Author Topic: 'Mech of the Week: Pariah/Septicemia  (Read 12965 times)

wantec

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'Mech of the Week: Pariah/Septicemia
« on: 19 October 2012, 08:19:50 »
'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
« Last Edit: 19 October 2012, 12:18:21 by wantec »
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Neufeld

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #1 on: 19 October 2012, 11:10:43 »
Where did you find the stats for Septicemia Prime? The info is not in WoR nor in WoR: Supplemental.

Also, while this is a powerful mech, a lot of people does not realize that it has a big weakness that reduces its flexibility: Carrying Elementals will obstruct most of its weapons, so it is not at all suited for being part of a Nova formation.

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #2 on: 19 October 2012, 11:12:19 »
...Very interesting - I hadn't realized the extent of the variants.  I always knew this was a dangerous unit, though.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #3 on: 19 October 2012, 11:17:08 »
Where did you find the stats for Septicemia Prime? The info is not in WoR nor in WoR: Supplemental.

Also, while this is a powerful mech, a lot of people does not realize that it has a big weakness that reduces its flexibility: Carrying Elementals will obstruct most of its weapons, so it is not at all suited for being part of a Nova formation.

Considering (a) the Society doesn't use Clan formations and (b) they don't field Battle Armor very often, that won't be a big problem. :)
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #4 on: 19 October 2012, 11:19:09 »
The -US is not a very good space combat unit. Without Harjel, it can die in a single hit. :-\ Usually "laser spam" is the best weaponry for space ops, since each hit can cause a breach. This one seems poorly thought-out for that purpose.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #5 on: 19 October 2012, 11:25:50 »
Considering (a) the Society doesn't use Clan formations and (b) they don't field Battle Armor very often, that won't be a big problem. :)

They do however use protomechs with mag clamps...
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #6 on: 19 October 2012, 11:37:15 »
They do however use protomechs with mag clamps...

They do indeed. But I really can't imagine a situation where this would become a problem. ProtoMechs have comparable movement to BattleMechs. They don't need to be carried into a game for 3 - 5 turns to be dropped off someplace. Every one of the Mag Clamp Protos has at least 4/6 movement (I think the Hobgoblin is the slowest). Attaching even these guys to a fast-mover like the Cephalus would make far more sense than a 5/8 "E" configuration that's intended for fire support.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #7 on: 19 October 2012, 12:33:42 »
Yup, and a long ranged mech like the Prime has no business transportin Hobgobbos up to the line, anyway.  I do like that they paired the HAG with a ERLL.  Finally.  Too many HAG/ERPPC mechs out there is mismatching range brackets.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #8 on: 19 October 2012, 12:45:03 »
Nice write up Wantec.

This thing is a nasty beastie and fits the Society well.  With some tweaks it will also be a pretty awesome unit for the homeworlds.  Unleashing this thing on unsuspecting deep periphery komgdoms could be lots of fun. 


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wantec

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #9 on: 19 October 2012, 13:01:22 »
Where did you find the stats for Septicemia Prime? The info is not in WoR nor in WoR: Supplemental.
I could have sworn it was in the Supplemental, but I can't seem to find it now. Maybe I just made it up. Crossed it out for now, but I'm keeping it in there in the hopes that I can find where I got the info from.

They do indeed. But I really can't imagine a situation where this would become a problem. ProtoMechs have comparable movement to BattleMechs. They don't need to be carried into a game for 3 - 5 turns to be dropped off someplace. Every one of the Mag Clamp Protos has at least 4/6 movement (I think the Hobgoblin is the slowest). Attaching even these guys to a fast-mover like the Cephalus would make far more sense than a 5/8 "E" configuration that's intended for fire support.
Some folks like to refer to mounted battle armor as "extra armor", think of a Proto the same way. And while not all variants may be ideally suited for work in a Nova formation, while the scientists are removing the Nova CEWS they can rebuild a variant or two for BA transport. There's plenty of reasons to mechanize protos on an omni that only moves 5/8. First off there's variants like the B which can jump as far as some protos can run, which is good on flat open terrain, and even better when you start adding woods, buildings, elevation changes, turns (direction changes), etc. Second is a nice quirk of the mechanized proto rules, which is like the mechanized BA rules. Mechanized BA (and protos) can't be directly targeted, and they only take damage when the unit carrying them is hit in the location carrying them. In the case of Protos, they only take half the damage dealt to the location hit. This means mechanized Protos are more likely to survive getting into a location to fight than huffing it out there on their own. Lastly, is just the rule of cool of a mech running into battle and dropping off a mini-me to wreak havoc on their enemies.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #10 on: 19 October 2012, 13:29:48 »
Cool, been looking forward to this article. More detailed rant forthcoming.

I could have sworn it was in the Supplemental, but I can't seem to find it now. Maybe I just made it up. Crossed it out for now, but I'm keeping it in there in the hopes that I can find where I got the info from.

Nah, it's hard to improve on perfection. ;)

There's no real intent to make a Septicemia PrimeZ; apart from that looking like a stupid config name ( ;) ), it's also intended to be an indication that the quantity of Nova CEWS isn't adequate to support that kind of deployment.
If I had to make one, I'd drop the gun to a HAG30.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #11 on: 22 October 2012, 23:22:56 »
Its a quality mech, both because it makes some good large scale design choices (XL engine, weight saving internals, high armor load, no fixed jets) but also because it fully embraces modern design philosophy.  I think Paul (who will doubtless confirm or deny this) mentions he spent a fair amount of time thinking about this mech and its companions, and I think the fact that most of the little details are right shows that.  Heat tends to be not just manageable, but manageable through a sensable method.  Secondary weapons tend to make sense in terms of mission, and not just be superfluous tonnage fillers.

More over, only a few of them are really superspecalized.  The 'long ranged' prime has enough heat to use its weapons all the time anyway, and the HAG's cluster mods mean that it gains power as the range closes.  The 'short ranged' A uses ATMs, which while they do come into their own at 3 hexes still reach out to 27 hexes.  The D, asside from being a nice blend of the Executioner B and C (and a fair bit better than either) is nicely ballanced (though it feels like such a shame to leave a TCed, fully sinked AC20 out of any fight, so I tend to close in recklessly with it).  And the C is a great team player, a great mech to have as part of a trey, heating other mechs up to slow them down for Primes or As to rain down fire, even as it closes in to provide spotting as it unleashes its ultra short ranged weapons.  To me, this makes them nice team players on such small three or seven man teams in that they can easily switch roles and cover one another, especaly in a three mech unit.

Are there weeknesses?  Of course.  The problem with any 5/8 Clan medium (or heavy) is that the existance of the Timber Wolf, Summoner and Mad Dog, Cauldron Born, and etc means that such means struggle with the 'out-fight or out-run' test, in that its very plausable that they could encounter a group of mechs that can match their power and match or exceed their speed (just because the Septicemia is good doesn't mean the Stormcrow is suddenly bad; it's still very excelent).  But, is the fact that a Septicemia (I still want to call them Periahs) can be competitive against these mechs, and in some cases superior in terms of their ability to use better tactics or exploit oppertunities, is a very strong testimate to the power of good design over brute force (though if you're clever enough with your brute force, I think a Hellbringer could give one a run for its money).

I'm mainly happy that I can use one in a proper Clan game, since its too solid a mech to lose to just the bad guys like the Celestials and other such mechs.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #12 on: 23 October 2012, 00:43:46 »
in terms of appearance, the Pariah clearly gets its pedigree from the Ryoken. the low-slung cockpit, reverse knee joints and wee, spindly arms coming off the much larger shoulders are clear givaways. the cockpit's far less exposed (Well, to other 'mechs and such- that's honestly a pretty good angle to shoot at for infantry ambushing it with SRMs to crack the head open) and this one seems to favor having all the visable pod space in the torso from the looks of it.....doesn't look good to me kind of awkward, not that looks have led very well to the truth with omnimech designs.

still, another clear show of the clan love of recycling construction elements from existing 'mechs to improve supply chain efficiency.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #13 on: 23 October 2012, 07:00:19 »
Other than the slightly odd placement of crits, it is designed very efficiently and most of the configurations can take on all comers.  I haven't used this one much as it came out when I was MIA from the game, and I haven't been able to really get in any time to make it work.  Tons of potential here though.

I think that a Septicemia can comfortably still engage the Cauldron Born, Summoner, Mad Dog, or even Timber Wolf as while they are the same speed (or over all more mobile in the Summoner's case,) the Septicemia has the pod space and effective, efficient design and weapon/equipment choices to have a chance.  It's almost a pocket heavy in that regard, though it doesn't have the armor or internals to back it up.
« Last Edit: 23 October 2012, 07:16:15 by Savage Coyote »

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #14 on: 23 October 2012, 09:32:27 »
It's almost a pocket heavy in that regard, though it doesn't have the armor or internals to back it up.

*looks at the armor values of the Mad Dog, Hellbringer, Cauldron-Born and Summoner*

Uhm, yeah, right...

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #15 on: 23 October 2012, 09:46:08 »
Its a strong mech, but the average speed means I really want to mount IJJs.  I could see it going into production by the IS clans as its functionally acting as a heavy on a medium chassis.  The only real downside is the weapons being predominantly in the torso, which limits it somewhst in Nova units.  I know thats not a Society concern, but I don't play Society and would like to integrate it into my Clan forces. 

I like art.  Its a bulky, mechanical looking design except those spindly arms, which might make sense from the Scientists perspective.  This article has made me rethink actually fielding s Pariah, so if nothing else, you did change someone's mind.  Also like the Watch perspective.

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #16 on: 23 October 2012, 11:17:58 »
i doubt we will see it in the IS, as far as i know the Pariah/Septicema was a purely homeworlds unit. so we are not likely to see it in action anywhere else unless the Homeworld's clans start up the 2nd invasion.


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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #17 on: 23 October 2012, 11:24:55 »
*looks at the armor values of the Mad Dog, Hellbringer, Cauldron-Born and Summoner*

Uhm, yeah, right...

Well... they all have more internals  :D

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #18 on: 23 October 2012, 11:53:21 »
i doubt we will see it in the IS, as far as i know the Pariah/Septicema was a purely homeworlds unit. so we are not likely to see it in action anywhere else unless the Homeworld's clans start up the 2nd invasion.

I personally dont bother with the MUL.  I dont get to play tabletop or MM often enougg to worry about it.  :)

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #19 on: 23 October 2012, 12:06:01 »
As someone who runs a server which regularly employs the Septicemia, I can say I've gotten a nice snapshot of each variant and how it works into Society units. In reality, this translates to about 60+ games using them, which isn't a wealth of data by any means, but enough experience to at least get a grip on how they work.

Prime
The Prime is the least "prime-like" of any I've experienced. It's a highly specialized unit with a precarious ammo count attached to it and an explosive torso to boot. Negatives aside, it makes a fantastic anti-aircraft unit due to the sheer range of the ER Large, the Flak bonus on the HAG/40 and the Targeting Computer. Outside of this, it seems to do best in units with a lot of fast or jump-capable skirmishers; units able to keep others at bay while it offers rudimentary fire support and crit-seeking. The Prime is little more than a victim in zellbrigen situations, due mostly to the unreasonable BV attached to the ammo-hungry HAG/40. Melee combat only for this guy.

Rating: 6/10


A and A-Z
The A-Z is by far the weakest configuration. The ATM-12 is over-BVed for what it does and as a 5/8, the Mech is a bit too slow to close the gap needed to employ those all-important HE rounds. With only 15 rounds per launcher, you're not going to be taking many pot shots at enemies in your Long range bracket and that hurts. The A-Z is less ammo-dependent due to the Streak capability of the iATM, but still suffers greatly from the explosiveness of the Improved Heavy Small Lasers in each arm. It would do this Mech great service to employ at least one, ammo-free weapon like ER Mediums in each arm or possibly adding jump jets to increase its maneuverability in tight terrain.

Rating 3/10


B and B-Z
The undisputed king of Septicemia variants. The B-Z acts as the perfect spotter for a heavier Trey, as its 7 jump lets it get into cracks and crevices where the enemy simply can't hit it. This is the Mech usually left standing at the end of a battle and it'll definitely drag your army straight to hell with the classic "Griffin Hunt" strategy. The B operates without the help of Nova CEWS, but excels in zellbrigen duels and is nigh-invincible in built-up terrain. Set that ECM to Ghost Targets and let'er fly.

10/10


C and C-Z
One would think this is a specialist unit, but it really operates as area denial as well as Infantry/Vehicle hunter. The Clans don't employ Vehicles as often as the Society, so as an anti-Mech combatant, it's likely to find use in most Treys as a fire suppressant. Even the threat of two Plasma Cannons firing at you in a single turn is enough to slow down your rate of fire. Four Medium Pulse Lasers is a respectable amount of fire power at this Battle Value, both for the C and its Z-configuration cousin. The Machine Gun Arrays are a frightful addition, allowing the operator to do a dizzying 58 damage at point-blank range and still be under the +4 heat threshold. Park this guy near important terrain if you're a C and if you're a C-Z, get close to a big-BV unit and make sure it doesn't fire that extra ER PPC this round. It'll pay off in the long run.

Rating: 7/10


D and D-Z
The supposed "command variant" of the Septicemia, these two variants leave much to be desired. The UAC/20 is incredibly short-ranged and poorly supplied with ammunition. Although it hits for big power, you're not going to get many opportunities to double-tap the UAC ability since it's fed with a meager 10 rounds for the D-Z. At a base of over 2,700 BV, that's just inexcusable.

Swapping the UAC/20 out for a smaller-caliber gun or LB-X version would do wonders for this little guy. The 5-jump capability seems to imply that it's meant to stay at range or brawl; it's definitely no Line Mech. A Gauss Rifle seems appropriate, as it would be equal in tonnage but bolstered to a healthy 16 shots for the main gun. If this isn't done and you're running the canon variant, your best bet is to stay back from the main fighting and come in for big hits when it's advantageous. For a "commander," you'll be doing a lot of clean-up duty and that just doesn't seem right.

Rating: 4/10


E
Next to the B-Z, the E is the de facto Prime of the Septicemia. Without a doubt, this is your "go-to" configuration for most battles, as it comfortably accommodates low-grade pilots in a fire support role or can act as a spotter for more specialized units. The Light TAG is a nifty little addition, adding anywhere from 20 - 80 damage in 20-pt clusters from those Arrow IV launchers you have hidden in the back someplace. The ER Medium battery has wonderful utility here. The only downfall is the dodgy heat curve, which will have you firing more like an ARC-2R in firing patterns due to the Nova's cockeyed 2 heat addition each round.

9/10


F
The F variant gets no respect in the Clans, but is a deadly and brutal variant in the hands of an Artillery surgeon. Incredibly low Battle Value lets you slip in an Elite pilot here, delivering some withering Direct Fire shots. That may seem like small potatoes, but the single weakness of the Nova CEWS network is close combat, which eliminates the costly range advantage. If you can keep them at 18+ hexes, you're winning the game with Nova-equipped units. If you can't, you're in for some pain.

Combine the F with some TAG spotters. The E and B-Z are perfect Sept mates for the F, as are Satyr 4 ProtoMechs. Donars and Asshur Infantry Spotters. If your GM allows it, pod-mounting some BA TAG on your Elementals is also an option for area denial. Your mission is to keep people at bay with this one.

Rating: 6/10


Z
This configuration is mostly for role playing purpose, though the HPG has an insidious purpose in its heart. By sucking away the range advantage with its To-Hit penalties, the Ground Mobile HPG can be a foil for Clan marksmen wanting to take aim at stationary members of a Trey acting as fire support. It can also give those brawler variants precious time to close with the enemy and get where they need to be for the big damage. The HPG is a specialist weapon, have no doubt. But if employed correctly, you can really tick off your opponent while the B-Z stings them with unanswered Pulse shots.

Rating: 4/10


US and UW
The two "extreme environment" variations are night and day. While the "Water" variant carries Harjel and seems prepared for its job, the "Space" variant is a suicidal machine that is sure to die if it ever meets enemies in low or no-atmosphere combat. The -US is best employed on the ground in a brawler/harasser role, possibly in tandem with the lonely Z configuration, which will let it get into kicking distance. Those Talons are nasty and they might change the game in a single kick.

Rating: 8/10 for the UW when used under water. 2/10 for the US when used in space.6/10 for the US when used in ground combat.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #20 on: 23 October 2012, 12:27:14 »
"Griffin Hunt"?
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #21 on: 23 October 2012, 16:32:52 »
"Griffin Hunt"?

That refers to the long, drawn out matches in Intro Tech games of GRF-1Ns jumping 5 hexes between Heavy Woods and fighting at TNs of 12 or worse as a result. At the same time, he's shooting you at 11s, so it's an extremely long contest of dice luck.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #22 on: 24 October 2012, 12:22:14 »
As someone who runs a server which regularly employs the Septicemia, I can say I've gotten a nice snapshot of each variant and how it works into Society units. In reality, this translates to about 60+ games using them, which isn't a wealth of data by any means, but enough experience to at least get a grip on how they work.
Thanks for chiming in, especially since you've used them so frequently. I've got a few extra comments to toss in here and there.

Prime
The Prime is the least "prime-like" of any I've experienced. It's a highly specialized unit with a precarious ammo count attached to it and an explosive torso to boot. Negatives aside, it makes a fantastic anti-aircraft unit due to the sheer range of the ER Large, the Flak bonus on the HAG/40 and the Targeting Computer. Outside of this, it seems to do best in units with a lot of fast or jump-capable skirmishers; units able to keep others at bay while it offers rudimentary fire support and crit-seeking. The Prime is little more than a victim in zellbrigen situations, due mostly to the unreasonable BV attached to the ammo-hungry HAG/40. Melee combat only for this guy.

Rating: 6/10
I bolded those last two sentences, because that's the key about this machine, it was designed for The Society and designed to work in Treys and Septs, fighting in groups in melees, not in stand-up zellbrigen. The weapons combination allows it to fight at any range (except artillery) and to deliver up to 50 points of damage per Omni. Going back to a line in the Pariah entry, 7 Primes, a Sept-worth, destroyed a Kingfisher in one salvo. This is how the Prime was designed to be used, as a pack hunter, able to swarm and destroy an enemy quickly at any range. The leaders of the Society knew their fighters (on average) wouldn't be able to match skills with Clan Warriors, but they knew how Clan Warriors fought and how they thought. So they took advantage of this at every chance they had. Which we'll see in the A.

A and A-Z
The A-Z is by far the weakest configuration. The ATM-12 is over-BVed for what it does and as a 5/8, the Mech is a bit too slow to close the gap needed to employ those all-important HE rounds. With only 15 rounds per launcher, you're not going to be taking many pot shots at enemies in your Long range bracket and that hurts. The A-Z is less ammo-dependent due to the Streak capability of the iATM, but still suffers greatly from the explosiveness of the Improved Heavy Small Lasers in each arm. It would do this Mech great service to employ at least one, ammo-free weapon like ER Mediums in each arm or possibly adding jump jets to increase its maneuverability in tight terrain.

Rating 3/10
Knowing that Clan Warriors look down upon support units, the A was designed to provide fire support for other members of a Trey or Sept. With the streak-like ammo conservation abilities of the iATM, no ammo is wasted. Starting off with ER and Standard missile ammo, an A variant is able to plink at an enemy from a long distance, damaging it enough to be an annoyance, but not so much that it becomes a main target right away. This gives it time to close with the enemy and begin using HE, Improved Inferno, or Mag Pulse ammo to really cause havoc. Once again, it's not designed to work alone, but it was never intended to work alone.

D and D-Z
The supposed "command variant" of the Septicemia, these two variants leave much to be desired. The UAC/20 is incredibly short-ranged and poorly supplied with ammunition. Although it hits for big power, you're not going to get many opportunities to double-tap the UAC ability since it's fed with a meager 10 rounds for the D-Z. At a base of over 2,700 BV, that's just inexcusable.

Swapping the UAC/20 out for a smaller-caliber gun or LB-X version would do wonders for this little guy. The 5-jump capability seems to imply that it's meant to stay at range or brawl; it's definitely no Line Mech. A Gauss Rifle seems appropriate, as it would be equal in tonnage but bolstered to a healthy 16 shots for the main gun. If this isn't done and you're running the canon variant, your best bet is to stay back from the main fighting and come in for big hits when it's advantageous. For a "commander," you'll be doing a lot of clean-up duty and that just doesn't seem right.

Rating: 4/10
I forgot to mention this in my initial article, but the UAC20 on the D isn't intended for offensive combat most of the time. The main intent of the UAC20 is to give a unit commander a big honkin' gun to scare off enemies from getting too close and to hurt them badly if they do get too close. The main weapons are the TC, ERPPC, Nova CEWS, and jump jets. Use the TC and Nova to make the shots easier while sitting (or jumping around) back at long range. And if the target numbers come up nice enough, flip the switch on the TC and take a called shot to hit a key area. If you doubt me, count up the heat for jumping, the ERPPC, and the Nova, 22 which matches up nicely with the 11 DHS. And if someone's able to get in close, let the UAC rip, screw the heat gained, and just jump away next turn.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #23 on: 24 October 2012, 15:49:28 »
The UAC/20 just seems to be a poor fit, though. It would be one thing if it were somehow "cheaper" for the damage, but it seems to make the entire unit very ungainly due to high BV/low damage output. If you have a Nova-linked Trey, the 3,371 BV of the D-Z at 3/4 is sufficiently low, but the 15 damage/turn it's going to do is incredibly lackluster. Keep in mind that Nova's going to add BV to each unit:

Quote
Septicemia D-Z (3/4) 3,371
Septicemia B-Z (4/5) 2,349
Timber Wolf Z (4/5) 2,730

Total BV (Unlinked): 8,450

Nova Link = 8,450 * 0.15 = 1,268
1,268 * 3 = 3,804 BV

Total (Linked): 8,450 + 3,804 = 12,254 BV

That's an incredibly high Battle Value for a maximum of 64 damage (combined) in the long range bracket. If we substitute an E configuration at (4/4) for the (3/4) D-Z, we increase that total by 25% to 79 damage per turn. Since the goal of Nova-linked armies is to operate at Long and Extreme ranges, any gun as pricy as the UAC/20 and with as little range is not going to be of much help.

At 12 hexes, you're within the Medium range of just about every common Clan weapon out there. That means you'll need a spotter at Short to take any advantage of the CEWS whatsoever. Given that you only have 10 shots, you can't operate in Ultra mode, unless you consider 5 rounds of fire to be sufficient to win against a minimum of 3 Elite-skilled Clan opponents.

EDIT: Let's assume the D-Z isn't a "Command" variant like the text says and just give it a 4/5 pilot:

Quote
Septicemia D-Z (4/5) 2,704
Septicemia B-Z (4/5) 2,349
Timber Wolf Z (4/5) 2,730

Total BV (Unlinked) 7,783

Nova CEWS Link: 7,783 * 0.15 = 1,167 * 3 = 3,501
Total BV (Linked): 7,783 + 3,501 = 11,284 BV
« Last Edit: 24 October 2012, 16:07:28 by TigerShark »
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #24 on: 24 October 2012, 17:12:42 »
Nice write up Wantec! Thank you for including the picture too, i pics add something more to article.

I always like the Septicemia, but their in clan space....I doubt we'll get to use them in the Inner Sphere within next couple centuries.

Speaking of Space, what with the Septicemia US and its twin spot welders?  Is this for RPG related stuff, those things on inflict 5 damage and 2 points heat.  They do something more in SO rules or TO?

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #25 on: 24 October 2012, 17:21:04 »
Speaking of Space, what with the Septicemia US and its twin spot welders?

Well, they are useful if you need to weld something, like a damaged hull, for example.

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #26 on: 26 October 2012, 21:26:13 »
Well, they are useful if you need to weld something, like a damaged hull, for example.
If it's something like a plasma torch then it can cut through hull as well as weld it shut.  Yay versatility!

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #27 on: 27 October 2012, 14:54:04 »
Speaking of Space, what with the Septicemia US and its twin spot welders?  Is this for RPG related stuff, those things on inflict 5 damage and 2 points heat.  They do something more in SO rules or TO?

Spot Welders are classified as physical weapons. Therefore, a 'mech equipped with them gets a bonus when trying to land on a spacecraft(StratOps). Just like some of the other U Omni configs, they can be used to land on a JumpShip or Space Station and force it to surrender, elminating the need for a potentially bloody boarding operation. (They can also land on mobile spacecraft, but I strongly advise against it unless you shoot out the drives first.) Same reason you see Clan Omnimechs that mount melee weapons, like the Black Hawk with a sword, or the talon-equipped Turkina.
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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #28 on: 27 October 2012, 16:00:43 »
At least they have jump jets for that scenario, putting them a step above the Partisan Hull Defense, the Worst-Designed Counter-Boarding Measure In History.  Odds are pretty good a Septicemia can avoid falls into atmosphere.  Partisans?  Well, I hope you packed your Clantech asbestos undies, boys and girls...

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Re: 'Mech of the Week: Pariah/Septicemia
« Reply #29 on: 27 October 2012, 16:18:33 »
Yeah, I wouldn't station those Partisans on anything other than a station or JumpShip. On such vessels though, they could be useful to stop exactly these kinds of 'mechs. I'd rather have them on the ground, myself.
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