Author Topic: Mech of the Week: Mercury II  (Read 5325 times)

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16596
  • You interrupted me reading TROs for this?
Mech of the Week: Mercury II
« on: 18 March 2011, 07:10:48 »
'Mech of the Week: MCY-100 Mercury II

Clan Wolverine was, for a long time, a rather enigmatic presence in BattleTech lore, the infamous Not-Named bogeyman of the Clans.  Whatever your opinion on the speculations of Chandraeskar Kurita and his assistant Peter Abdulsattah about possible connections between the Word of Blake and the Wolverines in Jihad Secrets: The Blake Designs, we got a few more hard facts in the bargain including information on three of the Wolverines' 'Mech designs.  One, the Pulverizer, was previously covered to good effect by wantec, though the article is in the archive.  The Stag is currently projected to be covered in April.
 
The original Mercury is a BattleMech with an interesting place in the setting's technological history as the precursor to the OmniMech thanks to a "plug and play" methodology that dramatically streamlined maintenance and repair.  As fleet-footed on the battlefield as it was in the maintenance bay, it was a popular BattleMech and the 'Mech's performance slated it for improvements at the hands of Clan Wolverine.  Jihad Secrets suggests that their motivations, along with those of other Clans, may have involved a desire to eliminate the taint that clung to the Inner Sphere in Clan eyes.  Whatever their motives, the Mercury II wound up as a complete redesign from roughly above the hips, though the legs seem similar, and the overall effect is one I find aesthetically pleasing.

Whether a deliberate starting point or not, the Wolverines doubled the tonnage to 40 tons.  A 280-rated extra-light fusion engine provided power, enough to dash at nearly 120 kph in open terrain, and jump jets were added for a full 210 meters, giving the 'Mech maneuverability similar to the Assassin and superior to the Draconis Combine's beloved Jenner.  7.5 tons of ferro-fibrous armor was wrapped around the 'Mech, just under the theoretical maximum, and carefully distributed with 12 points on the arms, 15 points on the side torsos, 16 on the centerline, 20 points on the legs, and 5 points for the back plates.  The Mercury's classic armament was two medium lasers and two small lasers, a warload preserved here and supplemented with an extended-range large laser.  I'm not especially impressed by the small lasers (mounted alongside the ERLL in the left arm) but the medium lasers in the center torso and right arm turn in their usual solid performance.  The ERLL gives you a good mix of range and power; considering the light warload and ten freezers in the engine, the heat isn't an issue for this 'Mech under most circumstances.  Completing the 'Mech's equipment load is a Beagle Active Probe and a Guardian ECM in the right and left torsos respectively.

Overall, the Mercury II is well-equipped as a scout, scout hunter, or raider.  It's not quite as fast as some lights are but can very nearly pace your average Locust or Locust IIC.  Other scout hunters are going to have their hands full trying to put one down as it has considerable ability to fight if compelled to or opportunistically prey on someone's reconnaissance assets.  As tough and capable as it is for a 40 ton 'Mech, operators should keep their speed up if possible - fly like a butterfly and sting like a bee is a very, very good idea here.  When using the jump jets aggressively, watch your heat load and consider the implications not just for this turn but for your options next turn.  Be aware of your electronic warfare options - ghost targets can make you an even harder target if you don't need the ECM for something else.  Should one somehow fall into the possession of a belligerent party in the Jihad, the design is also well-suited to disrupting C3 networks with enough speed to outmaneuver spotters and enough armor to slow down attempts to bring it down.

Your first challenge in fighting a Mercury II is hitting it, which is made more complicated by the fact that of my usual range of recommendations, only IS pulse lasers and the LB 10-X are readily available in the design's most prominent era, though the other LB-Xs are in the prototype stage and Clantech is just around the corner.  The number of skilled pilots facing it will also cut the problem down somewhat.  In more anachronistic games, precision ammo is an excellent choice.  Since getting close means obliging yourself to take the risks inherent in fighting a 7-hex jumper, settle in for the long haul and keep hitting it.  The XL engine means crit-seekers definitely have things to find other than the given cockpit or gyro.  The one ground unit this 'Mech will have major problems dealing with is conventional infantry.  Unfortunately, given its mobility, active probe, and the reach afforded to it by the ERLL should the enemy elect not to close in, exploiting that inability to kill ground pounders is easier said than done.

Art References: Imagery of the artwork for the Mercury II is available at Brent Evans' website.  In addition, let me recommend the CamoSpecs Jade Falcon and Mongoose paint jobs, both high quality works that show off the miniature to good effect.  Try the 7th Amphigean paint job on the Mercury to get an idea of the differences between the two 'Mechs.

Demon55

  • Captain
  • *
  • Posts: 2597
  • Planning wisely.
Re: Mech of the Week: Mercury II
« Reply #1 on: 18 March 2011, 07:22:26 »
A nice fast flashbulb.

Martius

  • Captain
  • *
  • Posts: 1850
Re: Mech of the Week: Mercury II
« Reply #2 on: 18 March 2011, 07:33:46 »
A good Mech shines as flanker as well as as recon unit. In gameplay it behaves very similar to the Spector.

I also like the omnified version, the Coyotl. Too bad there is no flashbulb configuration right now.

Maelwys

  • Major
  • *
  • Posts: 4879
Re: Mech of the Week: Mercury II
« Reply #3 on: 18 March 2011, 20:04:46 »
About the only thing I wish is that it kept both hand actuators to help it in its raider role. Other than that, it seems like a pretty nice design, though I might substitute the small lasers for a SPL for infantry now.

I think the numbering is rather interesting as well. Its a good little conspiracy theory hook.

The 20 ton Mercury has the numerical designations of 97, 98, 99, 102 and 104. The Mercury II has the designation of 100.

It makes sense for the Mercury II to be the 100. The Star League variant of the Mercury was 99, so it makes sense the Wolverines would make the 100. The question is..why did the WoB skip the 100? Its a good conspiracy hook (of course, its slightly diminished with "What happened to the 101 and 103).

Ian Sharpe

  • Captain
  • *
  • Posts: 2143
Re: Mech of the Week: Mercury II
« Reply #4 on: 18 March 2011, 21:11:35 »
The Stag is currently projected to be covered in April.

Woot!

As for the Mercury II, it works well in the light Mech role.  It would work well replacing a lot of Mechs, the Bug mechs, the Phoenix Hawk, the Clint, mechs of that ilk.  It looks good, which is important to me.  Given the three Wolverine designed Mechs, they definitely seem to favour speed in their designs. 

Iron Mongoose

  • Lieutenant
  • *
  • Posts: 1473
  • Don't you know, you're all my very best friends
Re: Mech of the Week: Mercury II
« Reply #5 on: 19 March 2011, 00:35:02 »
About the only thing I wish is that it kept both hand actuators to help it in its raider role. Other than that, it seems like a pretty nice design, though I might substitute the small lasers for a SPL for infantry now.

I think the numbering is rather interesting as well. Its a good little conspiracy theory hook.

The 20 ton Mercury has the numerical designations of 97, 98, 99, 102 and 104. The Mercury II has the designation of 100.

It makes sense for the Mercury II to be the 100. The Star League variant of the Mercury was 99, so it makes sense the Wolverines would make the 100. The question is..why did the WoB skip the 100? Its a good conspiracy hook (of course, its slightly diminished with "What happened to the 101 and 103).

It could be an even numbers progression after the WoB takes over the line.  Some mechs tend to go by twos rather than ones, so its possible.

As for the mech, its a solid fighter.  I'd probably use it more as a scout hunter or scout escort and let my old Mercuries and Locusts and such do the real scouting work, though its perficaly servicable in that role.
"For my military knowledge, though I'm plucky and adventury,
Has only been brought down to the beginning of the century..."

Kit deSummersville

  • Precentor of Lies
  • Freelance Writer
  • Lieutenant Colonel
  • *
  • Posts: 10402
  • The epicness continues!
    • Insights and Complaints on Twitter
Re: Mech of the Week: Mercury II
« Reply #6 on: 19 March 2011, 09:38:17 »
Fun note- I suggested to Randall during the creation of the Blake Documents that we should do the Mercury II someday. He statted it out and put it in there.
Looking for an official answer? Check the Catalyst Interaction Forums.

Freelancer for hire, not an official CGL or IMR representative.

Everyone else's job is easy, so tell them how to do it, everyone loves that!

Millard Fillmore's favorite BattleTech writer.

Moonsword

  • Acutus Gladius
  • Global Moderator
  • Colonel
  • *
  • Posts: 16596
  • You interrupted me reading TROs for this?
Re: Mech of the Week: Mercury II
« Reply #7 on: 19 March 2011, 17:08:01 »
About the only thing I wish is that it kept both hand actuators to help it in its raider role. Other than that, it seems like a pretty nice design, though I might substitute the small lasers for a SPL for infantry now.

Agreed on both points but as it is, it's quite acceptable.  The small lasers can be useful under the right circumstances.

I think the numbering is rather interesting as well. Its a good little conspiracy theory hook.

The 20 ton Mercury has the numerical designations of 97, 98, 99, 102 and 104. The Mercury II has the designation of 100.

It makes sense for the Mercury II to be the 100. The Star League variant of the Mercury was 99, so it makes sense the Wolverines would make the 100. The question is..why did the WoB skip the 100? Its a good conspiracy hook (of course, its slightly diminished with "What happened to the 101 and 103).

While I think you may be on to something given the way Pulverizers turned up in WoB colors in one diorama and the rumored links between the Minnesota Tribe and the hardcore types who wound up as the Word, there's another much less sinister possibility.  The designators are supposed to be unique out of character.  The Word 'skipped it' because the MCY-100 slot had already been assigned internally to the Mercury II.  Mongoose has another good idea on that.

As for the mech, its a solid fighter.  I'd probably use it more as a scout hunter or scout escort and let my old Mercuries and Locusts and such do the real scouting work, though its perficaly servicable in that role.

I recommend it for scouting in somewhat more hostile situations where Locusts or Hussars start coming up short on armor or where you're expecting to run into the other guy's reconnaissance assets anyway.