‘Mech of the Week: Cephalus
MUL Image
Curtesy of CamoSpecs and GunjiNoKanrei
Today’s ‘Mech of the Week is the Nova Combined Electronic Warfare System. Well, not exactly. Technically it’s the Cephalus, a 25-ton mixed-tech OmniMech created and used by the Society (and their Coyote allies) during the Wars of Reaving. But the key aspect of the ‘Mech, and the main reason to use it is the Nova CEWS. So that is where we begin today’s discussion.
Going back to the early days of combat, forces have taken information from one unit or soldier, relayed it back to the rest of the group further from the target, and used it to provide more accurate targeting information than the further away group can do itself. Whether it’s a spotter telling an artillery unit where it’s shots landed and how to correct, or using laser target designators for incoming missiles, these tactics are nothing new to combat or to the battlefields of the 31st century. While equipment like TAG and indirect-fire spotters existed, there was no way for one unit to use the targeting systems of another directly.
Until the Draconis Combine invented the C3 system that is. Using a series of linked master and slave components, up to 12 units could be linked together. This pyramid-shaped structure was limited in that if the master computer was damaged, isolated by ECM systems, or the unit destroyed, the remaining units couldn’t talk to each other. Then came Comstar’s improved C3 system or C3i. While this was limited to networks half the size of a C3 network, only 6 units total, it eliminated the need for master units. This allowed every unit to communicate directly with the rest, minimizing the disruptions when a unit was isolated by ECM or destroyed.
Typically, whenever there is a weapon or equipment created, the Clans developed their own, improved version. However, the cooperative nature of the C3 and C3i systems doesn’t fit the typical Clan-style of combat, focusing on the skills of the individual, and the technology was never pursued, at least not publicly. The Society, the group of Clan Scientists, had developed their own version of C3i, lighter, smaller, and incorporating shorter-ranged aspects of the Active Probe and ECM systems as well. This compact package further reduced network size down to only 3 units, but improved on the networking capabilities. A typical C3 or C3i network must be programmed prior to deploying on a combat mission. The Nova CEWS network can connect on-the-fly, changing up networks every 10 seconds (1 TW turn). If a unit is destroyed another can join. If target priorities change, you can change which units are networked together.
In any C3-style network, the spotter is the key unit, getting close enough to provide detailed (short-range) targeting data, while remaining active while receiving the brunt of the enemy’s attention and weapons fire. For this the Society needed a new, dedicated spotter.
In comes the Cephalus, a 25-ton, mixed-technology, OmniMech. Using a 250-rated XXL engine, it moves at a speed of 10/15. To protect that fragile engine, 6 tons Ferro-Lamellor armor is added to improve the effectiveness of the 94% armor coverage. The armor pattern only skimps on the arms and head, really the best options in this case, giving a pattern of:
8
6/8(4)/12(4)/8(4)/6
12/12
A Chameleon LPS and a Null-Signature System were added, further distancing it from typical Clan combat, but making it that much harder to hit. The base 10 double heat sinks were used and the Nova CEWS was fixed in the ‘Mech’s head, limiting the chance of it being damaged. Along with an Endo-Steel structure, a measly 10 critical slots and 5.5 tons of pod space were left.
The Prime variant is a dedicated spotter, doing its best to stay alive. A Light TAG is the sole offensive weapon (along with the Nova CEWS) while a Laser AMS is added to each side torso, and 10-points of Modular Armor is added to the front of each torso. This slows the ‘Mech down slightly, but makes it that much harder to kill.
The A variant again goes the TAG route, opting for a full-size system, a single Laser AMS, and 7 jump-jets. While useful in broken terrain, most of the time the ground speed is the better option considering the heat generation of the jump jets and the XXL engine.
The B variant goes back to the Light TAG, but also is designed to disable enemy targets. A BattleMech Taser with 5 rounds of ammo allows limited attempts to takedown key enemies. If only it had survived long enough to upgrade to a TSEMP system.
The C variant is the fire breather, mounting a Flamer and a Plasma Cannon with 20 rounds of ammo. Dangerous to hot-running ‘Mechs and deadly to most everything else, the use of the Plasma Cannon on the Boggart was deemed offensive to Clan combat, it must be more-so on the Cephalus.
The D variant is the CamoSpecs mini pictured above, and the first true threat to enemy ‘Mechs. An Improved Heavy Large Laser and a trio of Improved Heavy Small Lasers will easily overwhelm this ‘Mech’s cooling system, but pack a decapitating punch.
The E variant is one two Cephalus variants that doesn’t work best as a spotter for its C3 network. Carrying an ER Large Laser, a Light TAG and an extra double heat sink, this is a sniper, using its speed, weapon range, and camo systems to prevent effective return fire while reaching as far as almost any Clan weapon can.
Last is
the U variant designed for underwater combat. Much like the A, it mounts 7 movement enhancers, UMUs, and a LRT 5 with a single ton of ammo. This is also not designed for spotting. With underwater ranges reduced, the LRT is king, although the rack size is too small, and the UMUs maximize the defensive movement modifiers.
A description of the variants is all well and good, but the key is to take a look at usage. The Society forces were typically small, dispersed, and underskilled (compared to Clan Warriors). Since they couldn’t match Clan forces 1-on-1, they needed to use superior numbers and technology if they had any hope of winning. On the technology front, the Society used equipment like the Nova CEWS, as well as new weapons & equipment they had been developing yet hadn’t revealed to the Warriors (iATMs, Improved Heavy Lasers, etc.). While overall their numbers were small compared to Clan toumans, the Society forces would deploy and organize their units in an attempt to field superior numbers in individual battles.
The typical Clan force uses Stars of 5 points, a single ‘Mech, a pair of tanks, 5 Battle Armor or ProtoMechs. They group these Stars in pairs or triples as Binaries or Trinaries. The Society forces took a similar approach, using an Un of a single ‘Mech, 3 Battle Armor or ProtoMechs, or 7 vehicles. Three Uns were grouped in a Trey, and a pair of Treys and a command Un into a Sept.
In deployment, an Un was typically only used for specific small-scale tasks like sabotage or assassination. For these kinds of missions, I can see the C, D, E, or U variants being used. The camouflage systems and speed would work great for infiltration and exfiltration. The C could be used to set fire to key infrastructure or slaughter infantry & dismounted warriors. The D could be used for assassinations or quick destruction of infrastructure. The E would work from long range sniping. And the U could be deployed underwater to damage habitats and other key infrastructure.
Treys were the most common deployment and while this seems undersized compared to a Clan Star, Society Treys would typically take on Clan points, using their numbers to swiftly defeat the Clan Warriors. Wars of Reaving notes that the Cephalus was usually deployed in a 1:3 ratio with the Osteon, meaning a Trey of a Cephalus and a pair of Osteons would be commonplace. It also states that the Clan Warriors most often targeted the Osteons due to their size and more numerous weapons that the Cephalii (Cephaluses?).
Septs were the least common, almost never deployed in more than 2 Septs to a mission. Society forces of this size were typically deployed alongside a Coyote force, using the Coyotes to create a fog of war while the Society took out targets of opportunity or completed their own side missions. The Society rarely deployed in straight up combat against a Clan force. Its leaders knew it didn’t have the numbers or skill to take on the Clans in such a manner.
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I’ve added these extra chunks of info (Nova CEWS and Society unit sizes and deployment) to help set the stage for discussion of the value, deployment, and combat strategies for this ‘Mech. It’s not as straight-forward as the normal Clan OmniMech. It doesn’t even fit with most Inner Sphere combat units. The strategy needed to best understand and utilize this ‘Mech needs the right frame of mind. The best example is the fact that all copies of the Cephalus were all stripped for parts while the only thing holding back the Septicemia/Pariah and the Osteon from Clan use is the removal of the Nova CEWS.
To deploy & use this ‘Mech I would suggest 1 Cephalus per Trey and 2 per Sept. If you want to make use of the E variant as a sniper that’s fine, just make sure to add another fast Omni with Nova CEWS as a substitute spotter for the C3 network. Substitute spotters include the Mist Lynx Z, Viper Z, Septicemia B-Z, Septicemia US, or Stormcrow Z. As a spotter, the Cephalus wants to move as late in the order of movement as possible. This allows it to get to a sweet spot for the weapons of its two C3 mates as well as try to position for the best defensive modifiers and least amount of incoming fire. For the variants that have offensive weapons, finding the best location should take precedence over its own weapons fire.
When using a Sept with two Cephalus spotters, a good tactic is to rotate the spotters in the C3 networks often. This allows the spotters to run or jump between two key targets, allowing them to keep up their defensive movement modifiers even if the target units don’t move. Enemy units might allow themselves to be pulled out of position chasing a spotter.
Facing off against a force with a Cephalus, taking down the Cephalus spotter is key. The C3 network of Nova CEWS can only be blocked by a hostile Nova CEWS. This is very unlikely to occur, so you can’t rely on the typical tactics of electronically blocking the spotter. While the speed, defensive systems, and armor make damaging it tough, the XXL engine and small size make it fragile and likely to go down under sustained firepower. If the to-hit numbers are decent, not even good, hit it early, hit it often, and hit it until it’s dead since the Nova CEWS will transmit until the unit is shutdown or destroyed.
For what it was designed to do, this is a great ‘Mech, hard to hit, hard to block the Nova CEWS network, and it played against the typical Clan Warrior’s strategies of how combat should be fought. In the end, the only thing that led to the downfall of the Cephalus was the warriors who fought in it and the sheer numbers of Clan Warriors it faced off against.
ADDENDUM FOR DEFENSIVE SYSTEMS:The Cephalus mounts both the Chameleon LPS and the Null-Sig systems. The two systems are similar to Stealth Armor, with each one granting a +1 to-hit for enemies firing at medium range and +2 for long/extreme range. The Chameleon generates 6 heat while active and the Null-Sig generates 10 heat. Both systems can be used together, giving a +2 at medium and +4 at long in addition to the normal +2 and +4 modifiers for range. The Null-Sig still functions while mechanizing Battle Armor (I'm not sure about mechanized Protos, that sounds like one for the rules questions). However, the Chameleon won't give any benefits while mechanizing BA. Combined with the XXL engine, standing still, with both systems on generates 18 heat, walking gets 20 heat, and running 22 heat. With only 10 double heat sinks, keeping both systems on will require careful heat management, especially once you factor in the weapons, jump jets, and AMS the variants.
Now the Null-Sig provides a few other benefits as well. If you are using hidden unit rules, Beagle Active Probes and Clan Active Probes and Light Active Probes can't detect a unit with Null-Sig. Heat-seeking weapons calculate their numbers as if the Null-Sig unit was 18 heat lower than it is. The rules state only a Bloodhound can penetrate a Null-Sig's masking.
In use on the Cephalus, I would run only one system, likely the Chameleon (lower heat generated) until the Cephlaus gets where it needs the extra modifier. That means either too many enemies are targeting it, or it is getting in to Medium rang for most of the enemy's weapons. At that point I would switch on both systems and just ride the heat scale as best I can. These defensive systems make it even more obvious that the Cephalus is not designed to deal out damage, but merely provide targeting data for the other two units in its Nova.