The Wasp, like the Stinger, is capable of transforming into an aerospace fighter. It fills this role admirably, but in any other venue its slow speed and limited armament makes it severely ineffective.Ī ‘Mech exclusive to the Federated Suns, the Valkyrie is well armored and packs a surprising long-range punch. The Urbanmech is designed exclusively for urban combat. ![]() Although the equipment required for this limits both armor and armament, the tactical flexibility this ability offers is easily worth the tradeoff. Because of its devastating short-range weaponry it has also become popular in ambushes.ĭesigned for commandos, the Spider is fast, maneuverable, and has an unsurpassed jump range.Ī unique approach to warfare, the Stinger Land Air Mech is capable of transforming into a fully capable aerospace fighter. In practice its long range, high speed, and low profile allow it much success against other light 'Mechs. On paper the Hussar is terrible - it is the least well armored ‘Mech on the battlefield and it mounts only one weapon system. As a result it is somewhat unpopular with pilots. The Hermes is an extremely fast scout ‘Mech that skimps on firepower and armor for speed. ![]() The Firefly is an exceptionally well armed light scout ‘Mech fielded only by the Wolf's Dragoons mercenary company. The Falcon is usually deployed to destroy enemy recon lances. As a result there are only a small number left operational. The Falcon is a 'lost' design - the facility where it was built was destroyed in the Succession Wars. Originally designed as a replacement for the Locust, the Mongoose came into its own as a command vehicle for light lances and companies. While it lacks both jump jets and high speed, the 'Mechs large array of short range missile tubes make it a powerful threat to other light 'Mechs. The Commando was designed as an alternative to the 20-ton scout 'Mechs used by the Star League. One of the most popular recon 'Mechs of the Succession Wars, the Wasp carries only average armor, but its SRM rack gives it a powerful punch against other light 'Mechs in close-quarters combat. Its heavy weapon loadout can be deadly to other light 'Mechs - most do not even carry a weapon that can respond to an LRM rack at range. The Thorn is fielded not as a scout but as a rapid-reaction fire support ‘Mech. It is popular both as a scout and a training ‘Mech. One of the three most popular scout 'Mechs-along with the Locust and Wasp-the Stinger's (relatively) heavy armor and jump capability make it arguably the most survivable. It is fast and carries a heavy weapons loadout, but sometimes runs into problems with heat generation. The Mercury is designed as a fast raider, rather than a scout like most light 'Mechs. Almost all variants run into problems with heat buildup, as the Locust does not carry extra heat sinks. Many Locust variations exist, some adding more lasers and others adding SRM or LRM racks. It is cheap, lightly armored and even more lightly armed, but blazingly fast and maneuverable. The Locust is one of the most popular scout 'Mechs in the Inner Sphere, as well as one of the most numerous 'Mechs ever produced. As such it mounts jump jets and fairly heavy armor for a light ‘Mech at the expense of firepower and some speed. The Hornet is a light ‘Mech designed for scouting in urban environments. Source: BattleTech TRO 3025 (Revised Edition).The Flea is most notable for its service in the Wolf's Dragoons mercenary company. The Flea is a standard scout ‘Mech - fast, agile, and lightly armed. Source: BattleTech TRO: 3025 (Revised Edition).Those that are designed for combat prefer hit-and-run tactics or brutal ambushes to minimize return fire. ![]() Light 'Mechs, due to their lack of armor and weaponry, tend to be scouts and avoid combat as best as possible. Older 'Mechs have seen combat for decades if not centuries and are absolutely battle proven. However, their 'Mechs tend to be survivors, easy to maintain and repair. Even with innovations gleaned from the Clan invasions and the Grey Death memory cache, the Inner Sphere tends to lag behind the Clans in technical ability. Made up of the great houses fractured by the fall of the Star League, the Inner Sphere lost the technical ability to design and build new BattleMechs for centuries.
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