter-killer units. The Bs may not have the firepower to kill an enemy quickly, but there were few units that could escape once a B was encountered.
Tactics to take down an B: The only weakness is it's limited total firepower, so as quickly as possible, overwhelm it with as much firepower as possible.
The
Pariah C was rarely seen, used mostly for eliminating Clan infantry and vehicle forces. Each side torso carries a quad Machine Gun array and four AP Gauss Rifles. Each arm removed the actuators to fit in a pair of Medium Pulse Lasers and a Plasma Cannon, with a third Plasma Cannon in the head. Only one heat sink was added, meaning this version can run very hot if bracket firing discipline is not followed.
Combat Rating: 6/10, it may not seem like it, but this version can still be effective against 'Mechs. However, like the A, it suffers from a deficit of long range weapons.
The
Septicemia C downgrades the Machine Gun arrays and the AP Gauss clusters by one in each side torso, but once again, the Nova CEWS is added. While it can gain some benefit from an ally's targeting data, the C is more likely to be used as a spotter, helping flush out enemy infantry and vehicle ambushes.
Combat Rating: 6/10, The firepower is downgraded somewhat, but the addition of the Nova CEWS balances this out.
Tactics used by an C: Initial reports show the Cs wading into Clan infantry and Battle Armor formations, leaving a bloody pulp and corpses in their wake. As the Clan forces quickly identified C models and avoided them, the Society forces then began to use them as infantry and Battle Armor area-denial weapons and then turning the Cs lose on enemy 'Mech and vehicle formations. The low heat-load of the AP Gauss and Machine Guns, combined with the quad Medium Pulse Lasers provided a hail storm seeking out any cracks in an opponent's armor. In the future this version will be quite effective versus the barbarians of the Inner Sphere.
Tactics to take down an C: Once again, fighting from long-range will be most effective, allowing a warrior to stay outside of most, if not all, of the C's weapons. While the C can overheat quickly, it has enough low or no heat weapons to fight back while being bombarded by infernos and plasma weapons.
The
Pariah D was noted as being a command unit when first seen in action. That description still fits, although urban combat unit can be added to the description. Featuring five jump jets, an ER PPC, an Ultra AC/20, a trio of ER Small Lasers and a targeting computer, most any warrior would be happy in this 'Mech.
Combat Rating: 8/10, The mobility, targeting computer, and ER PPC make the D a threat to any 'Mech in range, and that threat is only increased by the autocannon. While still dangerous, outside of the autocannon's range the D is much less dangerous.
The
Septicemia D trades the mostly superfluous ER Small Lasers for the Nova CEWS. Once again, the Nova CEWS shines, allowing unit commanders to benefit from the targeting data of their subordinates, and if an attacker gets too close, allow the commander to feed targeting data to his allies for his defense.
Combat Rating: 9/10, With the addition of the Nova CEWS this version gained a lot. The ability of a skilled pilot to use the targeting computer to aim his shots while simultaneously using short range targeting data from an ally is a very valuable opportunity.
Tactics used by a D: Like the initial reports said, this is the ride of a commander, although it is also very effective in broken, wooded, or urban terrain. The only drawback is the limited autocannon ammo, so use single shots until an easy target arrives.
Tactics to take down an D: Like many variants, long range combat is the best method, but beware, the ER PPC could end a fight quickly, especially with the targeting computer to assist.
The
Septicemia E is the first variant to be seen that does not have a corresponding Pariah variant. Similar in appearance to the B, the E is all about long endurance firepower. Each side torso carries an ER PPC and a pair of ER Medium Lasers, with another ER Medium Laser in each arm. The E also carries a Nova CEWS, a Light TAG, and a targeting computer, with four heat sinks added to help handle the heat load.
Combat Rating: 9/10, Designed for bracket firing, the heat load still requires some management, the only thing keeping it from a higher rating.
Tactics used by an E: Able to fight at any range, long range (with an ally feeding close range targeting data) is the best method. If an enemy gets too close, or more firepower is needed at shorter ranges, switch to the mediums for extra punch.
Tactics to take down an E: With the same targeting computer, Nova CEWS, and twice the ER PPCs of the D, as well as short-range weapons, there is no bad range to fight from for the E, so each warrior should fight from their best range. Unlike the C, there are no low-heat weapons on the E, so infernos and plasma weapons are a good tactic to help slow down an E.
The
Septicemia F takes the role of a Naga, providing dual Arrow IV launchers on a mobile platform. With no banned technology, this variant could see regular use in Clan forces, but artillery is so rarely used it might as well be banned.
Combat Rating: 3/10, As an artillery platform it is not bad, but as a general combatant, it is.
Tactics used by an F: obviously, Fs were used to lob Arrow IV missiles from a distance, guided by the Light TAG found on so many Septicemia variants.
Tactics to take down an F: Get up close and avoid any other enemy 'Mechs that might be carrying TAG.
The
Septicemia US was designed for space combat, missions that frequently ended as suicide missions. Mounting an ER PPC, a pair of ER Medium Lasers, six ER Small Lasers, and a pair of Spot Welders, the US is also useful on the ground. Six improved jump jets (with associated liquid storage tanks), an ECM suite, and Talons (to allow the US to grab onto a ship's hull) round out this space monster.
Combat Rating: 7/10, Even on the ground this is a very useful variant, and while many missions became suicide missions, it is even more useful in space.
Tactics used by a US: Deploying from a Society vessel, the US would jump to an enemy ship's hull, targeting the ship's weapons, engines, cargo bay doors, docking hard points, and any other location where they could cause significant damage. Usually multiple aerospace fighters were required to clean a ship's hull of these parasites, but not until after they had caused a lot of damage.
Tactics to take down a US: The best way, like with many insects, is to stop it before it gets attached. Baring that, send waves of fighters after it to blast it off the hull.
The
Septicemia UW is another rare variant, designed for the few underwater combat zones of Clan space. Harjel in each arm and torso location help protect those locations from destruction during a hull breach, while a M.A.S.S. system protects the warrior, allowing him to escape from a crippled 'Mech under water. Five UMU's allow for easier movement underwater. For offensive firepower a pair of LRT-15s are backed up by six SRT-4s. The main armament is the LRTs, the long range more prevalent under water, while the SRTs are backup weapons used to finish a target or provide covering fire before retreating.
Combat Rating: 5/10, Useless out of the water, this is a very good variant under water, although the long range firepower is limited.
Tactics used by an UW: Taking advantage of the LRT's range, most Society warriors would sit back and whittle down a target with the LRTs, forcing the target to close the distance where the SRTs would be unleashed.
Tactics to take down an UW: Stay back out of range of the SRTs, bear up under the fire from the LRTs and hammer back.
The
Septicemia Z is the final variant, but probably the deadliest of them all. Used in coordinated attacks with the US, the Z carries an ER Large Laser, a Medium Pulse Laser, an iATM12, and a Ground Mobile HPG. While swarms of US variants, fighters, and ships would distract the enemy vessel, a Z on the surface would target and fire the Ground Mobile HPG sending an HPG override signal, activating the computer viruses that had been slipped into every Clan HPG system.
Combat Rating: 7/10, Even without considering the effects of the Ground Mobile HPG, the Z variant has some good firepower of it's own.
Tactics used by an Z: Z variants were typically hidden until a battle was well underway, deploying in time to attack a Clan warship in orbit. In order to discourage engaging in combat by it's warriors and to help fend off attackers, Zs were loaded almost exclusively HE ATM ammo.
Tactics to take down an Z: While charging the HPG and firing it the Z must remain still, this is the best time to attack, but Z pilots know this, and frequently have allies ready to defend themselves.
EDIT: deleted something that I can't find the source for