’Mech of the Week: SCG-W*1 Scourge
Scourge. An enemy of savage ferocity, whether a human barbarian (see: Attila) or a force of nature (see: locust plague). A pureblood Sith lord who became Wrath of the Emperor for a time. And a 65-ton BattleMech that is a recent addition to the Inner Sphere.
As in, so new that many battle computers still have a hard time recognizing it.
The
Scourge was apparently designed as a heavy scout (though in the typical Lyran order of battle, it might rank as an ultralight). Comparisons have been made to venerable designs like the
Vindicator and
Shadow Hawk. Note, both of those were medium-class designs, and in one fashion or another, slower than the
Scourge.First entering service in 3131, the SCG-WD1 model is built around an endo-steel chassis and is powered by a 325-rated VOX extralight engine, giving it comparable ground speeds to the
Koschei. Four jump jets give it similar jumping range as the venerable
Catapult. Thirteen and a half tons of standard plate give it maximum protection in a 9, 30/12, 20/10, 20, 30 pattern (head, center front/rear, side front/rear, arms, legs respectively). Weaponry consists of a quartet of extended-model medium lasers in the right arm and a medium pulse and Gauss Rifle in the left arm. Two tons of ammunition are stored in the left torso. Twelve heat sinks is one extended medium off from able to cool a jumping Alpha.
This model was sold to all that were willing to buy it. Which is how the
Scourge made its way into all armories. With the profits, StarCorps funded a slightly more advanced model that became a Lyran exclusive. Designated SCG-WF1, this model walked off the lines in 3133, and uses twelve and a half tons of light-class ferro-fibrous armor to provide the same protection. One heat sink was also removed. All to add an Actuator Enhancement System to the right arm, which improves the accuracy of the lasers placed there.
Using one of these depends on if you wish to be a sniper or a closer-in fighter. This may seem counterintuitive but I have seen some players who make a career out of just using Gauss Rifles (or similar long range weapons), when they have more firepower than just the one weapon. Still, with the proper pilot, you can choose to stand and deliver, or jump about at long or medium ranges just peppering those you wish. Of course, you will eventually run out of bullets.
The other option is to close and mix it up. While getting into direct (i.e. physical) contact is not a really good option, fluttering about within short range will allow for you to cause your foe significant headaches. Watch your heat, as ignoring it too long will crimp your style (though your ammunition isn’t heat-sensitive). That said, you do have one potential problem. While the Gauss Rifle is nice for opening large holes, and sometimes eliminating enemy pilots, it is also a bomb waiting for the right impact. If that arm is starting to get a little thin armored, it might be best to protect it.
Fighting one starts with resigning yourself that you’ll be dealing with Gauss slugs every so often. Then again, fighting fire with fire can be a good strategy. So, bringing a few Gauss Rifles of your own to shell him is fair. If he wishes to dance closer, the standard faire of plasmas, pulses, and particle cannons also apply. And since the Scourge comes from an era where Clan tech is, at least, a bit more common than it used to be, that too can be helpful. If you have the will, targeting his torsos or arms is a decent plan. If you want to frazzle his brain, the left arm is proper, though simply taking out a torso and crippling his engine is perhaps better.
As the
Scourge is a recent addition, it should be used for quite some time, at least in the waning days of the Dark Age. I will note my two main problems with the design. One is that it is subobtimal in the number of jump jets. The second is the lack of CASE, though that is more of a campaign thing than a game idea.