From XTRO:Republic Vol. III
Certain 'Mechs in the BattleTech setting have such an impact, both within the universe and outside of it, that they become undeniable representations of what BattleTech
*is*. The beginnings of the BattleTech boardgame had 'Mechs like the Marauder and Atlas as their poster children, while the Clan Invasion setting was (and still is) easily defined by the Mad Cat. Later on, the WizKids iteration of the game would lean heavily on certain new designs - such as the tripedal Superheavy 'Mechs - to define their new setting. And now, in this modern era of the game, we're seeing a hard push back towards the original classic 'Mechs that brought so many players to the game, albeit redesigned with much more of a modern aesthetic.
Don't get me wrong: I'm not insinuating that the Skinwalker will become one of these iconic 'Mechs. But I do believe that it is most likely a precursor of things to come; a Mackie, if you will, for the next generation of BattleMechs that will eventually define the long anticipated 3250 era setting. Of course, I could be completely wrong, but that's the nice thing about writing these articles: I can speculate all I want, and there's nothing you can do to stop me.
On thing is for sure, though. The Skinwalker is a bit of a rarity both within the game and in-universe: it's a clear and indisputable leap forward in technology, one that renders the original Stormcrow near-obsolete - and being able to say that about one of the more optimized 'Mechs of the Clan invasion is truly something. So now that I've got your attention, let's start looking at the design.
SKINWALKER (SPHEROID DESIGNATION: RYOKEN III-XP)
INTRO: 3143
FACTION AVAILABILITY: Wolf Empire
--- Speed: 6/9 (330 XL) -----------------------------------
--- Armor: 161/185 (Ferro-Lamellor)------------------------
--- Base Heat Sinks: 11 Double [22 heat dissipation]-------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/21|24|21\ / 5| 6| 5\ /13|18|13\
(16/ || \16) ( | | ) ( 9/ || \ 9)
/ /\ \ / \ / /\ \
(19/ \19) / \ (13/ \13)
Don't be fooled by the raw numbers - that armor coverage is heavy. For those of you a bit less familiar with more advanced technologies, Ferro-Lamellor armor is much more resilient that your usual composites. Against everything but a few rare weapons or ammunition types, it reduces each 5-point (or smaller) block of damage by one point of damage. This means that the Skinwalker's armor coverage is effectively,
at minimum, this:
FRONT REAR INTERNAL
(11) (**) ( 3)
/27|30|27\ / 7| 8| 7\ /13|18|13\
(20/ || \20) ( | | ) ( 9/ || \ 9)
/ /\ \ / \ / /\ \
(24/ \24) / \ (13/ \13)
Yeah, you've got the armor coverage of a fully-armored 60-ton heavy. The key differences, though, are that the legs will be slightly weaker than those heavy 'Mechs, while the side torsos will be a lot tougher. This also means that - when compared with the original Stormcrow - you effectively have roughly the same armor thickness for the arms and the legs, while the head and torsos are vastly tougher.
Now for the rest. What makes the Skinwalker exceptional is that this armor coverage results in *no* notable sacrifices whatsoever. The 330 XL engine and Endo-Steel skeleton are nothing unusual, but the Clan Machina Domini cockpit and lack of gyro are incredible. To briefly sum things up without going into too much detail (the rules can be found on page 116 of Interstellar Operations), the interface cockpit gives you:
- A free -1/-1 to piloting and gunnery
- The ability to ignore pilot damage from head hits and ammo explosions
- A free Special Pilot Ability
- No gyro, which combined with the slightly heavier cockpit saves you three tons
Although there are more abilities gained via the Machina Domini system, these are the essentials. This alone means that any pilots of the Skinwalker have a huge bonus in resilience and skill over pilots of the older standard Stormcrow. Beyond that, the Skinwalker has an additional double heat sink hidden in its engine, all while retaining the 23 tons of pod space that the original Stormcrow had available to it. Wow.
Oh, and one last thing: this Clan 'Mech has Triple Strength Myomer. Of course, the TRO says that it's mostly used for its speed benefits, but lets be real here: with the Jade Falcons, Hell's Horses, and Ghost Bears having all started embracing physical combat, there's no way the Wolves will end up being the "conservative Clan" - not when all of their current neighbors are Spheroids. In my opinion, it's just a matter of time before that TSM starts getting used to smash apart their enemies.
~ ~ ~
Primary Configuration
ER Large Pulse Laser x2 (Left Arm, Right Arm)
ER Medium Pulse Laser x2 (Left Arm, Right Arm)
SRM-6 x2 (Left Torso, Right Torso)
SRM-6 Ammo x2 (Center Torso)
Two additional heat sinks (26 total heat dissipation)
To be honest, this isn't a great config. Your firepower is a bit weak for a Clan 'Mech, although it can be a great bully against lighter forces your opponent might field. The two tons of SRM ammo are useful for fielding a secondary ammo type, but if you're planning on running hot (which in all honesty you should), I would recommend avoiding Infernos. My suggestion? Get the TSM rolling, and backstab as much as you can.
Configuration A
ER Large Laser x2 (Left Arm, Right Arm)
ER Medium Laser x4 (2 Left Arm, 2 Right Arm)
ER Small Laser x6 (3 Left Torso, 3 Right Torso)
Targeting Computer (Left Arm)
Radical Heat Sink (Center Torso)
One additional heat sink (24 total heat dissipation, 36 with RHS)
This one is the killer config the Prime wishes it was. Clearly based off of the Stormcrow Prime, it uses a Radical Heat Sink and a battery of ER Smalls as a great way to circumvent crit limitations. This turns the Skinwalker A into one heck of a slasher, especially since hitting 9 heat every round is super simple, even on turns where you'll use the RHS. Then combine the Targeting Computer with your free special ability (eg: Weapon Specialist for your ER Mediums), and you can land aimed shots like they're nothing.
Configuration B
Ultra AC/20 (Left Arm)
UAC/20 Ammo x3 (Right Torso)
CASE II (Right Torso)
Improved Heavy Medium Laser x5 (3 Right Arm, 1 Left Torso, 1 Center Torso)
Supercharger (Left Torso)
ECM Suite (Center Torso)
Another brutal config, it takes the older Stormcrow B and dials it up to 11. The Supercharger combined with TSM can take you up to 14 MP if you play your cards right, while having the ECM on Ghost Targets can make you close to untouchable. Meanwhile, you can throw your two 20-point hits (along with a 10 or two) from whatever angle you want. Oh, and the cascading ammo explosion threat that can happen with Improved Heavy Lasers and CASE II? Not a problem, the interface cockpit means you don't suffer pilot hits from ammo explosions. An incredibly dangerous brawler.
Configuration C
ATM-9 (Left Arm)
ATM Ammo x3 (Left Arm)
TSEMP Cannon (Right Arm)
ER Medium Laser x6 (3 Left Torso, 3 Right Torso)
Targeting Computer (Center Torso)
The TRO calls it a headhunter, and yeah, definitely. If you get a shutdown with your TSEMP, your target should be dead by the next round. Once again, Weapon Specialist for the ER Mediums more than guarantees instant kills. Spiking your heat up to 9 or 10 is actually pretty easy with this config - I enjoyed activating the TSM whenever I fired the TSEMP to get an added speed and physical damage boost in case my target shut down.
Configuration D
Rotary AC/2 (Left Arm)
RAC/2 Ammo x2 (Left Arm)
CASE II (Left Arm)
Bombast Laser (Right Torso)
ER Medium Laser (Right Arm)
ER Small Laser x2 (Left Torso)
ER Micro Laser x2 (Center Torso)
Lance (Right Arm)
This one is clearly built around melee combat. TSM is obviously easy to get up and keep at 9 - you have two variable-heat weapons - so at that point, invest in the physical Special Ability of your choice and go nuts. Of course, your RAC might jam (since you kind of need it to balance your heat), so if that annoys you, then turn off a heat sink or two and keep it on single fire. Just don't expect this variant to kill much with its guns - this is a near-purely physical variant.
~ ~ ~
How do you use one? However you want. It's that good - want to snipe with it? No problem, take the A and outsnipe nearly anything out there. You want to brawl? Hey, take any config you want and go nuts with the TSM. You want to scout? TSM takes you up to 7/11 (more for configs with a Supercharger), so you can keep up with most lighter Clan Omnis out there. Just remember - this is a Medium 'Mech, not an assault. It cannot and will not tank armor damage like, say, the Savage Wolf can. Use its speed and use it well.
How do you fight one? Well, you're gonna have a rough time no matter what. You can use Re-Lasers for a -1 to-hit and the ability to defeat the special properties of Ferro-Lamellor, but they're a rare weapon system (to say the least). Otherwise, anything that'll give you a to-hit bonus and that ideally hits in damage increments of 5. But in my opinion, there's no quick and easy counter for this 'Mech. Just shoot it with what you have, and always keep in mind what it can do.
One final note - don't expect to bring the Skinwalker to a BV-balanced game. The BV for nearly every variant is...prohibitive, to say the least. The C-variant even takes the prize for the most BV-expensive 'Mech in the game, which does *not* mean that it can stand up to most of the other contenders. Its technologies cost a lot, so I'd keep it to fluff-based games more than anything else.
So while the Skinwalker is a *very* good 'Mech, it isn't unstoppable, and we might not be seeing the true Wunderwaffe yet. But whatever follows it, down the road? Yeah. I'm betting that'll be the game changer - and maybe in more ways than one.
~ ~ ~
Master Unit List:
http://masterunitlist.info/Unit/Filter?Name=Ryoken+III-XPIron Wind Metals, Ryoken III-XP Prime:
https://ironwindmetals.com/store/product_info.php?products_id=9887&osCsid=50af506pgc5g3t9auvmh5agk64Iron Wind Metals, Ryoken III-XP B:
https://ironwindmetals.com/store/product_info.php?products_id=9869&osCsid=50af506pgc5g3t9auvmh5agk64