~~🎵 I need a Hiero 🎵~~ From Recognition Guide: IlClan, Volume 3
From the moment they were introduced to us in the ripe old year of 1989, Clan Jade Falcon has fielded a Touman with a large emphasis on mobility. Their workhorse heavy, the
Summoner, stood out from the roster of original OmniMechs with its above-average movement profile proffered by its five fixed jump jets. Technical Readout:3058 would emphasize this through the introduction of the
Fire Falcon and the
Black Lanner, while their new gunboat heavy and assault OmniMechs (the
Night Gyr and
Turkina, respectively) would remain more mobile than their
Nova Cat and
Dire Wolf counterparts with the inclusion of jump jets of their own.
This trend would continue within reasonable limitations up until the introduction of two game-changing pieces of technology: the Improved Jump Jet and the Partial Wing. Suddenly, OmniMechs with standard jump jets fixed in place went from being quirky to being semi-obsolete, unable to reach the distances now routinely achieved by modern competitors of the same weightclass. This saw a sharp change in Jade Falcon design philosophy. One can argue that it started with the
Flamberge: an OmniMech designed around using jump jets without permanently mounting any the chassis itself. A trend towards pushing the limits of jumping distances, both with frontline and secondline designs, would in many ways culminate with the appearance of the
Hierofalcon—at least, within the medium weight bracket.
THE NITTY GRITTYHierofalcon
INTRO: 3148
MANUFACTURER: CLAN JADE FALCON
--- Speed: 6/9 (270 xl) ----------------------------------
--- Armor: 144/153 (Ferro-Fibrous) -----------------------
--- Base Heat Sinks: 10 Double [23 heat dissipation] -----
--- Podspace: 19 tons ------------------------------------
FRONT REAR INTERNAL
( 9) (**) ( 3)
/15|21|15\ / 7| 7| 7\ /11|14|11\
(14/ || \14) ( | | ) ( 7/ || \ 7)
/ /\ \ / \ / /\ \
(18/ \18) / \ (11/ \11)
The
Hierofalcon, at first glance, is built around a run-of-the-mill and rather generic chassis. A 270 XL engine moves it at 6/9 speeds, while the 144 points of armor (expertly arranged for Clan v. Clan warfare) give it reasonable protection. Endo and Ferro are used, with crits for both largely concentrated in the arms. A base 10 double heat sinks are stuffed in the engine, and the lot gives the
Hierofalcon a remarkable 19 tons of podspace for its size. But just like the
Flamberge before it, the
Hierofalcon was designed around aerial mobility. Unlike the
Flamberge, though, the Partial Wing on this design is not a vestigial remnant of things that could have been; a fully functional version of the technology takes up three crits in each side torso, provides an extra three points of heat dissipation, and allows for an extra two hexes of jumping distance when jump jets are mounted. When taken with the six empty crits in each side torso and two empty crits in each leg, it's clear to see that
Hierofalcon configurations are expected to use jump jets to their full potential.
There's not much to say about the components themselves. The parts are all common to the older
Cougar,
Fire Falcon, and
Black Lanner most of all. The only remarkable piece of technology here is that Partial Wing, and even it is positively mainstream by Jade Falcon standards by the mid-32nd century. This suggests that the
Hierofalcon was meant to plug and play directly into the existing logistical networks already in place. Repairing one should be a mostly simple matter.
THE CONFIGURATIONSPrimary Configuration
HAG/20 (Right Arm)
--Ammo (HAG) x16 (Right Torso)
Imp. Heavy Medium Laser x2 (Left Arm)
TAG (Center Torso)
Jump Jets x6 (RT, LT, RL, LL)
My first instinct here was that this variant was a Falcon take on the
Shadow Cat Prime. Gauss weapon in the right arm, two lasers in the left, similar mobility...pretty close, right? But at the same time, this
Hierofalcon comes close to replicating two Jade Falcon staples: the
Black Lanner A, or the
Uller A/F/H. The key difference here, in both cases, is the massive 240 meter jump range of the
Hierofalcon. In any case, it's a bit of a brawling configuration, meant to fully be in the thick of things. Though the HAG can take shots at range, its limited ammo supply and the short range of its secondary systems encourage close-in use. And notably, the Prime runs almost completely heat neutral even when firing its full complement of weapons while jumping.
Configuration A
Large Pulse Laser (Right Arm)
ER Medium Laser x2 (Left Arm)
AP Gauss Rifle x2 (RA, LA)
---Ammo (APGR) x40 (Center Torso)
Flamer x2 (RA, LA)
Improved Jump Jet x8 (RT, LT, RL, LL)
Configuration A is a fantastic generalist configuration. While it runs a bit hotter than the Prime, the Large Pulse Laser gives it a good anti-light gun and the two ER Mediums give it a powerful follow up punch against other BattleMechs. The tertiary weapons give it impressive anti-infantry firepower; even more importantly, the twin flamers allow it to create its own smoke cover. The eight Improved Jump Jets let the
Hierofalcon A reach an astonishing 10 hexes with each jump—something that before now has never been seen in a 'Mech of the medium weight class or heavier (save for the questionably-canon
Buccaneer from XTRO:Royal Fantasies and the weaponless
Kuma 3). Personally, it reminds me of an airborne
Incubus made for 32nd century battlefields—albeit one that can rapidly become untouchable if your opponent is unprepared. I'd suggest running it by your fellow players before fielding one.
Configuration B
ER Medium Laser (Center Torso)
ER Small Laser x2 (RA, LA)
SRM/6 x6 (RA, LA, RT, LT)
---Ammo (SRM) x60 w/CASE II (RT, LT)
Jump Jets x6 (RT, LT, RL, LL)
The
Hierofalcon B strikes me as a Falcon reimagining of the
Arctic Wolf concept, one that takes it and throws it straight back into the face of Clan Wolf-in-Exile. Firstly, this thing runs *hot*. A full jumping alpha strike will leave you at +16 heat, facing shutdown rolls and horrific accuracy penalties. On the plus side, jumping to cover the following turn willl leave you at a net zero heat once more. As a result, this variant is an ambusher and striker extraordinaire, a high-mobility SRM carrier that is much more difficult to pin down and destroy. The four tons of ammo also let you play havoc with specialty munitions, and can turn this design into a formidable battle armor hunter as a result. No player enjoys having a potential 36 inferno missiles fly towards their infantry.
Configuration C
Rotary AC/2 (Right Arm)
---Ammo (RAC) x90 (Right Arm)
ER PPC (Left Arm)
Jump Jets x6 (RT, LT, RL, LL)
Much in the same way the
Hierofalcon B improves on the
Arctic Wolf concept, the
Hierofalcon C improves on the
Pack Hunter one. With greater jumping distance and a Rotary AC/2 to exploit any holes opened up by the larger gun, this variant should take advantage of the superb range brackets for the autocannon and remain at longer distances. It does run slightly hot when the RAC/2 fires at a higher rate, leading this variant to play almost as you would an oldschool Griffin. It's not a bad dueler, either, especially against slower heavies or assaults where the need to keep the range open is essential.
Configuration D
ER Medium Pulse Laser x2 (RA, LA)
ER Medium Laser x2 (RA, LA)
ATM/6 x2 (RT, LT)
---Ammo (ATM) x40 w/CASE II (RT, LT)
Supercharger (Center Torso)
This configuration, to the dismay of many, carries no jump jets to take advantage of the integral Partial Wing. There's hardly any inefficiency here, though: the partial wing weighs 2.5 tons. The extra heat dissipation it affords is equal to 1.5 tons' worth of heat sinks, leaving only a single ton wasted on this variant. Built around infighting, the
Hierofalcon D runs hot and rewards aggressive play. It feels like a bit of a compromise between the A and the B variants, but falls somewhat flat compared to what the other configurations are able to do.
CONCLUSIONMost Clans have their favored midweight cavalry units, and many of those are available to multiple Toumans. The
Viper is the Ghost Bear staple, while the Sea Foxes rely on their domestically-produced
Mongrel. The Wolves have hordes of medium Omnis, with the
Ice Ferret,
Arctic Fox II, and
Pouncer all being comparable in certain ways to the capabilities of the
Hierofalcon. Clan Jade Falcon was no exception. Before, their staple would have been the
Black Lanner, an undergunned and oversized land-bound OmniMech. The
Hierofalcon pairs with it nicely, easily covering the older 'Mech's greatest weaknesses. Ultimately speaking, it's the Jade Falcon take on the
Shadow Cat (III), one that betrays their biases through the
Hierofalcon's emphasis on air mobility over ground speed.
Within the Falcon Touman itself, the
Hierofalcon completely obsoletes the older
Kit Fox—hardly a difficult task. It also has the potential to replace venerable
Novas, though current configurations we have for the
Hierofalcon mostly supplement the many configurations of the older design rather than directly outclass them. In terms of standard designs, the
Eyrie,
Griffin IIC 8, and
Shadow Cat II are all perform roles easily mimicked by the
Hierofalcon.
In terms of what it's good against, well, pretty much everything. A 'Mech that can jump at least 8 hexes with the majority of its configurations while mounting impressive firepower cannot be taken lightly. On the flip side, many units coming from the Wolves (whether the Crusaders or the WiE) are being built with accuracy-enhancing technology. The new
Sojourner has its AES-enhanced arm, while the Wolves proper have recently developed the
Dominator and
Goliath C, both with their respective Targeting Computers. Battle armor also fare surprisingly well against most configurations, and are reliable bodyguards for more vulnerable units. A
Hierofalcon fighting a Star of
Cuchulainns will leave with a pyrrhic victory at best.
The end result is a unit that fits nicely into the Jade Falcon Touman. It gives them a unit that they desperately needed to fit with their high-jump doctrine, and is now one of the best battle armor taxis available to them. And as a powerful, mobile unit, and flexible unit, it should be tried at least once by every Jade Falcon player out there.
~ ~ ~
Master Unit List:
http://masterunitlist.info/Unit/Details/7484/hierofalcon-primeRecoginition Guide: ilClan, Volume 3:
https://store.catalystgamelabs.com/collections/battletech/products/copy-of-battletech-recognition-guide-ilclan-vol-3