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MechWarrior: CounterAssault Sneak Peek - Raider MK II
Unit Name: Raider Mk II
Unit Num: 089
Faction: Spirit Cats
Point Cost: 106
Unit Num: 090
Faction: Bannson's Raiders
Point Cost: 114
Unit Num: 091
Faction: Stormhammers
Point Cost: 114
Unit Num: 092
Faction: House Liao
Point Cost: 122
Tactics and Secrets This well-armed, inexpensive ’Mech is useful at range and in close combat, and for only a bit more than 100 points, it’s got surprisingly good combat values. While the Green version, which belongs to the Spirit Cats, is limited because of their ballistic weapons inefficiency, it’s capable of dealing good damage in close combat with either its Hand-to-Hand Weapon special equipment or its triple-strength myomer (TSM). The Veteran Bannson’s Raiders version is excellent, with a 9 speed, 11 attack, 20 defense with Evade, and the benefits of TSM fairly early in its heat dial, allowing it to attain a 10 speed and deal up to 4 damage in close combat. The Stormhammers’ Veteran version is a little slower and doesn’t have TSM, but it starts with a 10 attack and Improved Targeting (which it has for five clicks) along with Hand-to-Hand Weapon in close combat or 2 damage Armor Piercing with three targets at range. Its main drawback is its unforgiving heat dial. The Elite Liao version resembles the Bannson’s version, with a 9 speed and 11 attack, but its defense is 19 with Hardened Armor for a couple of clicks. It also has Hand-to-Hand Weapon, a ranged attack with two targets, and TSM to speed it up and increase its damage in close combat. Also, like the Bannson’s ’Mech, the Liao version gains Jump Jets a few clicks after it loses its ranged attack.
History File: Jacob’s Ladder Section: 77R42q Security Level: Delta Green Authorization: Jacob Karlson
This is a summary review of the Jacob’s Ladder project. On 7 April 3131, this office received an order, countersigned by Jacob Bannson, to begin an assessment of the feasibility of building a BattleMech. Due to the extreme security measures that this office felt necessary to implement during the feasibility assessment stage of the project, a full report didn’t reach Mr. Bannson’s hands until 23 October. On 2 November, Mr. Bannson met with me, along with those directly involved: Ben Keller, Denise Harlson, Jim Harding, Susan Lollar, and Kit Smithson. Following that meeting, Mr. Bannson’s directive was to proceed with Jacob’s Ladder – build a BattleMech. Our current facility was simply beyond the scope of such a project, and so we were moved to a remote location. On 2 February 3132 at a newly constructed underground facility, the project started in earnest. The next year and a half would see triumphs and spectacular failures in equal measure. Jim Harding, much to our anguish, perished in an explosion following our eighth unsuccessful attempt to balance the plasma field within a military-grade fusion reactor. (Like all of us, Jim had no family to speak of, so only we are left to remember the man and his accomplishments.) By September 3133, it had become painfully obvious that our facility was simply not capable of producing a military-grade fusion reactor. Though all other aspects of the project had exceeded expectation on all levels, it became apparent that almost two years had been wasted in building a ’Mech that would be able to house only an internal combustion engine. Though I personally submitted numerous requests for a salvaged fusion reactor, the reply was always the same: Salvaged engines are used to replace damaged reactors on existing BattleMechs. Our task was to build a brand-new BattleMech from the ground up. A task we have failed. Nevertheless, what we have created is a BattleMech in every aspect, except it mounts an internal combustion engine (colloquially known as a “lowtech ’Mech”). The Raider MkII should not be confused with a modified IndustrialMech: It has a standard internal structure, as opposed to the double-weight, reinforced structure of IndustrialMechs. In fact, our team has managed to perfect numerous systems that previously were considered prototypes, such as the jump pack and the light autocannon. The attached videos graphically demonstrate that not only can the Raider hold its own against some light BattleMechs, but more importantly, it is also far superior to any modified IndustrialMech currently in use. This, I believe, is still a measure of achievement, and the Raider (we have begun to move forward with full, though limited, production – this facility was never designed with mass production in mind) can and will support Bannson troops in the field. Nevertheless, in the end, my team failed to achieve our directive, and so I’m tendering my resignation effective immediately. {{{Intercepted message; video was corrupted beyond recovery>>> }}}
Design Notes: This machine was an attempt to make an internal combustion ’Mech as much like a BattleMech as possible – sort of a mini–BattleMech. It worked. These ’Mechs aren’t the most powerful things in the world, but they’re effective and pack a punch on par with some of their larger counterparts. They’re limited by their choice of weapons – no energy weapons and their ballistic weapons eventually run out of ammo – but they’re still useful and economical. They also benefit from being able to attack at range early in the game and then up close for better damage once their heat dials warm up. Triple-strength myomer shows up on heat dials as a positive effect (+1 for example), but otherwise functions just as the current heat effects do.
It looks cool, and really rough and tumble for low points. I dig it- too #### bad I don't play any of those factions! So basically I just get to look forward to fighting it.
I'm sure it's both slow (w/o heat modifiers) and has a short dial to make up for the great numbers, but again so what? I'm willing to bet these will EAT any mech that fails a charge.
I'm really digging this CA set... everything seems neat about it.