Author Topic: ’Mech of the Week: SA-OS* Onslaught  (Read 3010 times)

Kotetsu

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’Mech of the Week: SA-OS* Onslaught
« on: 01 July 2011, 23:12:30 »
’Mech of the Week: SA-OS* Onslaught

The [i[Onslaught[/i] is one of the original twelve machines from the Solaris Box Set. It is both noted for having the two longest range weapons on any of those machines, and for having one of, if not the, largest set of glass knees in the game.

My personal experience with this design is limited to a scenario early on to teach about the uses (or necessity) of partial cover. As befit the gamemaster at the time, he put all the cover on his side. And gave me the Onslaught.

He breached both my legs.

I double-tapped him in the head. }:)

The original model, the SA-OS, was designed with speed and maneuverability in mind. In this it compared favorably with designs ten or even twenty tons lighter. Capable of keeping pace with a Rakshasa or Mad Cat, and to jump the same distance as a Thor.

Whether you’d want to keep up is another matter. All that speed and jumping ability left it short on weapons and armor, even with the use of endo-steel and an extralight engine. The weapons load consists of twin 6-pack SRMs, with a ton of ammunition each, six machine guns with half a ton between them, a large laser, and the longest-range gun on any of the original Box Set designs, an Ultra AC/5 with one ton of ammunition. Though quickly overshadowed with the release of the Reaches set (and the Sasquatch’s Gauss rifle), this weapon alone doubles the range of the long-range weapon of the others (the large pulse laser). The SRM ammo is CASEd, though this only allows for salvage. The basic ten double heat sinks allow for the use of all the weapons while running without overbleed.

The armor profile is also light for being a top-end heavy. This may not be evident from looking at the torsos, all of which can take a Class-20 shot without flinching (though it skins the sides), and the center being able to take a Gauss slug. Or the arms, which can also take a 20-pont blow. Even the rear is surprisingly durable. The center rear can (just) take a Gauss slug.

No the problem is those glass knees. Each has a shocking total of sixteen points of armor on them. When someone your own weight class can nearly breach your fresh legs with a kick, it does not look good for you. And this is without triple-strength myomer being involved (something our group uses a lot).

This machine begs for standing behind a hill or in shallow water. Since the jump jets are all in the torsos, this doesn’t even hurt that.

Even with these flaws, the Onslaught became a popular design. Perhaps from the underdog role it seems to fit in the arena. Perhaps because they kept getting put back together. Sometimes by stitching the wrecked halves of two machines to each other as a Frankenstein.

Around 3062, Solaris Arms released the SA-OS2 design, both as a production model and as an upgrade kit. The changes start by reducing the SRM ammo to one ton, and increasing the machine gun’s to a full ton, all of the ammunition being moved to the right torso and CASEd. The large laser was upgraded to an x-pulse model, and the Ultra was replaced with a Light AC/5 with two tons of ammunition, allowing for the use of specialty ammo (one ton of Precision is always good). The weight savings from all these moves allows for the installation of an Angel electronic countermeasure suite, which helps against all the Streak launchers prevalent in the arenas. The side torso jump jets have also been redeployed to the feet.

They also released the SA-OS3 factory model. This is a much more radical departure. To start, the use of composite internal structure retains the weight of the endo-steel, but makes any internal damage more devastating. The armor is now ferro-fibrous, allowing for an additional point of armor to the center torso, and two to each leg. Still not enough to withstand a Class-20 shot, but better.

The original large is replaced with a medium x-pulse, and the Ultra-5 has been exchanged for a more Solaris-friendly Ultra-10 with two tons of ammo. The ammunition for the SRMs and machine guns have been shuffled like on the SA-OS2, as have the jump jets.

How to use one of these machines is a matter of terrain. While it shines in arenas, caverns, and cities, it can also be useful in areas where it can make use of cover. If you can always put the legs behind any partial cover you can. They are your weak spot. Keeping high to-hit numbers is also a good idea. Though running and firing everything keeps you heat neutral, I would use jumping movement more, but YMMV. As with the majority of Solaris-built machines, if infantry get within range of your machine guns, make sure they don’t get a chance to learn from their mistake. And while the majority of your weapons do seem to favor up-close and personal, it is more of a case-by-case basis. There’s nothing wrong with sniping. And if all-else fails, use the Solaris stand-by: Jump on his head.

Also note the second variant can be useful in taking down C3 networks and the like.

Fighting one is even simpler. Get as many hits on those glass knees as you can. If you can target, the right torso is another option. All three variants have very explody ammunition in that location. Even though it is always CASEd, that juicy extralight engine makes the loss of said area a game ender. Using Precision ammunition or pulse lasers can help with the task of bringing the giant down. And when he does go down, make sure he stays there. While the SA-OS2 is going to be the most annoying with its ECM suite, once the engine is broken, it turns off.