Author Topic: Mech of the Week - Rabid Coyote  (Read 6411 times)

marauder648

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Mech of the Week - Rabid Coyote
« on: 19 August 2017, 05:36:17 »
Rabid Coyote – Trials of Grievance, Trials of Grievance everywhere!

Background

Clan Coyote’s Khans knew that their Clan’s star was fading and had been doing so for a long time, once the great innovators of the Clans, the developers of the OmniMech and many associated systems, they were no longer the power they had been.

To offset this the Coyotes had recently introduced a series of new Assault Mechs that filled out their front-line and second line Clusters, these Mechs, the Canis and Savage Coyote were powerful but also slow, being no faster than an Atlas or Dire Wolf, thus slow for Mechs their size.  Whilst powerful anchoring units they could be outflanked by quicker units that could get behind them and cause no end of trouble.  The resources consumed by the Canis and Savage Coyote also made them exceptionally expensive to produce and field and their loss in battle could be felt with every destroyed Mech.

Recognising this weakness the Coyote Khans ordered their Scientists to produce a rather controversial unit.  In the Clans, there’s MANY ways of getting a Trial of Grievance thrown at you, promptly followed by a fist.  One of them is to assign a Warrior to that most hated of roles, of being a support unit, something like artillery for example, where the chance of personal honour is low, as all you’re doing is sitting 20+ KM away, lobbing missiles at targets designated by someone else.  Plus, its boring! I doubt the Warriors have things like a Rubix cube or something in their cockpit to keep them occupied whilst doing artillery support roles.

The Rabid Coyote does not fall quite into that role but instead it’s a nearly as despised one, that of being an escort for bigger machines, to ward off those fast flankers or Mech’s that jump out of nowhere, or contribute towards a long-range barrage.  In short, it’s expected to act as a point man for something like a Savage Coyote, sitting and plodding along with the assault Mech and protecting it against anything smaller and less deserving of the Savage Coyote’s firepower. 
And as you can imagine, Clan Warriors do NOT want to do this, whilst tactically it makes sense, the Clans at times are often not ones for tactics outside of ‘Line up, yell challenge, dakka, ????? Profit!’

And being assigned to a Rabid Coyote was a sure-fire way for a Star Captain to get a Trial of Grievance thrown at him/her by the Warrior assigned to the Mech.

Design

Still despite its intended role being in essence that of a bodyguard, the Coyote’s built a surprisingly good bodyguard, and its certainly no donkey of a design.

To save costs the 55 ton Rabid Coyote is powered by a standard 275 rated engine, this will let it thump along at 86kph which whilst not overly fast, is as fast as the typical Clan heavy Mech line-up and faster than most Inner Sphere Heavies of the time and as fast as any IS Medium that might be a threat (IE another 55 tonner). 

The engine is heavy but weight is saved with an endo-steel skeleton and 8.5 tons of ferro-fibrous armour giving the Mech a solid level of protection, enough for it to go and engage its preferred targets, fast flankers and their ilk.  And the standard engine makes the Mech irritatingly hard to put down.

The armour gives the Mech the following layout;

9/17/22/17 (6/8/6)
16/16/23/23

Two extra heatsinks were fitted as standard but no jump jets were mounted, I would guess to stop a bored Warrior from getting ideas in his/her head to go galivanting off to look for trouble instead of waiting for it to come to them.

Variants

Rabid Coyote – Unpopular but potent the Rabid Coyote makes a mean bodyguard and general trooper.  To deal with any fast Mechs which tend to be hard targets to hit the Rabid Coyote is armed with a quartet of Medium Pulse lasers, two in each arm for the best possible firing arcs.  Accurate, powerful and long ranged for a pulse weapon, these can cripple a Light in a few hits or maul a Medium in very quick order as you’re going to be landing most of your shots on target.
The Rabid’s big party trick though is the ATM-12 sitting in the Mech’s left torso.  Fed by 4 tons of ammo to take full use of the ATM’s flexibility the ATM-12 can reach out and hit at any ranges and the risk of HE ammo from the big launcher can’t be understated as there’s a potentially hard hit there.  Whilst the Rabid Coyote lacks a single knock down punch, it can chip away with its missiles at closing ranges and at mid-range the pulse laser and standard ammo from the ATM will wear down a heavier attacker.  A light Mech trying to close is outgunned and whilst the Rabid’s lack of a single big wallop could be a drawback, it can happily rip a light Mech to bits if one’s suicidal enough to try getting into a close-range gunfight with a Rabid Coyote.  And as a final marker for its ‘escorting’ role the Rabid Coyote has a ECM suite buried in its canine like head, allowing it to protect its larger charges from hostile C3 and fire control systems.

Rabid Coyote 2 – A complete tonal shift for the Rabid Coyote, and actually a considerable rebuild.  The 275-standard engine is replaced with a 275 rated XL engine whilst the ferro-fibrous plate is removed and replaced with 12 tons of standard plate giving it more protection than the original machine and indeed, it carries as much as its skeleton can take, making a well-protected prospect to face.

Less an escort the Rabid 2 is a bit more general purpose but it keeps the general flavour of the standard Rabid Coyote.  The weapons are stripped out, in the pulse laser’s place, now there is a quartet of ER Medium lasers, two in each arm.  So, you gain considerable range but at the loss of accuracy.  The ATM-12 is gone too, and in its place, is a six-pack of ATM-3’s with three in each side torso.  This is an odd mix. Whilst there’s six tons of ammo, the launchers will still go through that at a fearsome rate.  And like the standard version, it does not deliver a single knock down punch, just lots of sandblasting hits that winnow away a hostile Mech’s armour

Finally an ECM and active probe are added, whilst three extra double heatsinks are also added to give it 15 to control the higher heat of the ER lasers.  The Rabid 2 is less an escort and more a general-purpose Medium, it’s a Wolverine, it’s a Phoenix Hawk, that is, a bog standard Medium with a good chunk of firepower behind it.  All be it, one that lacks a single knock down punch and instead relies on grinding an opponent down instead.

Thoughts

Fluff aside, the Rabid Coyote’s not bad.  A quartet of medium pulse lasers is never something to sniff at and the Rabid Coyote’s got the speed it needs to close the range against most Mechs and it can tickle, slap and then punch with the ATM as the range drops.  Put a Clan pilot in this (not a PGC level one, perhaps he pissed his commander off or something and then lost the ensuing Trial of Grievance or something) and you’ll be rewarded with a rather mean Mech that hits hard despite its lack of a rock-solid knock down punch.

This trend continues with the Rabid 2, which is a different twist on the same idea, more a cover band’s version or a DJ’s mix of the original rather than anything overwhelmingly new.  Sure, the six ATM-3’s can spew out a lot of missiles but you’re going to go through their ammo at a serious rate or knots.  Still if you can get to close to mid-range on either design what you’re facing will know about it.
Fighting one depends on what variant, the standard has a normal engine so you need to leg it or crush its torsos, the big ATM ammo bin is a very vulnerable bomb, and this bomb is shared with the 2, which splits its ammo into two 3 ton stacks in each side torso and is more vulnerable due to its XL engine. 
Hit It hard and it will go away, but if you’re a few light Mech’s and you’re tasked with taking down a Canis that’s been sniping at you all day and there’s one of these nearby, prepare for some pain. 







As always, thoughs and comments are most welcome!



« Last Edit: 19 August 2017, 13:51:32 by marauder648 »
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Natasha Kerensky

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Re: Mech of the Week - Rabid Coyote
« Reply #1 on: 19 August 2017, 09:21:07 »

In-universe, in its role, the RC is better designed than the SC and Canis it's supposed to escort.  Unlike those expensive, overheating, lumbering assaults and their somewhat confused weapons loadouts, the RC is an elegant, efficient, and effective design.

I'd note that the RC can alpha strike without heat buildup (plus movement).  That kind of heavy, accurate, carefree firepower combined with SFE/163 ferro armor point survivability and 5/8 mobility is a very solid package.  Jump jets would be nice, but we can't have everything.

I thought the RC 2 mounted four ATM-3s, not six.  If I'm remembering correctly, then it's not quite as heat efficient as the original RC, but still very manageable in avoiding heat modifiers.  The loss of pulse accuracy is the bigger sin.  I don't think the design's other benefits (electronics, maxed armor) are worth it.

A cross between the RC and RC2 would be best:  XLE, four pulse mediums, four ATM-3s, maxed armor, enough freezers for no overheat on alpha strike, and spare tonnage put into jump jets and ECM.

Of course, given the Coyote heritage and the ATMs, the RC or RC2 are begging for canon iATM Society variants...
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marauder648

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Re: Mech of the Week - Rabid Coyote
« Reply #2 on: 19 August 2017, 09:31:00 »
I was confused too, Megamek said 6, Sarna said 4, I made it in REMLAB and was able to fit six.  And yeah, the RC is a very elegant machine, its distressingly effective and is really one of those units that you'd think the Clans would leap at, if it wasn't for fluff reasons that they get 2 minutes of Hate if you mention it to them :)

The 2 is just a basic 55 ton medium, although the ATM spam is..different I guess.

For a variant i'd go with putting an XL engine in the standard, and adding jump jets and pouring any survivng tonnage into armour.
« Last Edit: 19 August 2017, 09:34:44 by marauder648 »
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Maelwys

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Re: Mech of the Week - Rabid Coyote
« Reply #3 on: 19 August 2017, 10:44:33 »
Record sheet shows 6, 3 in each torso, along with 6 tons of total ammo, giving each launcher 20 shots. Probably more than enough for any fight you might need.

I've had fun with the original variant. I overlooked it for a while, then the few times I've tried it out its always done well for me.

anime ninja

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Re: Mech of the Week - Rabid Coyote
« Reply #4 on: 19 August 2017, 12:24:16 »
6 iATM 3 would be very nasty. If I remember correctly for the emp, 3 was the best number of missiles to hit.

Sharkapult

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Re: Mech of the Week - Rabid Coyote
« Reply #5 on: 19 August 2017, 12:48:34 »
I love the 2 variant for fast flanker/ light Mech hunting. Find a good spot in medium ERATM range and those six missile shots add up on lighter Mechs. That's a lot of chances to hit, especially with four ER Mediums added in. Against slower lights the heavier hitting regular or HE ATM rounds put them down quickly.
Having so many weapons to fire shifts the dice odds in your favor. I'll happily wade this design into a star of lights at any range and be happy with the results.

Giovanni Blasini

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Re: Mech of the Week - Rabid Coyote
« Reply #6 on: 19 August 2017, 12:59:26 »
Why am I getting a Kintaro IIC vibe off this?
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Iron Mongoose

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Re: Mech of the Week - Rabid Coyote
« Reply #7 on: 19 August 2017, 13:07:19 »
I've used the 1 a few times.  I'm a big ATM fan, and who isn't a big MPL fan, so I've found it to be a workable mech.  I don't really use it in it's bodyguard role, though with the weak armor hiding behind giant slow monsters isn't actually a bad call, but I just don't have the dicapline to keep a mech that's a great brawler with good speed reigned in for long.  Better to wait for a good moment in the shadow of it's gigantic brothers, then dart in to unleash 12 HE ATMs and the pulses at close range. 

Key problem for me is that the armor is low for a brawler.  If it was loaded with LRMs and large lasers and I could just put it three or four hexes back of my assualts, that armor would be fine, or if it was faster, or if it jumped.  But for getting a ground bound mech into eight or six or three hexes against other mid to high end Clan mechs... I'd like to see a bit more padding, even at the expense of a few lasers or some of the ATMs.
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Re: Mech of the Week - Rabid Coyote
« Reply #8 on: 19 August 2017, 16:52:02 »
It is a wonderful design that is underappreciated by most.  The only thing I find lacking in either version is jump jets.   The Canis and Savage Coyote both have jump jets which would make the task of supporting either one of these units in broken terrain more difficult and the RC becomes more of a liability.  I feel the RC2 also should have installed a TC to offset some of the loss of accuracy from replacement of the pulse weapons.

glitterboy2098

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Re: Mech of the Week - Rabid Coyote
« Reply #9 on: 19 August 2017, 19:16:00 »
possibly.. but the Rabid Coyote is a 4/6 while the Savage coyote and canis are 3/5/3, so i suspect that most of the time if the assaults have to resort to jumping, the Rabid can just go around or over without jumping.

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Re: Mech of the Week - Rabid Coyote
« Reply #10 on: 19 August 2017, 23:54:59 »
The RC is 5/8, not 4/6.  Within reason, yes it can go around, but if you want to cross a river jump jets are far better.  Bottom line is an assault mech is going to weather the +1 TH better than a 55 ton unit.  At the end of the day I guess it benefits the other two designs because they are less likely (?) to be shot.

acemarke

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Re: Mech of the Week - Rabid Coyote
« Reply #11 on: 20 August 2017, 15:12:59 »
Amusingly, I ran one of these in the BT Canon Event at GenCon on Thursday and again on Saturday.  Did pretty well with it.  Was able to deliver a 100% full alpha to the face of a Jinggau on Thursday, and repeated the trick against either an Atlas or an Ostroc on Saturday.  I was pretty happy with the weapons loadout, heat curve, and damage potential.

Colt Ward

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Re: Mech of the Week - Rabid Coyote
« Reply #12 on: 20 August 2017, 20:48:34 »
Love the Rabid Coyote . . . pretty happy it showed up with the Coyote clusters the Crusader Wolves took, so at least it ended up in the IS somewhat.  I think it would have been a better garrison mech for the Crusaders to put into production in the 3080s than some of what they ended up with . . . or in the Empire for that matter.  It would be somewhat cheap and the variable load of the ATMs works great for a garrison design.  Plus I think it would wreck most comparable Lyran or Marik mechs.

The one time I remember facing this thing across gunsights was a Trial of Refusal over a Clan Council decision . . . the defender took the Rabid Coyote, I took a Stooping Hawk C on desert rolling hills.  I kept at 13-15 hexes . . . the defender had expected a close range brawl and so he brought 2 tons Std and 2 tons HE ATM ammo.  You can guess how it went, he could not catch me over the broken terrain and I kept out of range of his weapons.  Won the trial without a scratch to my Stooping Hawk's armor though it was only b/c of a poor ammo choice on his part, not anything inherent with the mech.
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Re: Mech of the Week - Rabid Coyote
« Reply #13 on: 24 August 2017, 07:12:25 »
I don't play much clan, but I liked the design and mini enough that I have a couple and made inner sphere versions, called Nuwisha. :-)
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Re: Mech of the Week - Rabid Coyote
« Reply #14 on: 24 August 2017, 18:50:13 »
I can never get past it's sad dog face. With that being said, I find the Rabid 2 to be an interesting machine; I'm not sure about the efficiency of the six ATM-3s vs, say, two ATM-9s, but it's still rather fun. I imagine it's ammo feed system looks like an insane airport baggage system designed by Gerry Anderson.

My brother had a fun moment with it once in a battle. He burned through the ATM ammo at an insane rate, to the point where he had one round where he fired three different types of ammo because he had exhausted them all.
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Colt Ward

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Re: Mech of the Week - Rabid Coyote
« Reply #15 on: 24 August 2017, 23:17:23 »
Actually I thought the mini had the Anubis look, which made it interesting b/c it had the Egyptian animal head/humanoid body god motif.  Like we took a SG1 Go'uld and made a mech that looks like it.
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Re: Mech of the Week - Rabid Coyote
« Reply #16 on: 24 August 2017, 23:26:20 »
My Mandrills run a lot of Rapid Coyotes. Its the first machine I ever used ATMs with. And it brought me the closest I ever came to winning a Grand Melee. I came in second, losing to a Ghost Bear in a Viking 2G. If you play it correctly, it's one of those mechs that is a lot tougher than it looks on paper.
« Last Edit: 24 August 2017, 23:28:21 by THUD »

 

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