’Mech of the Week: PAL-* Paladin
Innovative Design Concepts’ first heavy BattleMech, the
Paladin is an eccentric and radical design. Based on an unusual variation of the
Hunchback, this machine is an in-fighter like its progenitor. Having been introduced to this design by a malicious gamemaster (who else puts you in Solaris designs in open fields against his long-range combat units?), I have experienced its flaws, but still like it.
Then again, my charge in and beat the crap out of you mentality does lend itself to such short-range designs…
And the original PAL-1
Paladin is meant to be used at the close ranges of an arena. A large pulse laser serves as the main hole puncher. For follow-up there are a 6-pack SRM launcher, with Artemis fire control, and twin Streak 2 racks. But the main weapons are a series of seven machine guns set up in the left arm as a Gatling cannon. While not placed in an array, this rapid-fire blast can sand armor off in droves.
The ammunition for the weapons is placed in the CASEd left torso. While the use of a standard fusion engine allow for the ’Mech to survive an ammunition explosion, a rare cascade would require a wet/dry vacuum to clean out the cockpit. The engine does allow for speeds up to 86 km/ph. The use of ferro-fibrous allows for 98% of maximum armor coverage. All front locations can take a Class-20 autocannon shot, though a rear shot by anything larger than a large pulse will find internals on the center, and larger than a clan medium will pierce the sides. Ten double heat sinks provide for adequate dissipation. To allow for the weight, endo-steel was used.
Though I would consider the PAL-1 to be a good machine for its intended purpose, apparently IDC considered it a “mistakeâ€. Their attempt to correct this brings us the PAL-2. Built around an experimental super-light (XXL) fusion engine, which provides as much power as a standard at a third of the weight. This weight savings allowed them to do many things, starting with upgrading the engine to a 360 rating. Addition of triple-strength myomer allows for a top-speed of nearly 120 km/ph. Jump jets were installed to allow for greater maneuverability. Armor was “downgraded†to light ferro, but was upped to full protection.
The weapons were also overhauled. The large pulse was replaced with a medium x-pulse. The 6-pack was upgraded with Streak technology, and the twin 2-packs were replaced with a 4-pack. And the machine guns were replaced with a Mydron Tornado Class-2 rotary autocannon. While greatly extending the range of this design, I do have issue with TRO: 3055U and its claim that this replacement keeps the firepower of the original machine guns (six 2-pointers vs. seven).
The CASEd ammunition storage would cause me more consternation, save that any explosion is certain to savage the engine, putting the ’Mech out of action. This is doubly so as the endo-steel inner structure was replaced with the extremely fragile composite material. And to top it off for pilot discomfort, the cockpit is of the small variety. An additional heat sink was installed to help with the added weapons heat.
The PAL-3, third and final variant, deserves the nickname given to it by its test pilot, “The Obliteratorâ€. The armor has been stripped down, even with the use of ferro-fibrous armor. The armor reduction means the arms no longer can pass the Class-20 test. The gyro was replaced with an extralight version. One heat sink and the streak launchers were removed. In their place, four machine guns were installed in the left torso. For the big gun, the RAC/2 was replaced with a massive Class-20 Ultra autocannon. While usually a scary prospect, the weapon only has two tons of ammunition. The rest of the weight savings is used up by the installation of reinforced internal structure.
Using one of these machines differs only slightly based on variant. The PAL-1 and PAL-3 need to be in close to make full use of their weapons systems. The PAL-2 is able to trade fire at larger ranges, but the nature of the RAC/2 make this either a minor annoyance, or a temptation to Murphy. Use cover and buildings to make your way closer. And once you are in close enough, let loose. The PAL-2 reaches that point at approximately three hexes. The other two almost need to get to hugging range. And beat them into submission. In all cases, try to keep people off your back. If someone does manage this, feel free to unload with your weapon of choice. Double so if you are in a PAL-3.
As for fighting one, stay as far back as you can and pound them to scrap. Targeting the left torso is a good choice when fighting any variant. The original variant has a lot of ammunition stored there. The other two use an extremely fragile super-light engine. If you cannot stay out of his range, try to increase his to-hits. Save for the third variant, there is more than enough ammunition for extended periods, though the second can run out of ammo (or worse) if the pilot is too liberal with his triggers. Getting rear shots is also a good idea, except you will want to stay out of three hexes with the third variant. A double-tap from that gun will ruin your day. The others are less dangerous at that range, though seven machine guns or a RAC/2 can give you a different type of terror.