Inner Sphere 3050 and later mechs (pt. 1)

This set of pages is where I will discuss my views and opinions on the mechs of the Inner Sphere of the years 3050 and later (to include IS OmniMechs). Some of these mechs are good, some bad, and some simply ugly :-). Similar to the format I used for the 3025 mechs, this page will be light and medium mechs, and the next will be heavy and assault mechs.  I will also discuss my personal modifications to most, if not all, of the mechs listed on these pages, and it will become obvious what my personal favorite types of modifications are :-).

Light and medium mechs

Light mechs

ALM-7D/-7E/-7F Fireball: The Fireball, in all three variants, has some good things going for it: extreme speed (move 11/17/0) and good armor for a 20-ton mech. But the primary variant does have a rather noticeable lack of good firepower (a 3025-tech Stinger has better firepower), as well as still using standard heat sinks. My modifications adds double heat sinks to all three variants, with the primary variant losing a half-ton of machine gun ammo to get a half-ton more armor, the E model gets a second MG in addition to the original two medium lasers, and the F model is unchanged. I also upgrade the standard lasers to IS ER models.

C-SK1 Cossack: One of a slew of new 'Mechs introduced into the Inner Sphere since the Truce of Tukayyid, this light 'Mech is clearly designed as a harrassment unit. With only average armor for a 20-tonner, and only average speed, it will have to be used in "shoot-and-scoot" tactics to survive against anything even moderately bigger than itself, which is where it's SRM-6 rack, two small lasers, and one medium laser will help it to "soften-up" bigger 'Mechs for it's own bigger freinds to finish the job. My version of this 'Mech replaces the standard heat sinks with double heat sinks, drops one small laser, downgrades the SRM rack to an SRM-4 rack, and upgrades the remaining lasers to IS ER models, to permit the addition of 1.5 tons more armor.

FLE-17 Flea:  Primarily a Wolf's Dragoons 'Mech, this mech has some good points (high speed when using MASC, excellent firepower for a 20 ton mech (2 medium pulse lasers, 2 small lasers, and a flamer), and advanced construction materials), but it also has it's bad points (it got that firepower and speed at the expense of armor and jump jets, and it lacks double heat sinks). If used as a recon 'Mech killer, this mech is a good choice. This 'Mech is not really suited for use as a recon 'Mech itself, due to it's depressingly slow speed (for a recon 'Mech) when the MASC unit is not used, and a lack of advanced electronics (it could really use a Beagle Probe and a Guardian ECM suite, perhaps by removing the flamer and replacing the pulse lasers with IS ER models).

HNT-171 Hornet: The previous version of this 'Mech was out of production for a long time, due to it's rather weak armor and limited firepower. While this model still suffers from poor firepower (one LRM-5 and one medium laser) and limited armor (now ferro-fibrous, instead of the standard armor of the original model), it is better protected, due to the installation of Cellular Ammunition Storage Equipment (or CASE for short) in the ammo bay and an Anti-Missile System (or AMS for short) with two tons of ammo. The designers would have been better off adding an XL version of the power plant, to add more armor and some additional firepower (a second medium laser would help).

KBO-7A Kabuto: This might almost be called the Draconis Combine's "budget" light recon and raiding 'Mech of the post-Clan invasion era. With a speed of almost 120 kph, a max armor load for a 20-ton 'Mech, and two ammo-saving Streak SRM-4 racks, this 'Mech, even with it's otherwise-expensive XL engine, is still cheaper by far than, say, a PNT-10K Panther or even a refitted Jenner in cost-of-service terms, as the SRM racks only fire if sure of hitting the target, and it's speed makes it difficult to get a hit in on it, saving time on expensive battle damage repairs. My version of this 'Mech merely replaces the standard heat sinks with double heat sinks, to reduce the risk of overheating in case of engine damage (all too likely with an XL engine, but that is the risk you run with an XL engine, a risk I am willing to take).

LCT-3M Locust: Long a standard recon 'Mech in the IS, the new models of the Locust have some much-needed improvements added to nearly every variant existent. The LCT-3M is a prime example. Take your standard LCT-1V Locust, replace the standard internal structure with Endo Steel, replace the standard armor with 3 tons of Ferro-Fibrous armor, pull the machine guns, then add an anti-missile system, CASE, and 4 small lasers. Ta-da, you have a much more effective recon and fast-strike light 'Mech. Granted, the armor is (still) pitiful, but, then, a Locust was not designed or intended for combat against even medium 'Mechs: it is a recon 'Mech, pure and simple (get in, find out where the bad guys are at, and get out before you get killed).

LCT-3S Locust: This Locust variant suffers even more than the LCT-1S from "over-tinkering" with an inadequate mech. While the original LCT-1S had two short-range missile racks, this one has only one (a Streak SRM-2 rack). The only thing that saves it from the scrap heap is it's three small lasers and the CASE in the ammo bay. I'd pull the CASE and the small lasers, and add a second Streak SRM-2 rack and a half-ton of armor (my motto: you can never have too much armor).

LCT-3D Locust: One of the few Locust variants that has any real combat use, this model has twin LRM-5 racks. While it has a relatively light armor load, this 'Mech can be used in the indirect fire mode to support other Locusts serving as spotters.

MCY-97 Mercury: This 'Mech has some great significance in the history of BattleMech development, but no one knew it until the fateful battle on The Rock between the Kell Hounds and Clan Wolf: this 'Mech spurred the development of the OmniMech. The weapons systems and electronics are semi-modular, in that they can be relatively easily removed and replaced with other weapons and equipment between missions (not as easily as OmniMech pods, granted, but it will take less than the days it can take to do similar work on a standard IS mech). This model of the Mercury has a medium laser, a small laser, Myomer Accelerator Signal Circuitry (MASC for short), and a Beagle Probe for finding hidden units. The MCY-99 model (the standard SLDF model) dropped the Beagle Probe for one more medium and one more small laser, improving the combat firepower considerably (I'd rather use the -99 model than the -97 any day. My other motto: you can never have too many guns in a garbage can 'Mech :-)). My modifications simply upgrade the standard lasers to IS ER models.

STG-5M Stinger: Finally, a Stinger that one can actually find some uses for, other than as for assault 'Mech practice targets :-). This Stinger has an Endo Steel skeleton, which enabled the designers to add more armor (hurray!!!), drop the useless machine guns (hurray!!!), and add a flamer (boo!!!) and an AMS (YES!!!). This Stinger is a much better recon 'Mech than the original Stinger could ever dream of being. My only changes would be to remove the flamer, add an XL engine and double heat sinks, slap on another ton of armor, upgrade the existing medium laser to an IS ER model, tack on a second IS ER medium laser, and while I'm at it, add a second ton of AMS ammo.

THE-N Thorn: Call me crazy, but I like this particular bug :-). Maybe it's because it's perhaps the only FASA-generated 20-ton 'Mech that they got right the first time out. With a full armor load, decent speed, an LRM-5 rack, CASE in the ammo bay, two medium lasers, and enough heat sinks to fire everything and still run, it is the perfect companion for a recon unit that needs fire support that can protect itself. Given that one of the two medium lasers is in the head, it is *extremely* difficult to totally gun-strip this thing. I have a variant that makes the Thorn even more dangerous. I install an XL engine (surprise) and double heat sinks (oh, gee, another surprise), change the armor to Ferro-Fibrous, yank the CASE, upgrade the medium lasers to IS ER models, and slap in 6 jump jets (imagine the surprised look on the other guys face when he thinks he has that persistently nagging Thorn backed up against a Level 4 or 5 cliff, and it jumps to the top of the cliff to resume the indirect fire attacks :-)).

WSP-3M Wasp: Some people seem to think that adding new technology to an old design will automatically make the 'Mech better. This variant of the Wasp proves them wrong. They got the change to an Endo Steel skeleton right, but then they screwed up. Instead of making the SRM-2 rack a Streak rack, they replaced the old medium laser with an IS-model medium pulse laser (1/3 more heat for 2/3 the range), and they replaced the 3 tons of standard armor with 2.5 tons of Ferro-Fibrous armor, *reducing* the level of armor protection. The *only* thing that compensates for the lighter armor is the CASE in the ammo bay. I'd jerk the medium pulse laser and install an IS ER medum laser, install an XL engine and double heat sinks (I *do* so much love XL engines and double heat sinks), add two more tons of armor (switching it back to standard armor), and change the SRM-2 rack to an SRM-4 rack (after getting rid of the CASE).

WSP-3W: Guess what folks: the suicide-'Mech Wasp just got worse :-). This model of the Wasp has *two* (that's right, two) whole tons of armor, as opposed to the three of the old -1W Wasp, and in return it replaces two of the small lasers with small pulse lasers. For kamikaze-type 'Mech drivers only :-).

WSP-1S Wasp: The guys who designed this model of the Wasp actually got it close to right the first try :-). While it still has a medium pulse laser (yuck!), it has more armor (yippee!!), as well as two small lasers and a flamer. My change installs an IS ER medium laser, yanks the flamer, adds a second IS ER medium laser, and packs on as much armor as I can get away with.

COM-5S Commando: The original Commando had it's faults. This model still has it's faults, but at least it is more effective. The replacement of the SRM-4 rack with a Streak SRM-2 rack saves ammo (by not firing until it has a positive lock), while the addition of an Artemis IV Fire Control System (or FCS for short) to the CT SRM-6 rack means that more missiles will hit, on average. The addition of CASE means that an ammo explosion will no longer gut the 'Mech completely. My changes are a bit more extensive (XL engine, double heat sinks, more armor, no Artemis IV FCS, the loss of the second ton of SRM-6 ammo, the addition of a head-mounted IS ER medium laser, the upgrading of the existing medium laser to an IS ER model, and the replacement of the original SRM-6 rack with a 3058-tech Streak SRM-6 rack), making the Commando a much-better close-range slugger.

DRT-3S Dart: This is yet another speed demon that is under-armed (three small pulse lasers), under-armored, and lacks sufficient heat dissipation capacity (ten standard heat sinks), but, given the role it was designed for (fast raids on supply bases and supply lines), it was deemed to be adequate. A field modification removes the small pulse lasers and replaces them with standard medium lasers, but this does tend to tax the heat sinks somewhat. Another variant downgrades the small pulse lasers to standard small lasers, and adds more armor. This model may become the standard-issue model. My modification installs an XL engine and double heat sinks to all three variants, with the original model and the standard field modification version getting 2.5 tons more armor, a Beagle Probe or Guardian ECM suite (depending on the mission), and a C3 slave unit. I also upgrade the lasers on the standard field modification and the third variant to IS ER models.

D9-G9 Duan Gung: This Liao 'Mech might as well be called the Capellan answer to the Valkyrie of the FedCom. With one LRM-10 rack, two medium lasers, and a top speed of 119 kph, it could quite easily hold it's own against a Valkyrie one-on-one (and with the speed advantage this 'Mech has over a Valkyrie, it could actually outlast that machine one-on-one). In open country, this 'Mech would be a poor choice, however, due to the relative thinness of it's armor (it has the same armor protection as an LCT-1V Locust), but in rough terrain, however, this 'Mech shines, due to it's impressive jumping capability which permits this 'Mech to repeatedly jump *behind* an opponent, savaging his opponents rear armor, then jumping back out of line of sight before fire can be effectively returned. My version of this 'Mech reduces it's speed to 97 kph, replaces the single LRM-10 rack with a pair of LRM-5's, upgrades one of the medium lasers to an IS ER model, replaces the second medium laser with an IS ER Small Laser, and adds 2 tons of armor to improve survivability.

EGL-2M

MON-66 Mongoose: This 'Mech quickly became the recon-lance and light-lance command 'Mech of choice in the SLDF, for obvious reasons. With the same speed as a Locust, a max armor load for it's weight, 3 medium lasers and a small laser for armament, and a Beagle Probe to top it off, this 'Mech can compete with some 30- and 35-ton mechs toe-to-toe and win. My change makes it a true terror to light 'Mech opponents. I install an XL engine, double heat sinks, IS ER lasers, and 8 jump jets, which enables it to both out-run *and* out-jump a Jenner, while having more armor than the afore-mentioned Jenner. If only I could have this 'Mech in MPBT: Solaris.... :-).

NSX1-A Nexus: This 'Mech got off to a somewhat troublesome start as, just weeks after the initial testing on this design (originally labeled Jackrabbit) started, Stefan Amaris's armies occupied the Skobel MechWorks factory that was to produce it :(. Amaris quickly ordered the Jackrabbit into full production, and used 500 of them against Alexander Kerensky's forces, the very forces the Jackrabbit had been intended for. The SLDF re-captured the Skobel factory relatively intact when they re-took Terra, but Kerensky refused to use the 'Mech that Amaris had used against him. Kerensky shut down the plant, and ComStar maintained the plant in closed-down condition for centuries. In 3054 the Precentor Martial had the original Jackrabbit drastically re-designed and re-designated as the Nexus. The re-design removed the ballistic and missile weapons, and replaced them with a faster engine, jump jets, and energy weapons. The Nexus is armed with one medium laser, two medium pulse lasers, and two small lasers, and it has a 175 rated power plant and 4 jump jets. My variant installs an XL engine, which allows for the addition of 3 tons of armor and three more jump jets, the replacement of the medium pulse lasers with IS ER medium lasers, the removal of a small laser, and the installation of a Guardian ECM suite.

RTX1-0 Raptor OmniMech: After looking at the basic pod configurations, it is obvious that this was, indeed, the "proof-of-concept" make of Inner Sphere OmniMech, as its weapons fits make no other sense. The Raptor is, however, a very good little 'Mech, with some nasty surprises for those who take it lightly (no pun on the weight class intended). The primary variant was designed to serve as the LRM launching system test bed, with 3 LRM-5 racks, two medium lasers, two small lasers, and two machine guns. Configuration A was designed to serve as the laser test bed, and has two large lasers and three small lasers. Configuration B is the SRM rack test bed, and has three SRM-6 racks and a single small laser. Configuration C also served as a laser and heat sink test bed, and has 6 medium lasers, two small pulse lasers, two pod double heat sinks, and an AMS. Configuration D is the recon/electronics test bed, and has 3 Streak SRM-2 racks, 2 MG's, 2 small lasers, a C3 computer slave unit, a TAG unit, and a Beagle Probe. Configuration E served as the Medium Range Missile (or MRM for short) test bed, and has 3 MRM-10 racks and a small laser (not coincidentally, the E variant and the B variant have exactly interchangeable weapons, as the MRM-10 rack and the SRM-6 rack are exactly the same weight and occupy the same number of critical spaces).

ZPH-1A Tarantula: The original four-legged 'Mech, the Scorpion, is described as having a ride like that of a bucking bronco while the rider has saddle sores :-). The Tarantula has a *much* better ride, and is, in fact, a very effective scout 'Mech. It does sufer from guilt-by-association syndrome with the Scorpion, however, which is why it is almost univerally shunned by everyone. The only change I make in the Tarantula is the removal of the Streak SRM-2 rack, for the installation of 5 tons of Ferror-Fibrous armor (replacing the 4.5 tons of standard armor), the replacement of the two standard medium lasers with IS ER models, and the addition of a third IS ER medium laser (in place of the now-missing Streak SRM-2 rack). With the speed and maneuverability that the Tarantula possesses (move 8/12/8), it is a shame that it suffers from the bad rap that the Scorpion gave four-legged 'Mechs.

BH-K305 Battle Hawk: This 'Mech got a (much-undeserved) bad reputation right from it's first use in combat. The first mission the Battle Hawk was used in in any great numbers was a poorly-executed disaster, which caused the general officer commanding, General Nowack of the First Robinson RCT of the AFFC, to find something to blame the disaster on (other than his poor generalship, that is), so he blamed it on the "untested" Battle Hawk publicly (the General seemed to forget that that was the reason why the Battle Hawks were there in the first place: to get battle tested). The pilots of the Battle Hawk, on the other hand, had nothing but good words to say about the Battle Hawk, but, since they weren't a much-respected General, no one paid them any mind. This 'Mech *does* have it's faults, but they are not serious faults, nor would they, in and of themselves, cause a raid against the Clans to fail. Combined with idiotic generalship and muddled execution of a battle plan, *any* 'Mech could be made to look bad, even a Clan 'Mech. My changes to the Battle Hawk have more to do with my design views, and not any need to correct some glaring faults. My changes involve the removal of the three  medium pulse lasers, their replacement with IS ER medium lasers, and the addition of a second Streak SRM-2 rack, as well as the addition of a second ton of AMS ammo and a half-ton of armor.

FLC-4P Falcon: Virtually unseen outside a Wolf's Dragoons lance, and even then seen in fewer and fewer numbers, the Falcon, while not a *bad* 'Mech, is not a *good* mech either. It has good speed (6/9/5), decent armor (6 tons), adequate heat sinks (12 standard heat sinks), and sufficient firepower (one medium pulse laser and two small lasers), as well as fair protection from incoming missile fire, due to an AMS. My variant installs an XL engine and adds a ton of armor, a Beagle probe, Target Acquisition Gear (or TAG for short) for use with Arrow IV artillery units, as well as removing the medium pulse laser and replacing it with two IS ER medium lasers (one per arm) and upgrading the standard heat sinks to double heat sinks.

FFL-4B Firefly: This is another Wolf's Dragoons-only 'Mech, but it is a very good mech indeed for it's weight. With nearly a max armor load, jump jets, 3 medium lasers, an LRM-5 rack, an AMS, and CASE, it is an extremely effective mech, in almost any role other than planetary or urban assault missions. My modifications turn it into a better recon 'Mech by installing the obligatory XL engine and double heat sinks, a fifth jump jet, a little more armor, and a Beagle Probe, as well as the installation of upgraded lasers (specifically, IS ER models).

HMR-3M Hammer: You might as well call this thing the smaller, younger, near-twin-brother, of the Whitworth, less the jump jets :-). With twin LRM-5 racks (mated to Artemis IV FCS units) and three medium lasers, the Hammer's armament type nearly matches that of the Whitworth, except that the Hammer's LRM racks are smaller. It is somewhat handicapped by a reliance on 11 standard heat sinks, however, as well as needing a tad more armor on the legs. My variant installs an XL engine and 10 double heat sinks (duh!), increases the armor on the CT front and the legs, and adds a Guardian ECM suite and a C3 computer slave unit, as well as upgrading the medium lasers to IS ER models.

HER-3S Hermes: The original Hermes 'Mech stopped production during the Succession Wars, due to a lack of advanced construction materials. This model re-introduces the original Hermes, with only a few changes, mainly the replacement of the flamer with a MASC unit, and the installation of a Beagle Probe. Two other production variants exist: the -3S1, which replaces the Beagle Probe with an ECM suite, and the -3S2, which replaces the Beagle Probe with a TAG unit and a small laser. My modification installs an XL engine (duh!), double heat sinks (duh! again), and includes both a Beagle Probe and a Guardian ECM suite, as well as a C3 slave unit. All Hermes 'Mechs have two medium lasers as their armament in the original models, and my re-fits replace them with IS ER models.

HM-1 Hitman: Some have called this 'Mech a Combine knock-off of the Capellan RVN-3L Raven, but they are wrong-and the Capellans would probably *love* to get their hands on some of these 'Mechs :-). This 'Mech is substantially faster, and can reach out and touch someone from ranges that the Raven can only dream about. It *does* have some serious shortcomings, however, shortcomings that are also the problems the Raven has, mainly poor choice of heat sink type and abysmal armor levels. The LRM-5 rack and the three medium lasers are more than adequate firepower for a light, fast recon mech, and the Beagle Probe, Guardian ECM suite, Artemis IV FCS, MASC, and TAG unit are a bonus for any recon unit that has one of these 'Mechs assigned to it. My variant changes some of the electronics, and adds some armor (and changes that armor to Ferro-Fibrous from standard armor), as well as double heat sinks. I also upgrade the medium lasers to IS ER models. The Artemis IV FCS is removed (to install the 6 tons of Ferro-Fibrous armor that replaces the 5 tons of standard armor), the TAG unit is replaced by a C3 computer slave unit, and the 10 standard heat sinks are replaced by an equal number of double heat sinks.

HSR 200-D Hussar: This 'Mech is one of the fastest mechs ever produced (move of 9/14/0), and comes with double heat sinks. It has two glaring problems, however: it has only *one* weapon, an ER large laser, and it has only 1.5 tons of armor (yes, that's right, only *1.5 tons* of armor, Ferro-Fibrous thank god, or it would be a true death trap). My modification adds the one thing that allows this 'Mech to rise out of the sinkhole it occupies: an XL engine. This enables the addition of two IS ER medium lasers, an IS ER small laser, and 4.5 tons more of armor (bringing the armor weight up to 6 tons of Ferro-Fibrous armor, a full load for the 30-ton weight of the mech). This Hussar can actually survive past the first LRM-20 salvo that hits it :-).

JA-KL-1532 Jackal: This 'Mech occupies a curious spot: it is not armed heavily enough to serve as a front-line slugger, yet the armament it does have is too powerful to qualify it for recon duty. With a single ER PPC and a single Streak SRM-2 rack, and 11 *standard* heat sinks, as well as an AMS, it is best suited as a light-lance fire-support and sniper 'Mech, picking and choosing it's targets with care, and then sniping at them as their target is engaged with another 'Mech. Once the enemy gets in close, the Jackal's best bet is to use it's superior speed to move to a better firing position, perhaps using cover to protect itself as best it can.  My variant turns the Jackal into a faster, non-jump-capable, PNT-10K knock-off, by replacing the 11 standard heat sinks with 10 double heat sinks, and using the weight savings to add CASE to the ammo bay and replacing the Streak SRM-2 rack with a standard SRM-4 rack, as well as replacing the standard armor with an equal weight of Ferro-Fibrous armor, to increase the level of armor protection.

JVN-10P Javelin: This 'Mech is a close-range missile boat, depending entirely on it's SRM racks to kill an opponent. The main change between this and the original Jav is the replacement of the LT SRM-6 rack with a pair of Streak SRM-2 racks. My change installs an XL engine and CASE, as well as double heat sinks, and adds three tons of armor to enable it to survive the close-range slugfests it will find itself in all too often.

SCB-9A Scarabus: This 'Mech is something of a curiousity, as it is the lightest of any hatchet-equipped 'Mechs currently in major production. It is also one of the fastest 'Mechs ever produced in the Inner Sphere which, when combined with the electronics installed, makes it one of the better choices a recon pilot can make when choosing a new 'Mech. I do have some minor quibbles with it, mainly having to do with the armor protection and electronics fit, but those were easily solved :-). My variant upgrades the heat sinks to double from single, adds a half-ton of armor, replaces the Guardian ECM suite with a Beagle Probe, and replaces the TAG unit with a C3 computer slave unit. I also installed Triple-Strength Myomer (or TSM, for short), which, when combined with the hatchet, makes this mech truly dangerous to other light 'Mechs, especially if this machine has somehow managed to overheat firing two IS ER medium lasers and two IS ER small lasers while the double heat sinks are shedding heat (can you say this guy might actually be praying for engine damage, anyone? :-)).

SDR-7M Spider: This model of the Spider suffers from the same problems that the original Spider suffers from (poor armor and a lack of heat sinks), compounded by the installation of medium pulse lasers (The heat! The heat!). Thankfully they installed an Endo Steel skeleton and Ferro-Fibrous armor, which enables my version to get considerably better armament than this model has :-). My modification installs the customary XL engine, adds three tons of armor, gets double heat sinks, and removes the two medium pulse lasers and installs four IS ER medium lasers, two to the CT and one on each arm. Can you say uber Javelin 10F :-)?

UM-R63 UrbanMech: Yes, folks, the Capellan Confederation has attempted to improve the good old R2D2-'Mech, by installing an LB 10-X AC in place of the old AC/10, and adding a small pulse laser using the weight saved from the installation of the LB 10-X AC. My change is a bit more comprehensive (but not as drastic as, say, something created by Camille Klein or Danny Frost, Lord of the UrbanMech) :-). I remove the Leenex 60 standard engine and the 11 standard heat sinks, and install a 90 XL engine and 10 double heat sinks, which both increases the speed of the Urbie and gives me some heat and weight to play with :-). I then replace the LB 10-X AC with an AC/10 Ultra, and pull the small lasers entirely, to add a third jump jet and another ton of armor. I am thinking of a far more drastic change, involving the removal of the AC entirely, and replacing it with an ER PPC, which would enable the addition of an even faster power plant and more jump jets :-).

VLK-QD Valkyrie: This Valkyrie is an excellent fire support 'Mech for light lances, but it does have one glaring oversight: poor close-range weaponry for those pesky lights that delight in harrassing fire support 'Mechs (I'm sorry, but one medium pulse laser just doesn't cut it in my book). My modification removes the medium pulse lasers and the standard heat sinks, and replaces them with two IS ER medium lasers and double heat sinks (this is one of the few modifications of mine that doesn't involve the installation of an XL engine or more armor, as the engine provided is good enough for what the mech is used for, and the armor only needs a few changes as to where the armor is placed, and the amounts placed).

FS9-S Firestarter: Yes, yes, I know: the Firestarter is a joke-to most people. This Firestarter still has some glaring faults (the armor is still a joke, as is the number and type of heat sinks), but it does make some important changes. Among them is the installation of an Endo Steel skeleton, which enables the removal of the machine guns and the addition of an AMS and a Beagle Probe. This 'Mech is also not totally dependent on it's four flamers to do damage, as it has two arm-mounted medium lasers and a RT small laser. My version of the Firestarter installs an XL engine and twelve double heat sinks, as well as additional armor and a second small laser in the LT, as well as having all the lasers upgraded to IS ER models. If necessary, a Guardian ECM suite can be added, in place of the Beagle Probe (depending whether or not you want to find the enemy or stay hidden from him).

FNHK-9K Falcon Hawk: This is a SLDF mech where my only complaints about it are more of an equipment fit philosophy difference than any real complaint :). This mech has nearly everything I ask for in a light 'Mech designed around an energy-weapon-dependant design philosophy. With an XL engine, 13 double heat sinks, a max armor load, an ER PPC, a rear-firing standard medium laser, two forward-firing medium pulse lasers, and a head-mounted small pulse laser, this thing can clean house on most, if not all, light 'Mechs currently in existence. My changes replaces the pulse lasers with IS ER models, and installs a Beagle Probe and a C3 computer slave unit.

BZK-F3 Hollander: If you have ever seen a picture or miniature of the Hollander, you know why it is quite aptly described as a Gauss rifle that grew arms and legs :-). Used properly (i.e. as a fire-support and sniper mech), this thing is dangerous to any light 'Mech in existence, as one shot from it's Gauss rifle can cripple just about any location on just about any light 'Mech around (and if it hits the CT on any 20-tonner, it can probably destroy the target mech entirely). The Hollander is seriously handicapped, however, by a marked shortcoming in armor protection and backup firepower. There is a standard production variant (designated BZK-G1) that replaces the Gauss rifle with an LB 10-X AC, two medium lasers, and two tons more armor, but this is still not quite the change I was looking to see :). My variant drops an XL engine and double heat sinks into a re-designed torso, adds 2.5 tons of armor to the -F3 armor levels, and adds a single IS ER medium laser in addition to retaining the Gauss rifle. It is still a walking Gauss rifle, but at least now it can survive incoming fire for a bit, as well as keeping someone who gets in close to it honest :-).

JR7-K Jenner: Long a favorite of the DCMS, this model of the Jenner makes only minor changes, but those changes help it survive a bit longer. Ferro-Fibrous armor was added, which enabled the designers to reduce the weight of armor with only a minor change in the level of armor protection. CASE was also added to the ammo bay, which greatly reduces the chances of a Jenner blowing itself to pieces during an ammo explosion :-). My version of the Jenner is a true terror, as it gets an XL engine, two more jump jets, double heat sinks, added armor, and an SRM-4 Streak rack, as well as upgrading the medium lasers to IS ER models.

NTK-2Q Night Hawk: This is yet another newly-rediscovered SLDF 'Mech that is quickly gaining favor among some light mech pilots, for obvious reasons. With a max speed of 97 kph, 12 double heat sinks, a near-max armor load, a medium pulse laser, a standard large laser, and an ER large laser, it is clearly intended to serve as a raider and fast-response 'Mech that does not necessairly have to close with an opponent to do damage to him. My change replaces the medium pulse laser with an IS ER medium laser, adds another double heat sink, and upgrades the standard large laser to an ER model, to match the range of the already-installed second ER large laser. It also replaces the 7 tons of standard armor with an equal weight of Ferro-Fibrous armor, allowing it to have a max armor load without decreasing firepower to any significant degree.

OTT-7K Ostscout: Ahh, yes, the now-infamous *unarmed* Ostscout. Why FASA went ahead and created an unarmed scout 'Mech is beyond me, but who knows with FASA :-). My version of the Ostscout is *much* better. Drop in an XL engine, double heat sinks, three tons more armor, two IS ER medium lasers, a Beagle Probe, a Guardian ECM suite, and a C3 slave unit, and you have an extremely effective scout mech that can actually protect itself, as well as being able to call in firepower from it's lance mates (can you say a Naginata and a couple of Avatar IS OmniMechs? :-)).

OW-1 Owens: This was the third type of Omni to be produced (after the Raptor and the Black Hawk-KU), and it is based on the old Kurita stand-by light 'Mech, the Jenner (which, by the very nature of its basic layout and physical construction, was perhaps the easiest of any IS mech design to convert into an OmniMech). All models of the Owens carry a C3 computer slave unit, a Beagle Probe, and a TAG unit, which relegates this 'Mech into a sharply defined role as a scout 'Mech, which also accounts for it's name, the Owens (after the famous cavalryman's song, Garry Owens). The primary configuration has two LRM-5 racks, a medium laser, and 2 small lasers, which enables it to serve as the fire support for other Owenses. Configuration A has a pair of Streak SRM-2 racks, twin MG's, and a small pulse laser, and Configuration B has an SRM-6 rack, an Arteis IV FCS unit, and 4 small lasers. Both Configuration A and B are clearly intended to use their weapons on targets that get too close for comfort. Configuration C has a large laser and two medium lasers, which enables it to engage many opponents straight-up. Configuration D is clearly intended to serve as the recon 'Mech for fire support units, as it has a Narc Beacon Launcher in addition to its SRM-4 rack.

PNT-10K Panther: This 'Mech, as opposed to the old 3025-tech Panther, has virtually been shunned by DCMS light mech drivers, and for one good reason: The blinkin' combination of an IS ER PPC (15 heat) and 13 *standard* heat sinks to get rid of the heat created by weapons fire and movement. This 'Mech has the amazing ability to cause the pilot to suffer from overheating simply by running and firing it's ER PPC *once*. It is also almost absurdly slow for a light 'Mech. My modification drops in a more powerful XL engine, a 5th jump jet, removes the 13 standard heat sinks and replaces them with 12 double heat sinks, replaces the old SRM-4 rack with a Streak SRM-4 rack, and adds an IS ER medium laser for more backup weapons to the ER PPC, as well as adding more armor.

RVN-3L Raven: The Raven is an exceptionally effective recon 'Mech, but it does have some shortcomings, among them the need for more armor and better heat sinks. The electronics are more than adequate, but my modifications enable it to survive long enough to perform its recon missions. I change the 11 standard heat sinks to 10 double heat sinks and the SRM-6 rack to a Streak SRM-6 rack, add 2.5 tons of armor, remove the NARC Missile Beacon launcher, and add two more medium lasers (for a total of four), and then convert the medium lasers to IS ER models.

SPR-5F Spector: Still another re-discovered SLDF 'Mech, this machine was purpose-designed to serve as a "headhunter" 'Mech, in that it was meant to go after unit commanders in their 'Mechs, with a secondary role of deep scout and raider. With a top speed of 118 kph, 7 jump jets, 11 double heat sinks, a max armor load, a single large laser, two medium lasers, a small laser, and a Guardian ECM suite, this 'Mech is frighteningly effective in its intended roles. I upgrade the large laser to an ER model and the medium lasers to IS ER models, to give it just a little more stand-off range.

TLN-5W Talon: This mech served the SLDF as the main 'Mech of it's light raiding lances, with three Talons and one Mongoose in each raider lance, the Mongoose serving as both scout and command 'Mech for the lance. With 11 double heat sinks, a full armor load, a top speed of nearly 130 kph, a single ER PPC, and two medium lasers, a raider lance of three Talons and one Mongoose could pound most opposing mechs into scrap in short order. However, such raids could, and often were, dangerous in the extreme, and often resulted in the command 'Mech going first, just when his prescence was needed most. Most of these Talon/Mongoose raider units were lost before the fall of the Star League, and by 2830 the last *known* Talon in the IS was scrapped for spare parts. This is one mech that I make only one change to: I replace the standard medium lasers with IS ER models :-).

SDR-9K Venom: This 'Mech could be very accurately described as a Spider on steroids, as the chassis and basic look are taken from the smaller brother of the Venom, the Spider, as well as the Venom being manufactured by a company that produces Spiders. This mech is just as fast as a Spider, can jump just as far, has virtually the same level of armor protection, and has the same general class of weapons installed. However, it is also 5 tons heavier than the Spider, which is why, instead of two standard medium lasers, it has four medium pulse lasers as well as 12 standard heat sinks. My variant replaces the pulse lasers with IS ER medium lasers, the 12 standard heat sinks with 10 double heat sinks, and adds 3.5 tons of armor, a Beagle Probe, and C3 computer slave unit.

WLF-2 Wolfhound: This 'Mech is an exceptionally good little 'Mech, for a number of reasons: a full armor load, double heat sinks, four medium lasers (one firing to the rear), and an arm-mounted ER large laser. My version adds an XL engine, three more double heat sinks, and a Beagle Probe (or, if I'm feeling nasty, a Guardian ECM suite, so I can play hide and go seek with the big bad assault 'Mechs :-)), as well as replacing all the medium lasers with IS ER models.

Medium mechs

ASN-23 Assassin: This 'Mech is a 'Mech that can do most missions in a passable fashion, but it can do no mission well (except, possibly, the recon mission), as it has a real shortage of decent firepower. With a single medium pulse laser and a single LRM-5 (mated to an Artemis IV FCS), it has even less firepower than the 3025 Assassin. My version makes some changes that enable it to serve as more than a minor nuisance :-). I drop in an XL engine and double heat sinks, add 4.5 tons of armor and a Streak SRM-2 rack, replace the single medium pulse laser with 4 IS ER medium lasers, and remove the Artemis IV FCS. This version is much closer to the original 3025 Assassin in armament, while having much more combat capability.

CDA-3M Cicada: While the original Cicada is something of a joke (I believe I once described it as a Locust on steroids :-)), this version has come as a nasty surprise to those who have faced it. This model retains the two medium lasers of the original model, but, with the installation of an XL engine (hurray!!!) and double heat sinks (hurray!!! again), it upgrades the small laser to a small pulse laser, and adds the nasty surprise: an Ultra-model AC/5 and a CASE-protected ammo bay :-). While it still has the armor protection of a Locust, it no longer has to get as close as a Locust to attack an enemy :-). My modification removes the Ultra AC/5 and it's ammo, the CASE, and the small pulse laser, and adds 4.5 tons of armor and an ER PPC, as well as replacing the standard medium lasers with IS ER models. While it can overheat with continuous firing of all its weapons and running every turn, it can take much better care of itself on long missions, as it is no longer dependant on ammo resupply.

CLNT-2-3U Clint: The original Clint had a problem with the availability of ammo for it's extremely rare Class 5 Armstrong autocannon, not to mention it's pitiful armor. While this model of Clint does nothing to improve the armor protection, the removal of the AC and it's replacement with an ER PPC helps a great deal (as does the replacement of the original standard heat sinks with double heat sinks). This model also replaces the original pair of standard medium lasers with medium pulse lasers.  My variant drops in an XL engine (oh, gee, what a shocker there :-)), adds 4.5 tons of armor, replaces the original standard medium lasers with IS ER medium lasers, and installs a Beagle Probe and a Guardian ECM suite.

DMO-1K Daimyo: This 'Mech is one of the better post-3050 medium 'Mechs to be produced. With an ER PPC, two medium lasers, an SRM-6 rack, 11 double heat sinks, and a near-max Ferro-Fibrous armor load, it can take on quite a few 'Mechs on a fairly even basis, as long as their opponent doesn't grossly out-weigh them. My version drops in an XL engine and three more heat sinks, adds a tad more armor, upgrades the medium lasers to IS ER models, and upgrades the SRM rack to a streak model. This model can handle it's heat burden much better than the original model :).

HER-5S Hermes II: The Hermes is an example of a 'Mech that is almost mis-armed for its intended mission of serving as a scout. With an Ultra AC/5, a flamer, and a medium pulse laser, it has no remaining room for advanced recon electronics. My variant drops in an XL engine, which frees up considerable weight for the installation of some added firepower and electronics. The medium pulse laser is replaced with an IS ER model, a second ER medium laser is added, and a TAG unit, Beagle Probe, and Guardian ECM suite are also added, to enable it to serve in the recon role a bit better. Also added was 1.5 tons more armor. mostly to the legs, to enable it to survive long enough to report in :-).

STN-3M Sentinel: A Star League 'Mech supplied to the DCMS by ComStar for service in the War of 3039 (along with a few other SLDF mechs, such as the Crab and the Kintaro), the Sentinel was the first appearance of an Ultra AC/5-equipped mech since the First Succession War, and it proved quite a shock to the Davion troops it faced on the planet Exeter. While it's armament is nothing to write home about (the aforementioned Ultra AC/5, an SRM-2 rack, and a medium laser), the simple fact that no one then serving in the AFFS had even heard of this 'Mech before the Battle of Exeter in 3039 was enough to frighten and shock the Davion troops. My variant installs an XL engine and double heat sinks, replaces the installed medium laser with an IS ER medium laser,adds a second ER medium laser, upgrades the SRM-2 rack to the original SLDF Sentinel's Streak SRM-2 rack (ComStar pulled it, and the original small laser, from the models provided to the Combine, so as to install the low-tech standard SRM-2 rack and the medium laser), installs CASE in the ammo bay, and also adds 3.5 tons more armor. This variant of the Sentinel is a bit more effective at close range now :-).

SR1-0 Strider: This is the Draconis Combine's standard-issue medium OmniMech, and it is based on the old Cicada. The primary configuration has a Beagle Probe, two SRM-6 racks (with Artemis IV FCS units), and a small laser. This version is effective at flushing out infantry and hidden mech units. Configuration A serves as the spotter for fire support units, being fitted with a pair of Narc Beacon Launchers, a Beagle Probe, a TAG unit, a C3 computer slave unit, and a single small laser for self-defense. Configuration B is quite often paired with the A model, being fitted with a pair of LRM-10 racks (which can be loaded with Narc-compatible missiles). Configuration C can also be seen fighting alongside the A model, being fitted with a pair of LRM-5 racks, a large laser, and a C3 computer slave unit. Configuration D is the basic recon model of the Strider, being fitted with a pair of SRM-2 Streaks, a pair of medium pulse lasers, a small laser, a Beagle Probe, a TAG unit, and a C3 computer slave unit. Configuration E is a re-fit of the primary configuration, being fitted with SRM-6 Streak racks in place of the standard SRM racks, and the electronics being removed and the small laser being upgraded to a medium laser.

VL-5M Vulcan: The original Vulcan is a pure anti-infantry 'Mech, but this version is more suited to anti-mech combat. With a large pulse laser, a medium pulse laser, a flamer, and an MG, it is no longer an ammo-dependant anti-infantry only 'Mech (the endo-steel chassis and double heat sinks also help). My variant installs an XL engine, replaces the the medium pulse laser with an IS ER medium laser, adds a second ER medium laser, installs a Beagle Probe, and tacks on 4 more tons of armor, as well as replacing the large pulse laser with an ER PPC (I want to put some distance between me and the bad guys when I start shooting :-)).

WTC-4M Watchman: This 'Mech would have been a welcome addition to the 'Mech forces of the IS-in 3025. As it is, due to the low-tech used to build it, it is used as a militia 'Mech, for which purpose it is ideally suited. With a large laser, two medium lasers, two machine guns, CASE (a surprise in a militia mech in the 3050's), 5 jump jets, and 12 standard heat sinks, it fulfills its role as a militia 'Mech very well. My modification turns it into a front-line 'Mech by upgrading all the lasers to IS ER models and upgrading the heat sinks to double heat sinks. This version would primarily serve as a light 'Mech hunter and as a light support mech for recon lances, to cover their withdrawl back to freindly lines.

WTH-2 Whitworth: This 'Mech makes some changes, for the worse, from the original WTH-1 Whitworth. It drops the arm-mounted medium lasers to add Artemis IV FCS's to the two LRM-10 racks (it retains the head-mounted medium laser). My modifications are a bit more drastic :-). I install an XL engine and double heat sinks, retain the LRM-10 racks and the Artemis IV FCS's, re-install the arm-mounted lasers (after converting the lasers to IS ER models), and add a ton of armor.

BJ-2 Blackjack: The armament package on this model of Blackjack is a radical departure from the BJ-1, so much so that it is almost a different 'Mech altogether. A pair of arm-mounted ER large lasers replace the original AC/2's, and a quartet of torso-mounted Streak SRM-2 racks (with one ton of ammo between them) replace the original arm- and torso-mounted medium lasers. While this model is no longer an ammo-hog, it does have to get a bit closer to an opponent to do serious damage. I have two variants, one of which is much closer to the armament package of the BJ-1. Both variants install an XL engine and double heat sinks, and add 1.5 tons of armor to the chassis. BJ-1NK has 10 double heat sinks, two Ultra AC/2's (with a ton of ammo for each), and 4 IS ER medium lasers, as well as CASE-protected ammo bays. BJ-2NK has 12 double heat sinks and adds a second ton of Streak SRM-2 ammo (it retains the armament of the BJ-2).

FS9-0 Firestarter: This is an OmniMech version of the old Firestarter, and it is being distributed to most of the Houses of the Inner Sphere. All models have fixed flamers fitted to the center torso, one of them firing to the rear. The primary configuration has two large lasers, two added flamers, and a Beagle Probe. This variant is pretty much a stand-up combat mech. Configuration A is a pure fire-support mech, being fitted with an LB 10-X AC and a small laser. Configuration B is also a stand-up combat mech, having been fitted with a large pulse laser, 2 medium pulse lasers, a small laser, a C3 computer slave unit, and a TAG unit. Configuration C is also a fire support mech, having a pair of LRM-10 racks, a small laser, and a C3 computer slave unit. Configuration D is almost an OmniMech version of the Vindicator, being fitted with an ER PPC, an LRM-5 rack, a medium laser, a C3 computer slave unit, and a Guardian ECM suite. Configuration E served as a test bed for the new Combine mech sword, being fitted with a mech sword, an MRM-20 rack, a medium pulse laser, and a small pulse laser.

HCT-5S Hatchetman: The original 3025 Hatchetman was a pretty good 'Mech in it's day, and still serves resonably well against pirates and planetary militia opponents today. The 3050 model makes the changes necessary to keep it up-to-date against more modern opponents. It has an XL engine and a near-max armor load, and replaces the original AC/10 and two medium lasers with an LB 10-X AC and three medium pulse lasers, all in addition to the original hatchet. My variant installs double heat sinks (something of an oversight when they began re-fitting the original design), replaces the pulse lasers with IS ER medium lasers, replaces the LB 10-X AC with an Ultra AC/10, adds a second ton of ammo, and adds a C3 computer slave unit.

KIM-2 Kimodo: This 'Mech is intended to serve as an anti-Elemental 'Mech, but it does have it's share of faults :).Equipped with a 225 XL engine, 14 double heat sinks, TAG, a Guardian ECM suite, two AMS units, 5 jump jets, and 10 (!!!) medium lasers, it can do massive damage to a Point of Elementals, assuming all the lasers hit targets. However, it can suffer very quickly from heat problems, and it is somewhat under-armored for dealing with any Clan 'Mech opposition it might face. There is also a -2A version that replaces the left-arm set of 5 medium lasers with a single ER large laser, in an effort to provide some long-range cover fire for it's brother version. My modification removes the Guardian ECM suite and both AMS units, replaces the TAG unit with a C3 computer slave unit, adds 2.5 tons more armor, and also adds two more double heat sinks.

PXH-3M Phoenix Hawk: The original 3025-tech Phoenix Hawk was just a bit under-armed for it's usual opposition. This version rectifies that problem, but it also opens up some new problems. With two each ER large lasers and medium pulse lasers, a MG, an AMS, and CASE, it has quite sufficient armament to deal with most of it's usual opposition, but it now suffers even more from heat problems, despite the installation of double heat sinks, Endo Steel, and an XL engine, all of which would have enabled the designers to correct this oversight and add more armor. My variant drops the AMS, MG, and CASE, replaces the medium pulse lasers with IS ER medium lasers, adds two tons of armor, and adds 4 double heat sinks (to bring the total to 14 double heat sinks).

SNK-1V Snake: This 'Mech is yet another attempt to deal with Elementals, using a different approach than that used by the KIM-2 Kimodo. The Snake is built on the same chassis used by the Capellan Confederation's Vindicator, and it's basic look and weapons layout shows this :). The Snake is equipped with the same class of XL engine as the Kimodo, 11 double heat sinks, 7 tons of armor, an LB 10-X AC, three SRM-2 Streak racks, CASE, and 5 jump jets. Whereas the Kimodo is equipped exclusively with medium lasers, the Snake is intended to spread damage across the entire Point of Elementals, in a sort of "buckshot load" attack pattern. This approach, while lessening the damage done to any single Elemental, increases the chance of *all* the Elementals in a point taking *some* damage. My modification installs an Endo Steel internal structure, drops one double heat sink, adds a third ton of LB 10-X AC ammo, and adds some armor.

STH-1D Stealth: This 'Mech is intended to serve as a fast recon unit, and it's load-out and power plant show this. Equipped with a 315 XL engine (on a 45 ton 'Mech, no less!!), MASC, a Beagle Probe, 6 jump jets, an SRM-6 rack, an SRM-2 Streak rack, and two medium lasers, as well as 10 double heat sinks and a near-max armor load, this mech can certainly cover a lot of ground very quickly, and can take some hits while finding the enemy, but it is seriously lacking in an ability to deliver damage to a foe, which is as it should be in a pure recon 'Mech (a recon 'Mech is there to *find* the other guy, *not* to fight him). My only change would be to drop the SRM-2 Streak rack and it's ammo, upgrade the SRM-6 rack to a Streak model, upgrade the medium lasers to IS ER models, and add a C3 computer slave unit or a TAG unit.

VND-3L Vindicator: Finally, a Vindie that is *almost* worth using (my apologies to Camille Klein for slighting her Vindicator 'O Death, but I am also a realist in regards to the Vindie). With an ER PPC, an LRM-5 rack, a medium pulse laser, CASE, and 15 double heat sinks, it is a vast improvement on the old 3025 Vindie, but it still suffers from a lack of adequate back-up firepower, and it could use just a bit more armor. My variant installs an XL engine, 1 more ton of armor, and an AMS, as well as replacing the single medium pulse laser with three IS ER medium lasers, one in the head and the other two in the LA.

WFT-1 Wolf Trap: While this 'Mech was intended to be the Draconis Combine's answer to the FC's Wolfhound, it does have some failings that detract from it being used against opponents heavier than itself. With an LB 10-X AC, an LRM-10 rack, two medium lasers, and CASE, it has excellent firepower for it's weight, but it has *single* heat sinks and a shortage of armor for taking on anything other than light 'Mechs. My variant replaces the LB 10-X AC and the medium lasers with an ER PPC and IS ER medium lasers, adds two tons of armor, and replaces the 10 single heat sinks with 14 double heat sinks. This variant of the Wolf Trap could be called the mini-Grand Dragon :-).

WVE-5N Wyvern: The Wyevern is supposedly an urban-combat 'Mech, but its firepower tends to raise doubts about this. With an LRM-10 rack, a large laser, two small lasers, and an SRM-6 rack, it has far too much long-range firepower and too little close-range firepower for an urban-combat 'Mech. The 12 standard heat sinks also do not quite get rid of all the heat this mech can produce in sustained combat situations. My variant installs an XL engine, replaces the standard heat sinks with double heat sinks, adds a half-ton more armor, upgrades the large laser and SRM rack to ER and Streak models, respectively, replaces the original small lasers with IS ER medium lasers, and adds an IS ER small laser to the RT. This version can much better take care of itself in urban settings, while being much more effective in non-urban combat situations as well.

BJ2-0 Blackjack: This is the OmniMech version of the BJ-2 Blackjack. The primary configuration has a weapons fit very close to the old BJ-1, being fitted with a pair of AC/5 Ultra autocannons, 4 medium lasers, and 4 machine guns. Configuration A is a fire-support variant, having two LRM-20 racks, two medium lasers, and a small laser. Configuration B is another fire support variant, being fitted with a gauss rifle, an LRM-10 rack (fitted with an Artemis IV FCS unit), a small laser, and a C3 computer slave unit. Configuration B is yet another fire support varaint, having a pair of LB 10-X AC's, a pair of medium lasers, and a small laser. Configuration D is a straight-up general combat 'Mech, with a PPC, 2 large lasers, 2 medium pulse lasers, 2 standard medium lasers, a small laser, and three pod-mounted double heat sinks.

CN9-D Centurion: The old Centurion was a good support 'Mech, and the new Centurion is a slightly better support 'Mech. With Endo Steel, an XL engine, an LB 10-X AC, an LRM-10 rack, two medium lasers, Artemis IV, and CASE, it is much more survivable a 'Mech than the old 3025 'Mech, but it still has it's faults. My version adds double heat sinks and 2.5 tons of armor, replaces the LB 10-X with an Ultra AC/5, and upgrades the lasers to IS ER models.

CLN-7V Chameleon: This has been the standard training 'Mech for new IS mech pilots since the early 2500's. With a large laser, two medium lasers, 3 small lasers, two machine guns, 6 jump jets, and 10 standard heat sinsk, it serves as an excellent training 'Mech, especially in teaching new mech pilots to watch their heat gauges. My version adds some much-needed combat capabilities to it. I drop in an XL engine, replace the standard heat sinks with 11 double heat sinks, add 4 tons of armor, remove the small lasers, upgrade the remaining lasers to IS ER models, and add an SRM-6 Streak rack.

CRB-27 Crab: This mech is a pretty good 'Mech, even though it still has its faults. With 16 standard heat sinks, two large lasers, a medium laser, a small laser, and Ferro-Fibrous armor, it had a field day with the 3025-tech opponents it faced during the War of 3039, when the DCMS used these 'Mechs (obtained from ComStar) against House Davion. My variant adds another half-ton of armor, upgrades the engine from a Magna 250 to a Nissan 300 XL, changes the standard heat sinks to double heat sinks, upgrades the standard large lasers to ER models, and replaces all the remaining lasers with 4 IS ER medium lasers.

END-6Q Enfield: This 'Mech could be called the SuperEnforcer minus jump jets :). With an LB 10-X AC, a large pulse laser, two medium lasers, a small laser, Endo Steel, an XL engine, 11 double heat sinks, and a max armor load, it is certainly a very effective 'Mech. My variant replaces the LB 10-X AC with an AC/10 Ultra, adds another ton of AC ammo, and replaces all the lasers with IS ER models of the same classes.

ENF-5D Enforcer: A 3025-era commander would have given almost anything to have one of these in his comand, and for good reason. With an LB 10-X AC, an ER large laser, a small laser, CASE, 12 heat sinks, 9 tons of Ferro-Fibrous armor, a 250 XL engine (replacing the old 200 standard engine), and 5 jump jets, it is a vast improvement over the ENF-4R. My variant replaces the 12 standard heat sinks with 10 double heat sinks, adds another half-ton of armor, drops the small laser altogether, and replaces the LB 10-X AC with an AC/10 Ultra (and the AC gets three tons of ammo, as opposed to the two of the LB model).

HBK-5M Hunchback: This version of the Hunchie is described as an "improvement" on the old HBK-4G Hunchie, and, in many ways it is. With 13 double heat sinks, CASE, an AC/20, 2 medium lasers, and a small pulse laser, it does have some improvements on the old Hunchie. *BUT*, however, it only has *FIVE* rounds for it's AC/20!!! Talk about idiocy!!!! My variant retains the heat sinks and CASE of this model, but it makes major changes just about everywhere else. My variant has an XL engine, a ton more armor, drops the small pulse laser, replaces the AC/20 with an Ultra AC/20, upgrades the medium lasers to IS ER models, and adds three more tons of AC ammo (for a total of four tons).

HUR-WO-R4L Huron Warrior: This 'Mech is *intended* to serve as a counter to the Clan Black Hawk/Nova OmniMech, but it would be better used as a medium fire support 'Mech. Wth a 250 XL engine, 11 standard heat sinks, 10 tons of armor, a Gauss Rifle, an ER large laser, and a medium pulse laser, this 'Mech is seriously lacking in the firepower needed to counter the Black Hawk/Nova Omni. My modification removes the medium pulse laser altogether, drops the 11 standard heat sinks and replaces them with 10 double heat sinks, adds a ton of armor, and installs two IS ER medium lasers. This version becomes a slightly more effective general-purpose 'Mech, but it would still serve better as a medium fire-support 'Mech.

NGS-4S Nightsky: This 'Mech is yet another example of the FC's fixation with hatchet-armed 'Mechs (you might as well call this thing the Hatchetman's younger, slightly overweight, brother). Equipped with a 300 XL engine, 6 jump jets, 11 double heat sinks, 9.5 tons of armor, the previously-mentioned hatchet, a large pulse laser, two medium pulse lasers, and a small pulse laser, this 'Mech is clearly not intended for use in open country, as it has a *serious* lack of any firepower with any decent range. My version changes out the large pulse laser for an ER PPC, replaces the medium and small pulse lasers with IS ER lasers of the same class, adds a 12th double heat sink, and adds 1.5 tons more armor. This model no longer requires it's pilot to get right in the other guy's face to do some damage to him :).

RJN101-A Raijin: This is one of the first 'Mechs ever produced to an original design by ComStar, using the mothballed Krupp Armamnets Works plants on Terra. With an XL engine, Ferro-Fibrous armor, 10 double heat sinsk, 6 jump jets, an ER PPC, 3 medium pulse lasers, an SRM-6 rack, and an SRM-2 Streak rack, it is intended to serve as a fast-strike/recon mech. My vaiant replaces the medium pulse lasers with IS ER models, drops the SRM-2 Streak rack, upgrades the SRM-6 rack to a Streak model, and adds 4 tons of armor.

STY-3C Starslayer: This is another old SLDF 'Mech design that only saw limited service, due to the Amaris Civil War. With Endo Steel, jump jets, 11 double heat sinks, a max armor load, a pair of large lasers, a pair of medium lasers, an SRM-4 rack, and a small laser, it was quite an effective 'Mech, for those who found them in hidden storage facilities. My variant merely upgrades the lasers to IS ER models.

TBT-7M Trebuchet: This model of the Trenchbucket/Trashbucket is an improvement on the old model, but not enough of an improvement in my eyes. With Endo Steel internal structure, an XL engine, 10 double heat sinks, 2 LRM-15 racks, 3 medium lasers, CASE, jump jets, and a Narc Beacon Launcher, it does very well against light and medium IS opponents, but against Clan opponents, it needs help. My variant drops the Narc Beacon Launcher and the medium lasers, and replaces them with 3 tons more armor, two tons more LRM ammo, and 3 IS ER medium lasers. This version can actually hold its own against most IS or Clan opposition it will face, as long as it doesn't try to go head-to-head against assault 'Mechs :-).

APL-1M Apollo: This 'Mech was truly nicknamed the mini-Archer by it's designers :). Equipped with a 220-rated engine, 10 double heat sinks, 11.5 tons of armor, two LRM-15 racks (mated to Artemis IV FCS units), and two small pulse lasers, this 'Mech is clearly and obviously a medium fire-support 'Mech. My version merely replaces the small pulse lasers with IS ER medium lasers, in an effort to keep unfreindly neighbors from getting too close :).

BSW-X1 Bushwacker: Early examples of this 'Mech saw service during the initial Clan invasion (one noted example of this, good or bad, was the use of one of the prototypes by the 1st Somerset Strikers, commanded by the notorious Adam Steiner, he of the hackneyed quotes). The current version is best suited to serving as a support mech, being fitted with an XL engine, 11 double heat sinks, 9 tons of armor, an AC/10, a pair of LRM-5 racks, an ER large laser, a pair of machine guns, and CASE. My variant yanks the LRM racks and the machine guns, upgrades the AC to an Ultra model, and adds an SRM-6 rack, two IS ER medium lasers, and 1.5 tons more armor. My variant can serve in more roles than fire support :).

DV-7D Dervish: This model of the Dervish, like the TBT-7M Trebuchet, is an improvement over the original 3025 model, but it still lacks some protetcion and effective firepower. With two each LRM-10 racks, SRM-2 Streak racks, and medium lasers, it is fairly well armed for an IS medium mech, while the use of Endo Steel internal structure, Ferro-Fibrous armor, and double heat sinks certainly gives it advantages that the 3025 model lacked. My variant drops in an XL engine, upgrades the SRM-2 streak racks to SRM-4 Streak racks and the medium lasers to IS ER models, adds Artemis IV FCS units to the LRM racks, and adds 2.5 tons of armor. Paired with my version of the Trebuchet, many an opponent could be in for a rude surprise :-).

GRF-3M Griffin: The original Griffin had some serious heat problems, and this version certainly corrects them :). With an XL engine, 14 double heat sinks, an ER PPC, an LRM-20 rack, and a small laser, it is an effective light/medium fire support 'Mech. My variant downgrades the LRM rack to an LRM-15 to add 2.5 tons of armor and CASE, as well as upgrading the small laser to an IS ER model. My model can now take two Clan ER PPC hits to a leg without risking losing the entire leg :-).

GRM-R-PR29 Grim Reaper: The Grim Reaper is one of ComStar's efforts to replace the massive number of 'Mechs they lost during the 20 days of Tukayyid and the Word of Blake "defections". Equipped with a 275 XL engine, 10 double heat sinks, 10.5 tons of Ferro-Fibrous armor, an LRM-20 rack, an SRM-6 rack, an ER large laser, a medium pulse laser, AMS, and CASE, it is a fairly effective general-purpose medium 'Mech. My variant merely replaces the single medium pulse laser with two IS ER medium lasers, to improve its close-range fighting abilities.

HOP-4D Hoplite: Aside from the armor protection and heat sinks, this 'Mech is, basically, a joke. With a single LB 10-X AC and a single LRM-5 rack, the firepower is entirely laughable. My vaiant drops in an XL engine, replaces the 16 standard heat sinks with 10 double heat sinks, tacks on a bit more armor (while rearranging it some), changes out the LB 10-X AC for an Ultra AC/10 model (while getting a third ton of ammo), upgrades the LRM rack to an LRM-15, and adds an AMS and CASE. It now becomes a very effective fire support 'Mech.

KW1-LH2 Lineholder: This mech is a cheap 'Mech to produce for a 'Mech produced in the 3050's, having no advanced technology anywhere. With 14 standard heat sinks, two LRM-5 racks, 4 medium lasers, and a large laser, as well as 10 tons of armor, it would be a very effective 'Mech against 3025-era opponents. My variant replaces the standard heat sinks with 12 double heat sinks, as well as upgrading the lasers to IS ER models and adding two more tons of armor.

LNX-9Q Lynx: This is yet another SLDF 'Mech, but it didn't finish being produced until well into the Succession Wars (the Third, to be exact). With an XL engine, jump jets, 15 double heat sinks, a max armor load, an ER PPC, 4 medium lasers, and a large laser, it is quite effective as either a fire support 'Mech or a straight combat 'Mech. My variant merely upgrades the lasers to IS ER models.

SCP-10 Scorpion: Yes, yes, I know: the Scorpion is one of the biggest jokes in the game, blah, blah, blah :). The mere upgrading of the old PPC to an ER model did nothing to help that reputation (the HEAT!!! the HEAT!!!). My version is somewhat improved :). Drop in an XL engine, 11 double heat sinks (replacing the 10 standard heat sinks), 5 more tons armor, replace the SRM-6 rack with an SRM-6 Streak, drop in CASE, and add a Beagle Probe, a Guardian ECM suite, and a C3 computer slave unit, and voila! a low-slung medium recon 'Mech that, used properly, can stay hidden while calling in fire and identifying targets for his buddies (and being able to survive the incoming if it gets spotted) :). If you like, you can pull the electronics and replace them with IS ER medium lasers :).

SHD-5M Shadow Hawk: This Shadow Hawk is a vast improvement over the old 3025 version. With Endo Steel, an XL engine, double heat sinks, 10.5 tons of armor, an AC/5 Ultra, an LRM-20, an SRM-2, a medium laser, and CASE, it has vastly more damage potential than the 3025 model. But, it can be improved even more :). My version adds 1.5 tons more armor, replaces the autocannon with an ER PPC, adds another ton of ammo for the LRM rack, and upgrades the SRM rack to a Streak model and the medium laser to an IS ER model.

WVR-7D Wolverine: This 'Mech is an improvement on the early models, but it still has shortcomings. With an XL engine (fitted with MASC gear), 10 tons of Ferro-Fibrous armor, an AC/5 Ultra, an SRM-6 rack, a medium pulse laser, and CASE, it can deliver more damage than the original model. The designers decided to keep standard heat sinks, however, which can cause problems with continuous jumping and weapons firing. My variant replaces the 13 standard heat sinks with 10 double heat sinks, upgrades the SRM rack to an SRM-6 Streak model, replaces the single medium pulse laser with two IS ER medium lasers (one in the head and one in the left arm), and adds another half-ton of armor.

TR1 Wraith: I am still left wondering exactly what role the designers of the Wraith intended it to serve in. It is extremely fast for a 55-ton 'Mech, and has excellent maneuverability (due to its 7 jump jets), which would be ideal for a recon 'Mech- but it is in the chosen firepower that I begin to scratch my head in amazement. With a single large pulse laser and two medium pulse lasers, it would have to get far too close for a recon 'Mech to defend itself against any Clan opposition it might face. My variant replaces the pulse lasers with an ER large laser and two IS ER medium lasers, as well as adding an ER small laser, 1.5 tons more armor, and two more double heat sinks (bringing the total to twelve double heat sinks).

Return to home page   MPBT Light and Medium 'Mechs

MPBT Heavy and Assault 'Mechs   Inner Sphere 3050+ Heavy and Assault 'Mechs

Clan Light and Medium 'Mechs    Clan Heavy and Assault 'Mechs

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