‘Mech(ish) of the Week: Boreas
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http://www.masterunitlist.info/Unit/Details/7351/boreas-prime Today ‘Mech of the Week ventures back into the barely explored realms of the QuadVee. Venturing deeper still we reach the beginnings of the special subset of Omni QuadVees. The Boreas, today’s highlighted unit, is remarkable in that it was the first QuadVee that was prototyped and put into testing, but it entered full production 4th, after the ones already covered here (insert link). This is likely due to the troubles of incorporating Omni technology on a QuadVee.
Before covering the unit stats, I want to cover the artwork for a bit. The Boreas’ dual cockpits are split, the gunner on the turret-like torso, while the pilot is located between the front legs. The fluff of the TRO entry (as well as the entries of the Cyllaros and Arion) describe this split cockpit as a hindrance to operations. I prefer the split cockpit design, it fits in a more tank-like style. This allows the pilot to focus on piloting and the gunner can swing around any direction to take on multiple targets (the rules allow up to 3 primary targets).
I lost track of where, but I read that the two cockpits have all the same controls, data readouts, and screens. The rules state that if one warrior is killed/knocked out the other can take over duties, but at a +2 to-hit for any rolls. While each warrior may be specialized in one set of controls, the split cockpits make more sense as to why each suffers that +2 penalty, at least for a missing gunner. In any case I think it gives the designs more appeal, rather than simply 2 cockpits stacked on top of each other.
Fitting a first of class design, the Boreas uses basic construction materials, standard armor, standard structure, and a standard fusion engine. In order to have a respectable amount of weapons tonnage, armor was limited to 11.5 tons, 85% of maximum, and laid out in a smart pattern, 8 (HD), 26/10 (CT), 21/7 (side torsos), 21 (legs). The last effort to save weight was limiting speed to 4/6, the same as the 15-ton heavier Harpagos. These sacrifices left 12 tons of pod tonnage, not much at first glance, but plenty for Clan weapons.
The
Prime variant features an ERPPC, a Medium Pulse Laser, and a Streak SRM6 rack. Great choices all around, and I can see why it is the primary variant. A long range head-capping weapon, mid-range crit-seekers and even a weapon to help a little with fast harassers at mid-ranges as well. Using only the base 10 Laser Heat Sinks, a top speed alpha strike will barely cause it heat problems.
Now the
A and B variants highlight some of the deficiencies of the HAG series. The A variant has a long HAG 20 with 2 tons of ammo. The B variant has a Streak LRM 20 with the same amount of ammo. The HAG has a bit longer range 1/2/4 hexes at S/M/L ranges. But the Streak LRMs will deliver full damage if they hit, while the HAG roles on the cluster table. The HAG will generate less heat when both units fire, but without any other weapons on either variant it doesn’t matter much.
I’m not fond of either variant, but if I had to pick it would be the B, at least it can guarantee it will deal full damage, even if the range is a little shorter. To whoever designed these variants, I wish something different had been done. Keep the A, it fits with the Horses’ development and love of the HAGs, but then do something different for the B that’s not as obvious of a comparison. Perhaps a Streak LRM 15 with some backup weapons and less ammo, or standard LRMs.
The
C variant would have also been a good replacement for the B, it features an ATM12 rack with 3 tons of ammo and a pair of ER Medium Lasers. While the Boreas isn’t fast, the ATM rack allows it to plink at long range and hit for more as it closes. If it can close to HE ammo range, there’s a potential 50 points of damage waiting for someone. Not a bad combo for only 12 tons.
Moving on, last is the
D variant, the first to need extra LHS. A pair of Heavy Large Lasers are the only weapons, with the rest of the tonnage going to heat sinks. While the extra LHS can’t handle the full weapons load, it’s enough to handle a fairly standard pattern fire, something most regular users of heavy lasers are familiar with. It’s not a bad variant, but usually with dual HLL ‘Mechs I wish for something more to add to it and this one is no different. Something like more speed, a longer range weapon, or more defensive equipment, it just doesn’t feel finished to me.
Overall, I think the Boreas is a good first try at a QuadVee Omni. As some rules questions of mine get answered and clarified we will all have a better understanding of how these new unique units work and we can better analyze and rate them. However, I can do a quick comparison between the 60-ton Omni Boreas and the 55-ton non-Omni Cyllaros. The Cyllaros is faster at 5/8, but it requires an XL engine. The Boreas is able to devote 1.5 tons more to weapons and equipment and it carries 40 points more armor, something that I think will be more and more valuable to prevent motive crits. The Cyllaros wants to close range with an enemy while most variants of the Boreas are happy to fight at long range. I can see the two of these QuadVees deployed together in a unit, each occupying different roles.
‘Mech(ish) of the Week: Notos
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http://www.masterunitlist.info/Unit/Details/7370/notos-prime Continuing the theme of the previous M(ish)otW, next we will be covering the last of the current canon QuadVees, the Notos. Appearing in XTRO: Republic III, the Notos is the first of what I would call Gen 2 of QuadVee design. Likely based on experiences with the previous 4 designs, the Notos seems to work in the best aspects of each into an impressive QuadVee design.
On the artwork front, the overall lines look more smooth, more defined than previous QuadVees, something that is also reflected in the fluff description. Despite the fluff saying the split cockpit design was poor for pilot coordination, the Notos keeps the split design found on the Boreas. It’s a style I like and think helps make QuadVees look more unique.
The similarities to the Boreas don’t end with just the cockpit layout, both designs are 60-ton Omnis. The pod tonnage is similar, 12 tons for the Boreas, 13 for the Notos, allowing it to do almost anything the Boreas can, just with a little extra. The base 10 Laser Heat Sinks are enough for most variants. Armor is increased over the Boreas up to 200 points, 92% of maximum.
Using an Endo Steel structure and an XL engine, the Notos bumps the speed up to 5/8 in ‘Mech mode. Why did I specify “’Mech mode”? Well that’s because it is the first QuadVee to feature wheeled vehicle mode instead of tracked. For 50% extra tonnage, a wheeled QuadVee increases the cruise MP by 1 and recalculates the flank speed. So the 5/8 Notos ‘Mech speed translates to 6/9 wheeled speed. It may not seem like a big deal, but at some speeds it may be cheaper than increasing the engine size (I don’t know yet, I have to run the numbers). Also, I’ve learned that in vehicle mode, a QuadVee gets the +1 MP for moving on pavement, meaning in urban settings a Notos can get up to 10MP in vehicle mode.
The
Prime variant appears to be based on the Epona Prime hovertank. A handful of 5 Medium Pulse Lasers tied to a targeting computer make up the weapons package. The last ton is used on a supercharger, bumping the ‘Mech speed up to 5/8(10) and the vehicle speed to 6/9(12) with the option for 1MP more on pavement. With an alpha strike, movement heat is the only concern. For enemies that had grown used to the slow plodding QuadVees, a Notos Prime in vehicle mode must have been a shock.
Now the
A variant is essentially a copy of the Boreas A, keeping the HAG 20 and two tons of ammo. The only difference is the addition of two ER Small Lasers using the Notos’ extra ton. I really like this addition, giving it an extra pair of 5 point hits and something that isn’t dependent on ammo.
The
B variant does what I wish the Boreas B had done to differentiate it from the A. Using standard missile racks the Notos B carries a pair of LRM15 racks each with two tons of ammo and a pair of ER Medium Lasers. Like the Prime an alpha strike only adds movement heat. This is a solid missile QuadVee and puts the Cyllaros to shame with double the missile load.
The
C variant features a full electronics suite of ECM, Active Probe, and Light TAG. Along with it are a pair of Improved Heavy Medium Lasers, a pair of AP Gauss Rifles, and a trio of SRM6 racks. This is the only hot-running Notos variant, with a top speed alpha strike going +10 on the heat scale. Urban terrain will be the C’s friend, minimizing the 9 hex weapons limit and allowing it to hide and cool if needed.
Last is the
D variant, the sniper of the group. A pair of ER Large Lasers tied to a targeting computer and extra LHS make a simple but deadly package. Combine that with the Notos’ speed and 360° turret, it can run around firing at long range all day with no heat gain.
Where the Boreas set out a good baseline for a first Omni QuadVee, the Notos steps it up a notch, taking almost everything and making it all a little better. It still makes sacrifices that similar 60-ton Quad ‘Mechs don’t, but this looks like a well designed QuadVee to me.