Since it appears to have been lost, reposting Part 2
‘Mech of the Week: Superheavy ‘Mechs (Part 2)
To begin we’re going to add the special rules for tripods to our Superheavy discussion. Waaaay back in the day, there were two types of ‘Mech, Bipeds and Quads. This goes all the way back to the first TRO, with quads like the Scorpion and Goliath. Quads have never been as popular as Bipeds, but they’ve always been around (in game terms). Quads sacrifice some crit space for more limb armor/structure and a few movement and piloting bonuses. Tripods combine the best of both worlds, adding armor/structure, adding crit-space, adding movement bonuses, and more, all at the cost of some extra structure weight.
Similar to QuadVees, Tripods use special cockpits to add an extra pilot (or two for Superheavies). On standard Tripods, you have a dedicated pilot and a dedicated gunner. This provides a -1 for all piloting skill checks (even physical attacks). Also, a Tripod can target up to 3 primary targets before adding a secondary target modifier. In Superheavy Tripods the third spot is a dedicated technical officer. This grants a +2 mod (benefit) to all rolls to avoid shutdown or ammo explosions and a +1 to all initiative rolls.
When on the move, a Tripod spends 1 MP to change facing to any direction instead of 1 MP per hex side. All Piloting Skill rolls to avoid falling or standing up get a -1 target benefit, in addition to the previously mentioned -1 for the dedicated pilot. Like a Quad, a Tripod can make lateral-shift moves and go hull-down for the same MP costs as a Quad.
In combat, like a QuadVee, a Tripod can torso-twist its whole torso 360° to any facing. If it has all its legs and no hip damage, a Tripod only suffers a +1 to-hit when firing while prone. It can still use any non-leg weapons as well. Only the dedicated pilot will suffer damage from ammo explosions, while all three take damage from head-hits. When falling all three make separate PSR rolls. If the pilot or gunner is killed or unconscious, one of the others can take over with some penalties and loss of benefits.
First up among the Tripod Superheavies, the
Poseidon PSD-V2MUL Image
MUL Link -
http://masterunitlist.info/Unit/Details/6684/poseidon-psd-v2Curtesy of CamoSpecs, painted by Psycho
Curtesy of Warrenborn.com
Poseidon Pimp Walk (PPW) –
Curtesy of Sentinel373And the PPW set to musicBehind the scenes, the Republic appears to have been working on designing their own Superheavies and perfecting the technology practically since the fall of Terra. These efforts took place at a small scale until the Blackout, when the Rhodes Project kicked into high gear. When forces under control of a portion of the Republic Senate rebelled, a pair of
prototype PSD-X1 Poseidons joined the battle. As is often the case with prototypes, the surprise of a new design, and a new size, helped almost as much as the weapons. Unfortunately, we never see the stats or even a description of the differences between Poseidon versions. With the battle results in hand, changes were made that resulted in the final PSD-V2 Poseidon design.
The Poseidon was the first of the Republic’s regular production Superheavies. It’s the lightest of the canon Superheavies weighing in at a petite 125 tons. It’s also the first, and so far only, fast Superheavy. By that I mean it moves 3/5 speed. While 4/6 speed is theoretically possible, with all the weight saving tech needed, it’s probably better to build an Assault ‘Mech instead of a Superheavy. At least then it could add MASC, TSM, a supercharger, or jump jets to further increase its mobility. With basically two speeds available to Superheavies, you can go with fast and slow as descriptors. As a fast Superheavy, the Poseidon is able to keep up with your regular combat units, at least as well as an AS7-D Atlas, or non-jumping Dire Wolf. That can pay off big dividends, allowing it to take part in some assaults and generally not get left behind.
That fast speed was made possible in part by an XL engine and Endo Steel structure. Armor is the standard variety, 384 points coming in at 88.88% coverage, with a layout of:
12
36/40(12)/55/(21)/40(12)/36
40/40/40
After looking at 150 and 200 ton armored beasts, that seems like nothing, but it’s still more damage than most ‘Mechs can take. The weapons package seems to have learned well from the Omega and Orca, devoting part of the tonnage to defense. Each leg carries a pair of A-Pods and the artwork shows a laser and SRM 2 as well in each leg. Due to the construction rules there’s no way to match this to the record sheet, so a Clan ERSL and an IS SRM 2 were added to each torso location instead. This works fairly well, but I would have preferred the CT ones pointing to the rear for coverage there.
Each side torso adds an LRM 5 and a Clan ERML. The arms carry the main armament (a pattern we’ll see continue on the similar Ares). The right arm packs a TSEMP Cannon and an Apollo-enhanced MRM20 rack and a giant three-fingered fist. The left arm skips the fist for a pair of Clan ERPPCs. While 20 double heat sinks struggle to keep it all running cool. Each side torso is protected by CASE II, 24 shots of LRM and 12 of MRM in the right torso, 50 shots of SRM and 12 of MRM in the left torso.
With only a single ton each of LRM and SRM ammo you must choose wisely if you want to use specialty ammo. I personally would for the SRMs, loading up on infernos for battle armor and infantry. The LRMs I might keep as standard, using them as long-range crit-seekers. An alpha strike will generate 72 heat standing still, so you must choose carefully which weapons to use each turn.
I think the Poseidon is a good overall design. I particularly like the choice of a fast engine, I just wish it had a bit more heat sinks to handle all those weapons. The two ERPPCs alone take 75% of the available cooling a turn. The secondary battery I think is fine, it just gets hot when you need it. It’s probably not as bad as I’m thinking, just drop one ERPPC when you need more stuff. Perhaps someone with some game experience can help me out.
As the Poseidon was finishing its prototype stages, plans were already being made to upstage it with the next and last ‘Mech, the Ares.
Last among the canon Superheavies is the
Ares OmniMech.
MUL Image
MUL Link -
http://masterunitlist.info/Unit/Details/6685/ares-ars-v1-zeusCurtesy of CamoSpecs, painted by Psycho
Curtesy of Warrenborn.com
For some, the Ares Superheavy Omni was their first introduction to ‘Mechs over 100 tons. This came via MechWarrior Dark Age and its 3-pack of Colossal ‘Mechs. At the time, nobody knew where they came from, only that they were bigger than existing assault ‘Mechs (a lot bigger), they were Tripods, and they had lots of special rules and abilities. This also puts them in a category of some of my favorite units, “weird MWDA stuff that CGL ported over to TW play”. The Poseidon falls in this category too, it used the same physical model, but the TRO-style stats it came with were different from the Colossal Tripod three-pack and it came later as a single ‘Mech pack (with some battle armor).
Although many of the stats were set by WizKids, at least for the Zues, Hera, and Hades configurations, I like how they translated over and added extra configurations. I believe they Ares were described in MWDA as separate ‘Mechs of the same chassis, not quite Omnis, but similar. I prefer it as an OmniMech and the additional configurations are nice. Similar to the Poseidon, the legs and torsos of the base chassis carry the same secondary weapons, LRM5s, SRM2s, A-Pods, Clan ER Lasers in the same configuration and locations. This gives a nice base to work from and provides a consistent set of self-defense weapons for all Republic Superheavy Tripod crews to work from.
The Ares differs from the Poseidon in a few ways beyond just being an OmniMech. It goes up in tonnage to 135 tons. The speed drops from fast to slow and the engine changes from an XL to a standard. All that survivability stuff I mentioned about the Poseidon, well it just jumped up with the engine change. Also, the internal structure was changed from Endo-Steel to Endo-Composite. Armor coverage was increased to 28.5 tons, 98.7% coverage in a solid pattern:
12
41/40(16)/60(22)/40(16)/41
56/56/56
All of these changes result in an OmniMech that has a more survivable engine, more armor tonnage and coverage, and 3 more tons for weapons and heat sinks. Each variant has its own focus, but I like the overall direction, even if it is a slow Superheavy. Similar to the Celestial OmniMechs, each variant has its own name, different than simply Prime, A, B, etc.
The
Zeus, or Prime variant in many ways looks like a refined version of the Poseidon. The left arm returns the twin Clan ERPPCs, while the MRMs are traded for a trio of Clan Streak SRM6 racks. The missile trade off is a net positive in my mind, you trade concentration of damage and 3 hexes of max range for crit-seeking and Streak lock-on benefits. Heat sinks total at 21 doubles and the added targeting computer will benefit best at long range.
Next is the
Hera or A configuration, sporting a big gun. An Improved Heavy Gauss Rifle is mounted in the arm (showcasing the ability of Superheavies to do that) with a whopping 24 rounds to fire and protected by CASE II in the arm. The left arm carries a trio of Clan ER Medum Pulse Lasers, helpful for any fast movers getting close. Total heat sinks are 18 doubles, which seems a bit overkill in most cases. I realize TPTB were trapped by how WizKids statted this version, but I just don’t like those lasers as backup to the big gun, it needs all the range it can get being so slow.
Last of the WizKids statted configurations is the
Hades or B. The right arm of the Poseidon returns and the MRM rack has brought a friend for the other arm. Instead of a second TSEMP, a Clan UAC/10 is used, with 4 tons of ammo. Only 12 double heat sinks are carried, this time less than I’d like for these weapons.
The
Aphrodite or C configuration is designed to control a C3 network. Featuring a pair of C3 Masters and an Angel ECM suite, this is the way to keep the core of your network active. The remaining weapons package is appropriately undersized, discouraging crews from getting into the thick of a battle. The left arm carries a trio of Clan Streak LRM5 racks, with more than enough ammo for any battle. The right arm sports a Clan RAC5 with 80 rounds of ammo and matching the range of the missiles. In my mind this is a great way to take advantage of the Ares slow speed, putting equipment on it you want to keep out of the thick of the fighting and giving it long range weapons to match.
The last configuration is the
Hephaestus or D, coincidentally the same name as a Clan scout OmniTank 105 tons lighter than itself. While the OmniTank is a fast annoying bugger with a 4 ton cargo bay, this Superheavy Omni configuration is an annoying sniper who can also handle its namesake. Some of you might consider this configuration your favorite or the cheesiest of the bunch. The left arm carries a pair of Clan ER Large Lasers and a C3 Slave. The right arm has a Light PPC and a pair of Clan Large Pulse Lasers. The rest of the tonnage went into a total of 23 double heat sinks, enough for the 4 main guns at a run, and a Radical Heat Sink System for the times when you want to fire everything. Honestly, the Light PPC and Radical Heat Sink System seem like fillers, added to avoid putting more Clan energy weapons on it. Just imagine if instead a Plasma Cannon, 2 tons of ammo, and a Clan Medium Pulse Laser used to supplement the backup weapons instead. All I can say is be glad these weapons weren’t on a Poseidon or other fast Superheavy.
So there you have it, a pair of Colossal-sized ‘Mech of the Week articles for all the known Superheavy ‘Mechs. Comments? Questions? Pleas for mercy to get out from under this wall of text and pictures?