Tiburon, from TRO:3145 Mercenaries
Clan Sea Fox - previously known as Clan Diamond Shark - has struggled with maintaining a unique military identity over the years. Although the ‘Mechs that they would produce would generally be effective and memorable, with notable designs such as the Grendel, Solitaire, and Mad Cat Mk II, they would always eventually flex their mercantile might and come to sell or trade these popular designs. This would give their Touman great variety, but would leave few surprises for an educated foe. Until 3099, when the final product of the Diamond Shark identity would appear. Until the Tiburon.
One of the first designs that the Sea Foxes have outright refused to sell, the Tiburon clocks in as a solid 35-ton light ‘Mech. The Sharkfoxes did not try to save money here; the Tiburon has an Endo-Steel chassis, Ferro-Fibrous armor and an XL engine. It has thoroughly tested and easily acquirable Communications and Targeting suites (although through some..err..intelligence gaff, the Tiburon has a second Targeting System listed as a Communications System). These are supplemented by two additional electronics systems: the first is a Watchdog CEWS, while the second is an advanced Targeting Computer. The lot can move at speeds reaching up to 118 kph, translated into a 7/11 ground speed on a hex board.
The weapons layout is where the Tiburon shines the most. Four ER Medium Lasers provide the main punch, while two ER Small Lasers and two SMR-2 Launchers (sharing one ton of ammunition) offer an extra close-ranged punch. While on paper a total of 6.5 tons of weaponry and ammunition might seem anemic, especially for a 7/11 XL Engine'd light, what makes it special is its ability to fully dissipate its entire heat load: the Tiburon has 15 double heat sinks, and remains completely heat-neutral at a running alpha. If we do the math, the Tiburon can put out up to 44 points of damage and remain cool - something that few other light ‘Mechs are able to match, let alone beat. And with a Targeting Computer guiding the ER Smalls and Mediums, this firepower is likely to strike. These weapons are entirely hidden behind retractable ports, a feature that not only simplifies maintenance, but also lessens the threat profile of the ‘Mech when negotiating with potential clients.
The toughness of the Tiburon is another surprising feature. It has a near-maxed shell of armor, laid out in a 17(5)/11(4) (center/side torsos), 11/16 (arms/legs) pattern. This is relatively standard for a ‘Mech of its side, but the single ton of ammo that it has is not only located in a crit-packed location, but is also protected by revolutionary CASE II. The number of heat sinks it has means that engine criticals are easily dealt with. Even if the Tiburon loses a hole side torso, it can continue to keep up a high rate of firepower without overheating and stay in the fight. The ECM from the Watchdog CEWS adds a final layer of protection at close ranges.
When each feature of the Tiburon is put together as a whole, the Tiburon becomes a very dangerous customer. It can take on a large number of light and medium ‘Mechs, but can also threaten slower heavy or assault ‘Mechs with severe backstabs. If a better pilot finds him/herself in a Tiburon, they may then start using the Targeting Computer for aimed shots, putting out a potential 38 points of damage into a single (rear?) location. This amount of firepower makes forcing PSRs a breeze, and the spread out but solid damage makes them a natural team player with the other two key light 'Mechs that the Sharkfoxes use: Solitaires, and Piranhas. Running a combined Star of the three offers excellent holepunching, critseeking and sandblasting potential, all moving at quite decent speeds. Tiburons also work quite well by themselves; a pack of them can chew through armor at a positively disgusting rate for such light 'Mechs. And don't forget about the CEWS! There are many TacOps rules that can be taken advantage of here - Ghost Targets being the favorite for many, but the woods-negating function of Active Probes is another function that can be used to help take out heavier opponents hiding in woods.
This isn’t to say that the Tiburon is some sort of invincible UberMech. The 7/11 movement speed for XL’d ‘Mechs reaches its ideal weight band at 50 tons, which means that well designed heavier ‘Mechs - the Fenris, the Grendel, the Crimson Langur, or the Black Lanner, to give four examples - can reasonably be expected to outright outperform the Tiburon. Quicker sniper ‘Mechs will also cause the Tiburon many issues, so if at all possible, avoid engaging things like the Locust IIC 8, Wulfen A/B, Viper B and the like.
The Tiburon is a fine reminder that, even if the Sharks have lost their name, they still haven't lost their teeth.
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MUL:
http://masterunitlist.info/Unit/Details/6552/tiburon-standardIWM:
http://ironwindmetals.com/store/product_info.php?products_id=9045Camospecs:
http://www.camospecs.com/MiniList.asp?Action=Detail&ID=1653