Clocking in at just under 7000 words, this ****** Banshee again Recognition Guide: IlClan Volume 17: the one I started way too late in the evening and holy shit look at how many record sheets there are. It broke the character limit, so I'm sorry if something gets cut off here.
Panther PNT-14R: I like this 'Mech. It has downsides, inarguably, but I like the take it has on the Panther. First, we have the typical 4/6/4, but we also have a Supercharger in the center torso, mated to the standard fusion engine. That makes this a relatively fast Panther and capable of putting up a +3 TMM on good turns. We have an ER PPC and a Clan Streak SRM 4. This is the only major downside here, it's not capable of forcing a PSR on its own. The ammo is in the left torso, protected by CASE II. Good stuff. The star of the show is the armor, which is Ballistic Reinforced and there's as much of it as you can cram on this frame. Max Ballistic-Reinforced is a lot, and it takes some serious punishment to put this Light 'Mech down. We don' t have any other special defensive thrills, but that's honestly about as much as it needs. We have 10 (Clan) doubles, which is actually necessary to make all of this fit in the 'Mech, and it costs 1291 BV. I would normally call this too much for something that can' t force a PSR on its own, but that durability is next level for its size. I'm going to slightly bend my rules for this one and call it a B
Wolfhound WLF-6S: If it weren't for the fact that every single weapon on this 'Mech ignores the Panther's special armor I would be screeching at the top of my lungs to have these two 'Mechs square off for your tables' "Intro to the Dark Ages" games. This Wolfhound is 7/11, and for armament includes a Large Re-engineered Laser guided by AES, three ER Medium Lasers, and a Small X-Pulse Laser facing the rear. It is exactly one point shy of max armor, in the rear center torso, and it has one point swapped from front torso to side torso on the side but is otherwise identical to the Panther's armor. Eleven doubles means that there's actually heat to consider, but running and firing all forward guns generates +4 for the arguably perfect balance. Leaving off one ER Medium will sink 1 heat, leaving off the Large RE-Laser instead will take you down to neutral in a single go. In order to fit all this we have an IS XL, making it more vulnerable to the Panther than the Panther is to it, but the increased speed is a useful foil. The BV is 1266, and I think that's an admirable place to be for this design. The speed, and ability to force a PSR, makes me value this slightly more than the Panther in a duel, but both are good designs. B+
Crossbow T: Okay. Someone had to do a lot of work to make this version of the Crossbow work. I don't begrudge that, but it's, uh, it's pretty bad. We have two Clan ER Large Lasers, which is a good place to start, and then the whole config falls completely off the rails through no one's fault. We have fourteen, count 'em, fourteen Improved One-Shot SRM 2s and two Improved One-Shot SRM 6s. All things considered that adds up to 20 tubes per arm, just like the original. I have a number of issues with this design, and most of it comes down to endurance. You are fairly good at heat at a run with just the ER Larges (+2), but adding any significant number of SRMs is going to take that to the surface of the sun very quickly. You can replace an ER Large with a collection of any 12 SRM tubes for the same heat efficiency or better, but the problem is you only get to do that three times and change. Or if you're feeling really spicy you can dump all of your SRMs in one glorious sheet of smoke and flame to the tune of +14 heat running, which is a bit too much and also probably don't do that. Once you finish with the exactly 40 SRMs you can fire, you're back to paired ER Larges only. And a Light Active Probe, I guess. This would be funny and hilarious on, say, a Fire Falcon, assuming the BV stayed relatively low. The BV has not stayed relatively low here, clocking in at 1729. Er. Maybe next time, Crossbow T. D
Crossbow E: This isn't a new config, but it's a very funny one. We have sixteen (yes, sixteen) AP Gauss Rifles tied to a Targeting Computer and six tons of ammo. This is enough damage to be reasonably fearsome, but at a short enough range that your competition is the Nova T and it wins that fight. Taking critical damage to an arm is an exercise in testing your blood pressure, because if even one of those AP Gauss Rifles takes a hit you have a very real chance of losing your pilot to feedback outright, and the odds of taking that hit is high. The torsos are also very light on critical slots, featuring one ton of ammo each, and that's something of a problem. Once that crit is gone it's straight into the Center Torso. This is actually not one of the most vulnerable configs to that, but it's still up there. Heat isn't a problem worth mentioning, at least. There are some glaring issues here but I don't think several of them can be meaningfully addressed without binning the entire concept, and there's some merit to it. The BV is better at 1558, but it invites even more serious comparisons to the Nova T, which is not a good thing for this config. C-
Crossbow F: This is probably my favorite Crossbow overall, but it doesn't escape free of major flaws either. We have a pair of ER Medium Lasers and a pair of ATM 9s with a total of four tons of ammo. Everything is in the arms, leaving a cavernous pair of side torsos with exactly nothing in them. This represents a problem, with three full locations going to crits on the center torso immediately. The heat is decent, +4 running alpha, and dropping a single ER Medium Laser puts you back down into cooling territory. This is good, because the ATMs are your bread and butter, especially up close. Damage output is high and at short range the HE ammo is enough to trigger a PSR per launcher on average cluster rolls. Any combination of one launcher + any other gun will do it at mid range, too. The BV is the highest so far at 1854, but this is also the most capable Crossbow so far. C+
Crossbow G: Six Streak LRM 5s and four tons of ammo. On top of that amount of ammo being reasonably described as gratuitous, it's once again all in the arms, leaving completely empty side torsos. The heat is ice cold, -6 running, and you have none of the utility normally associated with multiple small LRM racks or multiple tons of LRM ammo. You're capable of forcing PSRs, but the primary benefits of Streaks, that being not wasting heat or ammunition, are both themselves wasted on this set up. The BV is 1725, within 5 points of the T, and honestly I feel like the T is a better pick with consistent 10 point hits at range, and the ability to actually utilize the BattleMechs' unique resource in heat to generate damage. D
Crossbow J: This config tries to do something unique for the Crossbow. We have nine ER Small Lasers (huge numbers of small guns is not the unique part), one Improved Heavy Large Laser, a Supercharger, and Talons. Melee weapons are one of very few things that I'll tend to forgive the 5/8[10] movement curve for. This size is perfect for it, too, getting to exactly 20 points of damage to force multiple PSRs with a single kick. The ER Small Lasers are a significant source of damage, and it's not uncommon to force an opponent to make three separate PSRs with this 'Mech every turn. That kicks ass. There are downsides, though. The side torsos are again barren. The arms have lower arm actuators, which are a Crossbow staple but not helpful here, where you basically never want to be punching. The heat load is... interesting, and is essentially a tale of two ranges. 1) Between 7 and 15 hexes, where you fire the iHLL and 2) Inside 6 hexes, where you fire all nine ER Smalls. The heat burden is the same, and they even out to net zero running. Firing the nine smalls is better in almost every circumstance once they get into range, because you only need to connect with four of them to force a PSR. You can add a couple to the iHLL if you have especially heinous numbers between 5-6 hexes where the iHLL is more of an assured thing, but that seems unlikely to happen often on a 'Mech that really wants to get close. The BV is 1839, and I think this is a Crossbow genuinely trying to innovate. I respect it. B-
Crossbow W: This and the F are the Crossbows that come closest to being "conventional" Omnis. This one has an ER PPC, two LRM 10s with two tons of ammo, and a pair of Improved Heavy Medium Lasers. That's a pretty decent punch. The ER PPC and an extra double heat sink (total of 11) keep the torsos from being completely empty. At range you can run and fire the ER PPC and both LRMs for +3, and drop one LRM for -1 for an intuitive pattern of 2-1-1-2-1-1-1. Realistically you're not going to stay at range that long, and up close the iHMLs chime in while the LRMs stay engaged. That puts your running heat at +2 and -2, letting you do 2-2-1-2-1 indefinitely, and the ER PPC can swap with the iHMLs as numbers dictate on the off turns. In all cases you're comfortably capable of forcing a PSR. The BV here is higher than any other so far at 2051, but it's also the most complete package of a functional 'Mech at all ranges than any other config here. B-
Crusader CRD-3R (Crael): And we are officially into the thickest, meatiest part of this book. And we start out on the least conventional Crusader ever printed as far as I can tell. We have quad SRM 6s, which I'm all about, that have exactly one ton of ammo, which I am extremely not about. We have a pair of Medium Lasers, and we have a pair of Machine Guns with a full ton of ammo (sorry, what?). Rounding out the offense is a set of Claws. Both tons of ammo are in the center torso. The heat sink situation is 10 singles, meaning that firing more than three SRM 6s overheats you, which might actually make the ammo situation make a bit more sense. It doesn't make it good, but it makes it make a bit more sense. There's a standard engine here, and the design moves 4/6 with decent Crusader armor. This is an ambush unit, and quite frankly I think if you're trying to use it in a conventional role it's essentially dead on arrival as an effective combatant. The BV at 1204 is relatively low, but you pay for it by having a string of det-cord instead of a candle wick on this particular fast burning candle. There's imagination here that's sadly unrealized in its time, but wow is it unrealized. D
Crusader CRD-4BR: This is a more sane version of the Crusader, but we're still testing the waters of what exactly "sane" means for Crusaders. Here we have a pair of LRM 15s and a pair of Streak SRM 2s instead of the quad SRM 4s. The LRMs have four tons of ammo (good) and the Streaks have one ton of ammo (good). We also have paired Machine Guns with a ton of ammo (not good) and paired Medium Lasers (good). The Streak ammo and the MG ammo is in the center torso (catastrophic) and both side torsos have two ammo bins and nothing else (DANGER!). They are at very least protected by CASE and there's a Standard Engine, so while your pilot's brain isn't going to thank you, the 'Mech isn't going to be removed from play by one of the side torsos catching a bad crit. For heat we have 10 doubles, which is enough to keep comfortably cool at any range, -8 for either long range or short range brackets. There's a point at which you can fire every gun at right around 5-6 hexes and that's where you want to be, which will generate +2 heat running. That will comfortably trigger PSRs in a variety of targets, and that level of offense is overall pretty good. Getting to melee range is a downside for you compared to most of your opponents, and is something that I'd lean on avoiding but can be done in a pinch. The BV at 1407 is pretty decent for an Standard Engine IS Heavy putting out this much damage, but it is fairly vulnerable to suddenly missing half the 'Mech at any given time. Armor is okay not excellent, and overall the package is probably fine. C
Crusader CRD-4D: This is like the Crusader 4BR version 0.5. We have single heat sinks, 13 of them, and that's not good. The LRMs have lost two tons of ammo, and the Machine Guns are gone (thank god). In place of the energy weapons on the arms are Medium Pulse Lasers. It avoids overheating at long range and at short range, but in the middle area around 5-6 hexes it overheats significantly. Each side torso has a single ton of ammo and nothing else, and this time there's no CASE, making this 'Mech a deathtrap. The center torso also still has ammo in it, not helping. The BV is lower at 1309, but the odds of this 'Mech going up like a roman candle at the first opportunity does not have me enthusiastic about it. D+
Crusader CRK-4K: This is... better? We have LRM 10s and SRM 6s for the missiles now, and the Medium Pulse Lasers return. Heat is now handled by 14 singles, which is going to work fine at long range, and fine inside 4 hexes, but at 5-6 you have some serious trade-offs to make. The ammo bombs are less vulnerable here, with heat sinks protecting the previously alarmingly flammable side torsos, but there's still a ton of ammo in the center torso for the SRMs. I strongly recommend staying at close-ish range and firing the SRMs at every single opportunity you have until that ammo is very gone. The BV is 1268, and this is a sort of addition by subtraction. Not only is the base variant arguably better, being cheaper is a good thing on top. C-
Crusader CRD-5M: Ah, I see we're well and truly into the 3050 "Upgrades". Despite my audible derision there, this one is better than it might have been. The movement is improved to 4/6/4, and we have paired LRM 15s with two tons of ammo (not enough), paired Streak SRM 2s with a ton of ammo, paired Medium Laser, a Flamer (what?), a single Machine Gun (what?), and an AMS (more ammo?). To fit all this the 5M breaks out an XL Engine, and then jams (almost) all of the ammo into the side torsos with CASE. Good for campaigns, bad for games. There are three tons in the left ammo that are likely to run dry, one ton in the left torso for the Streaks that will outlast the heat death of the sun, and a half ton in the right arm that will witness the birth of a new universe. Itself, when it explodes. All locations are reasonably padded, so it's not as bad as it could be. Heat is handled by 13 doubles, which is incredibly oversinked. Even on a jumping alpha where the AMS engages (which you should definitely probably not be doing to use this 'Mech accurately) and both Streaks lock you generate... +2. A running alpha with the AMS triggering is neutral. That tonnage would be really neat if it went straight into armor, which is pretty good everywhere except the legs. BV is 1408 and that's acceptable but not great. Risk of ammo explosion is down about 40% though, so I'll take it over most previous variants. C
Crusader CRD-5S: This might be better than the 5M, jury is still out. The LRM 15s are still here as are the SRM 6s, and the Medium Lasers, and the Flamer. That's already a significant drop in overall ammo, and in the amount of time it takes to evacuate that ammo in the direction of the enemy. Two tons LRM and one ton SRM are back to being in really unnecessarily exposed locations. The LRM ammo constitutes the only eligible crits in the right torso (protected by CASE, so you only lose all but one Medium Laser and the SRMs), the SRM ammo is in the center (protected by CASE...?), and the left torso is totally empty to give your opponent that many more chances to hit the SRM ammo. We're back to a Standard Engine, at least, which helps with all other durability concerns, but it might not help enough. Heat is handled by 10 doubles, which is significantly better tuned to the weapons load. At range you're still -8 with the LRMs at a run, which is fine considering it doesn't spend extra tonnage on heat sinks and you want to be burning through that ammo as fast as possible. Up close the short range guns take you to a running -4, which is enough to add an LRM back in if the numbers are good, sink heat if you fired two of them last turn, or include the Flamer if you're desperate and/or feeling lucky. There have definitely been worse heat balances. Once the SRM ammo runs out you'll run ice cold forever, and once both ammos run out you'll be a perfectly serviceable kickbot with some Medium Laser and Flamer help. not ideal, but better than exploding. BV is 1446 and even after writing all that I'm not sure whether it's better or worse than the 5M, so it gets the same rating. C
Crusader CRD-6D: If anything in this series is going to kill me it's this book. I'm 14 sheets in and I have 18 to go. Have mercy. This sheet doesn't help by being genuinely interesting either. First, have a typical Crusader armament of two LRM 10s with two tons of ammo, two SRM 6s with one ton of ammo, and two Medium Lasers. Where things get interesting is that it moves 5/8/4. The LRM ammo is split between both side torsos and protected by CASE with an XL Engine, because of it course it is. The SRM 6 ammo is in the center torso and protected by CASE, because of course it is. If there's one thing that I wish would just get retconned forever, it'd either be making CT CASE matter in the slightest, or it'd be removing it from record sheets that have it. Genuinely, literally no point besides wasting tonnage. The center torso will still have been destroyed by an ammo explosion. Your pilot will still be dead. Your 'Mech will still not be salvageable. Fourteen doubles is a cartoonishly large amount of heat sinks, capable of handling all weapons fired simultaneously while jumping for -2 heat. Oy. It's not bad and the extra speed is an interesting wrinkle, but there are several just bad decisions made here that could be improved multiple ways. Trade the CASE and the extra double for a jump jet, maybe? At least that would take care of two really weird decisions at a time. BV here is 1498 and the extra speed probably makes that a bit worth it but the bad decisions stick with me and I can't seriously recommend it as a good unit. C
Crusader CRD-6T: ... Okay. Yeah. I can get behind this. We have a 5/8/5 Crusader with twelve Medium Lasers and 17 double heat sinks. That's enough that running and firing all 12 of them takes us to +4 heat. There's also a C3 Slave, and a pair of Flamers. The Flamers I can take or leave, honestly. There's also improved leg armor for the first time, which I'm here for. The BV is by far the highest it's been at 1890, but you're also putting out more damage than most other Heavies in your price range, IS or Clan, at 60 points and doing it with heat efficiency. C3 is a tough thing to get right, and honestly while I think that this works well as a the mid-short range brawler, it benefits from not being the closest unit to the target. It's very hard to evaluate C3 units in low BV games, which is my primary experience. This one is fast enough and dangerous enough to justify its price tag prior to C3 BV modification though, even with the IS XL. There's also no ammo to explode, finally dodging the worst thing about most Crusaders. B-
Crusader CRD-7D: Hell yeah, here's something interesting. We have an XL Engine to go 5/8. We have a Compact Gyro to open up a bunch of space in the center torso. Then we stuff it full of ammo. Wait, what? Oh, nevermind, there's CASE II here, still interesting. Guns on this 'Mech are four Medium Re-engineered Lasers, four MML 3s with two tons of ammo to mix and match your LRM and SRM needs, a Small X-Pulse Laser for some reason, and an AMS with a ton of ammo. All of the ammo is in the CT. We also have a Supercharger, which I am prepared to overlook in this case thanks to the rest of the weapons that I really like. The BV is also manageable at 1681, and not stratospheric like it tends to be for 5/8[10] units. Fifteen doubles is the perfect number of heat sinks for this weapons load, taking us to +4 at a run for all Medium and MML weapons. The AMS is a little awkward, but we're fast enough to maintain +3 TMM even with heat penalty thanks to the Supercharger, the one genuine nod I'm prepared to give it. The plan for this one is get in close and hunt targets opportunistically. I would avoid melee, but getting within three hexes is a good idea. Armor is the 6T standard, which I approve of. Overall I think this is a well designed version of the Crusader, and worth taking on its own merit as a good design. B
Crusader CRD-7M: This is also an interesting one for a couple reaons. First, we have mixed and paired Streak SRM 4s and MML 7s. That's a lot of short range ordnance but each serve distinct purposes. The MMLs also have Artemis IV, which makes the Streak aspect of the SRM 4s a lot more sensible, since it's the same amount of tonnage but the Streaks are just better. The MMLs have four tons of ammo to mix and match, including Infernos if necessary, which makes the distinction from Streaks even more meaningful. I don't often approve of mixing multiple types of the same general launcher, but this is an exception and innovative at that. Speed is back down to 4/6/4, and we have an XL Engine and XL Gyro. Remaining guns include two Light PPCs which result in average rolls causing a PSR at range (good!), and an AMS. All six tons of ammo are split between both side torsos, protected by CASE II each. Ten doubles means that running and firing all long range guns is heat neutral, adding the AMS is +1. Jumping is +3. At short range, if both Streaks lock we have -3 heat on a run with the AMS, or -1 jumping. Add a Light PPC to your own taste if the numbers are good. Armor is back down a bit, which is a shame, but it's still high enough to be reasonable. Overall I really like the weapons on this version, and the BV at 1502 is very reasonable. B
Crusader CRD-7M2: Unlike the Archer 4M and 4M2, the Crusader 7M2 is not an improvement on the 7M. We lose the Streaks and the Light PPCs to fit Large Lasers instead. We also add a single Machine Gun with a half ton of ammo, for reasons unknown to me. Ammo is still divided between both side torsos and protected by CASE II. This is the first Crusader to have no guns in the legs that I've looked at, I think. We have 12 doubles now, which will handle all the guns at a run for +3 with the AMS triggering, or +5 if jumping and AMS triggering. That's not bad, but I feel like the offensive capability is down fairly severely here. The BV is down to 1434, and while I like the M better this still isn't bad. C+
Crusader CRD-8R: Now we're getting somewhere. Much like the Crusader 7M, there's a fun innovation here I didn't talk about last time. We have two Streak SRM 6s in the legs, with two tons of ammo. We have two LRM 15s with Artemis IV in the arms, including three tons of ammo. We have a pair of Machine Guns (eehhhhh) and a pair of ER Medium Lasers. A total of five tons of ammo, all in the side torsos, all protected by CASE II. Speed is back down to 4/6 with no jump jets. IS XL Engine and XL Gyro also make a return. The armor is better than ever. Ten doubles is running a little ragged against these guns, but you are able to fire both LRMs without any issue whatsoever, and up close you can fire both ER Mediums and both Streak SRM 6s while being heat neutral at a run if both lock. If you're playing the dangerous game, you can fire all guns and go up to +10 if both Streaks locked. If both did lock, though, you've triggered a PSR at minimum, and you can recoup your heat after. The fun innovative thing here is having both Streaks in the legs. The rules for kicking disqualify a kick from happening if weapons in the legs fire. Streaks don't fire if they don't achieve lock. If you hit with a Streak, you do 12 damage. If you hit with both you do 24. If you hit with neither, you can make a 13 point kick. You can tape down the trigger and it only "hurts" you if it doesn't actually hurt you. Neat. BV is 1600, which is entirely fair for something that puts out this much damage. B+
Crusader CRD-9BR: This is labeled the Crusader 9BR but it feels a lot more like the (Crael). We have four Medium Lasers in the legs, two Medium Pulse Lasers in the torsos, a Small Laser in the head, and two LRM 10s in the arms. We also have Claws in the arms, but this time we have TSM. There's an XXL Engine that takes us to 5/8 normally and 6/9 once the heat kicks in, and we definitely have the sinks to kick it in. Thirteen doubles to be exact. Remember that running with an XXL generates 6 heat, so in order to get to +9 you need to add another 29 heat, which we can do exactly with every gun. Once that happens you can drop the LRM 10s and the Small Lasers, and instead fire every non-arm mounted weapon to leave the arms open for Claw attacks. Really well designed. The armor is less than I want it to be, and there's a single ton of ammo for the LRMs in the right torso, but it's protected by CASE II. It can be difficult to put together an effective TSM fueled machine, and I think this does a fairly good job for it. The BV at 1615 is low enough that it's worth considering a pilot upgrade without being out of hand, and the TSM fueled kicks, if necessary, or if you want to actually cool down for a turn, will still trigger two PSRs. A bit fragile thanks to the engine, but overall a nice change of pace. B-
Crusader CRD-9R: Another XXL, and another 'Mech designed with a deceptively good heat curve. We have paired LRM 15s and Light PPCs, and also paired SRM 6s in the legs and Machine Guns in the arms. Total ammo is two tons LRM, half ton Machine Gun, one ton SRM, all of which goes in the right torso protected by CASE II. At long range you fire both LRM 15s and both Light PPCs at a run and are heat neutral (remember that 6 heat from running with an XXL). At short range you add an SRM 6, or you drop whichever long range weapon has the worse numbers for both of them. Mixing and matching weapons to tune heat is normally difficult with only 4 and 5 heat weapons, but this manages well enough, if a bit slowly. BV is 1612, and this is a much more conventional choice than the 9BR. I think it's much easier to use, too, so it gets the slight nod. B
Crusader CRD-10S: This is a fully Clantech Crusader. Hell yeah. We have the Streak SRM 6s in the legs that I pointed out with enthusiasm earlier, fed by two tons of ammo. We have two Clan LRM 15s with Artemis IV, meaning no more pesky minimum ranges. Four tons of ammo this time. We have two ER Medium Pulse Lasers, which are exciting developments and match up fantastically with the LRM range brackets to start engaging at 14 hexes. We have a pair of Heavy Machine Guns that I'm going to henceforth don't actually exist. All of this ammo is split between torsos, where we have a Clan XL Engine and built in Clan CASE. That's the good shit. We also have Clan doubles, with one riding shotgun in the center torso and a total of 14 on the design. It also moves 5/8, because the last thing the Crossbow needed was a comparison to another 5/8 65 ton Clan 'Mech in this book. Spoiler alert: it doesn't look good for the Crossbow. Heat is a breeze, with -4 heat at 14 hexes and a run, and +4 heat if all weapons that can generate heat successfully fire. If that happens just don't fire the Streaks next turn and go on your merry way. Excellent. Armor is the better version of the Crusader patterns we've seen so far. BV is very high for a Crusader, at 2264, but this is also far and away, with no real comparison, the best Crusader in this book. It's not close. This is genuinely a good Clan Heavy 'Mech and aside from the HMGs I would be hard pressed to make any changes here. Very good stuff. A+
Banshee BNC-12S: This 'Mech comes one point of heat away from perfection. I don't say that lightly. We have paired ER PPCs, a Gauss Rifle (two tons of ammo), an SRM 6 (one ton of ammo), four Clan ER Medium Lasers, and two Clan ER Small Lasers. That's a lot of gun. The Gauss and the SRM 6 ammo are both in the left torso, protected by CASE. It also moves 4/6 with a Clan XL, putting it in the same speed and weight class as the Zeus 11S that I really really like. The differences here are that the armor is appropriately beefier and as far as I'm able to tell is only a handful of points (five) away from maximum coverage. Where we come heartbreakingly close to being perfect is that firing both ER PPCs and the Gauss Rifle at a run comes to +5 heat thanks to 14 doubles. You can walk, sure, and I do actually recommend that, but not being able to get that +2 TMM at a walk is a devastating disappointment. The rest of the weapons are beautiful. At closer range you can fire all four ER Medium Lasers, the SRM 6, and the Gauss at a run for -1, or add ER Smalls to taste up to +3. The BV at 2562 is very good for a huge brick of an Assault that moves fast and does a shitload of damage. Top marks, and tragically short of being the best Assault 'Mech in the series so far. S-