First of all, my apologies. This article is WAY overdue. All I can say is that Real Life interferes, and well, here it is. Better late then never:
Mech of the Week, WAY OVERDUE: C-DVA-O Deva
The larger of the two heavyweight celestials, the Deva is a typical heavy mech at 4/6 speed and weighing at 70 tons. Like most other celestials, it uses a Light Fusion Engine to allow a compromise between survivability and weight, and further weight savings is supplied by the use of an Endo-Steel internal structure. An extra nod towards survivability presents itself in the form of a Heavy-Duty Gyro, which allows this mech to laugh at Gyro hits as long as it has a good pilot at its helm. Given that the intended pilot of these machines are elite Manei Domini warriors with VDNI implants, the Small Cockpit’s drawbacks are practically non-existent.
Thirteen and a half tons of standard armor gives this machine 99.53% of its maximum coverage, an amount anyone would be pleased with. The armor layout is slightly unusual, but still passes the smart armor check everywhere. The arms and torso can each take an AC/20 slug without going internal, while the legs and center torso can each handle a couple of gauss slugs. The unusual part is the rear armor, which is quite beefy for a mech if its size, each rear location capable of taking a PPC blast without going internal.
An extra engine-mounted DHS and a hard-mounted C3i computer cuts the Deva’s pod space to 29.5 tons. This is lower than other mechs in its weight range, but not by that much, and considering the usefulness of the C3i system and the toughness of the mech, is a pretty acceptable tradeoff.
Six common configurations, one experimental configuration, and one personalized configurations currently exist for the Deva:
Invictus (Prime) – An odd design, like most Invictus configurations. The Deva Invictus is armed with a Gauss Rifle (with a grand total of EIGHT shots!) and three Light PPCs. Additionally, this configuration also carries a Retractable Blade, which might help deter people from closing into melee range in order to abuse the gun’s minimum ranges. Best used as a sniper in a C3i Network, this configuration’s lack of ammunition means that you better save those shots for when it really counts. Once the ammo runs out, consider switching spots with the now likely damaged spotter and try to melee people while shooting the PPCs at another target.
Dominus (A) – Armed with a Rotary AC/5, two ER Medium Lasers, an ER Small Laser, a Light PPC, and a MML-7 rack, all linked to a Targeting Computer, the Deva Dominus is best suited for up-close and personal combat, though it could also function quite well as a mid-range element of a C3i network. The main issue with this configuration is the massive amounts of ammo on its left torso, where a single ammo explosion will take out all the ammo in the mech and badly damage it. Probably best used in urban terrain or as a mid-range element in the network, because it will likely draw too much fire otherwise.
Infernus (B) – Twin ER PPCs aided by a pair of Medium Pulse Lasers and an ECM Suite, as well as the presence of a Targeting Computer makes the Deva Infernus an excellent sniper. Combining this already accurate long-range mech with an elite Manei Domini pilot AND a C3i network will likely mean a 23-hex bubble where the mech can force PSR on whatever it wants to. Enough heat sinks are supplied to run and fire both ER PPCs without overheating, and a standing alpha won’t cause any detoriation in accuracy either. The ECM Suite also adds more flexibility, and though probably best used as the sniping element of a network, it could work at any position, since the accuracy makes it better at shooting on the move as well.
Comminus (C) – Clearly an urban/rough terrain fighter, the Deva Comminus mounts Jump Jets, allowing it to jump 120 meters in a single leap. A massive Ultra Autocannon/20 is the main gun of this variant, with a trio of ER Medium Lasers as backup. An ECM Suite is also added for improved performance and defenses. While this configuration is very weak at open, flat terrain due to its lack of range, it WILL wreak havoc in more confined and rough terrains or in an urban battlefield.
Luminos (D) – A generalist configuration, the Deva Luminos is also jump-capable, and carries a more balanced armament though still leaning to close combat. A Heavy PPC provides respectable long-range firepower, while up close the Deva Luminos can add its array of four Medium Pulse Lasers and two ER Mediums. Two lasers, a medium and a small, are also rear-mounted for defense. With enough heat sinks to fire a good chunk of its arsenal, the Deva Luminos will shine in the same terrain that the Comminus enjoys, while not being as vulnerable in more open and flat terrain.
Eminus (E) – Very similar to the Deva Invictus, the Deva Eminus mounts a Thunderbolt-15 (again with a total of EIGHT shots) aided by four Light PPCs. The best way to use this mech would be to find a camping spot – preferably 18 hexes away from the target – and let your network’s spotter feed you targeting data while you hammer away, saving the Thunderbolts for good shots or for times when you need something dead ASAP.
Caelestis (S) – The experimental configuration of the bunch. The Deva Caelestis is faster due to the Supercharger installed, which allows it to reach speeds of over eighty kilometers an hour in short bursts. Its armament seems rather paltry, only armed with two Binary Laser Cannons and an ER Small Lasers, all slaved to a Targeting computer, with a Laser Anti-Missile System for defense. In the hands of an elite Manei Domini warrior however, the opposition will not enjoy being on the receiving end of aimed shots to the head with a pair of headcappers. One major problem this configuration has is its tendency to overheat badly of the LAMS activates.
(Achilleus) – Personal configuration of Opacus Venatori member Achilleus St. John, this configuration excels in hunting down mobile prey. A supercharger lets it go faster than normal for short bursts, while TWO Large Variable-Speed Pulse Lasers comprise of this mech’s main armament, with two ER Mediums as backup. The ridiculous accuracy of LVSPLs in short range is further enhanced by the targeting computer, making it almost certain that this mech WILL hit whatever it is aiming at.
Like all celestials, Devas work best as part of a supportive C3i network. Its relative toughness and flexibility allows it to assume a variety of roles depending on what is needed in the network at the time, be it as pointman/spotter, mid-range element, or as an anchor/sniper, depending on configuration. Most Deva variants can usually switch from one role to another with ease too, with some being equally capable in all roles. This needs to be used to the utmost to get the most mileage out of both the Deva and its entire network.
When fighting a Deva, keep in mind that it is, first and foremost, a tough heavy mech with near-maxed armor. The use of Light Fusion Engine means that even those variants with torso bombs will survive the explosion and keep fighting. Because of that, you will need to devote some time and attention to make sure that it will fall. Remember the Heavy-Duty Gyro, which allows the Deva to take more Gyro hits than normal and keep standing. That said, the Deva’s weapon load is typically below average for its weight, though most of its configurations use that weight pretty intelligently. A good heavy should be able to take it on one-on-one, given equal pilots.