’Mech of the Week: DOL-1A* Dola
Dola. Apparently protective spirits that embody fate, so a cross between guardian angels and entities like the Greek Fates or Norse Norns. Namesake for a 30-ton BattleMech designed to act up-close to disrupt enemy communications and to be maneuverable enough to avoid being destroyed while doing so.
It also has elements that make me wonder if the designers watched a few too many Hong Kong action films.
When Olson’s Rangers betrayed the Capellans and sacked the Shengli Arms factory on Victoria, among the numerous casualties was the entire
Yu Huang production line. Rather than dwell on this loss, Shengli Arms decided to build an entire new line to produce a rapid-response skirmisher.
This decision was doubtlessly made easier by the knowledge that House Liao still had the ability to produce all the
Emperors and
Pillagers they desired.
The first experimental prototype showed itself in 3079. This machine was built to push the envelope and see what some of the newer technologies (experimental and otherwise) could potentially do. As such, it may have pushed a bit too far. Built around a composite frame, the DOL-1A
Dola uses a 240-rated extralight engine, along with eight jump jets to match the speed and maneuverability profile of the venerable Spider. For increased weight savings, an extralight gyroscope, and a small cockpit were also utilized. Six tons of light ferro-fibrous armor were used to give the design 96% of maximum protection, laid out in a 9, 14/6, 10/4, 10, 12 pattern (head, center front/rear, side front/rear, arms, legs). Underneath the cockpit, an Angel ECM was installed to help disrupt a foe’s ability to both target the
Dola and their ability to communicate. Two extended medium lasers are mounted in the left arm, while a massive medium-class vibroblade is held point-down in the right hand. While active, this blade can hit with the force of the hatchet wielded by the
Nightsky. When inactive it hits like a standard sword of its weight. Ten double heat sinks struggle with the heat output, at least while the blade is on.
While the -1A proved to be a good concept, testing revealed one serious flaw: novice pilots were as likely, if not more so, to kill themselves as the enemy. Fragile internal structure just does not like wear-and-tear. So the production model, the DOL-1A1, dealt with these flaws before entering service in 3082. The gyro, internal structure, and cockpit were all replaced with standard models. Standard ferro-fibrous was used to armor the design, resulting in the loss of one point of protection to the chest and each leg. The ECM suite is now located in the center torso. The vibroblade was also replaced with a standard sword. Frankly, if the heat load hadn’t dropped below the heat sink capacity, I’d be a bit more annoyed at the lack of TSM. I will also note a slight quirk in the design: the sword is jettison-capable. This does make me wonder if you can jettison while moving the arm. (For best effect, into an enemy ’Mech’s throat/cockpit.)
There is one production variant, noted in the Technical Readout as the DOL-1A2. This design mounts heavy ferro-fibrous, giving the point back to the chest. The ECM has been swapped for a TAG unit, and the sword swapped for a small vibroblade. While active, this weapon can hit a hard as the sword on an un-primed
Spatha. (Un-primed = without the TSM active.)
Using one requires a mix of general light ’Mech tactic and insanity. Based on the description in Tech Readout: Prototypes, numbers of this design were given to just such units. Anyway, this means keep your movement modifiers high, strike quickly, get out. The first two variants have the ability to turn off C3 networks and interfere with Streak systems and other high-end electronics. They are also some of the few designs that can interfere with Bloodhound. On the other hand, the last variant is more suited to lighting someone up with their laser pointer and let the artillery and bombs fly. In the odd situation where you are given one of each variant, I would suggest putting the best pilot in the -1A, since this will limit your tendency to fall, and if you do decide to hit with your melee weapon you will have a better chance to inflict serious damage to like-weight designs.
Fighting one starts with standard anti-light tactics. This includes lots of pulse lasers, targeting computers, or autocannons with precision ammunition. If you have units with similar speed, stalking the design from range (don’t enter range 1) is also a good idea. About the only light melee designs I might consider playing action hero with are the TSM
Scarabus and the
Mjolnir. Both of those designs can hit very hard. Of course, if he moves close enough for, say, your
Berserker to reach melee, don’t hesitate. There is something satisfying about pretending to be the Hulk and smashing something with a big weapon. And as always with these designs, if you knock a
Dola down take advantage of it.
This design is still new enough not to have made many memorable actions in BattleTech history. This also means there is a chance for many more variants to appear. And based on what I recall about the Age of Destruction storyline, the Capellans might have found an effective military for the first time I can recall. (Seriously, there are players I know who have said that but for the Word of Blake Jihad, the Capellans would all be “citizens” of the Federated Suns by now.)