RogueTech: New Mech Stable (AAR #006)

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RogueTech: New Mech Stable (AAR #006).jpg

It has been a slog... but Bengy's Marauders are now field a decent stable of Medium to Heavy class Mechs. There is even a bit of a reserve in the Mech lineup so that heavily damaged Mechs can take their time being repaired whilst being subbed out for slightly less lethal or efficient replacements. After all, dead time is time where the company is leaking money with no contracts to bring in loot or cash.

So, there are 12 Mechs in the active stable (the top two rows) and there is a drop limit of 8 Mechs... and there are two more Mechs that are slowly being upgraded with Clan Tech weapons and equipment before they are ready to take to the field.

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The flagship is still this old primitive era Hector weighing in 70 tons. However, it has been upgraded with all manner of Clan Tech... it was expensive and time consuming, but it was well worth it. Now, it fields a lethal HA30 Gauss Rifle... sort of a shotgun version of the already lethal regular Gauss Rifle... and it is backed up with some heavy long range lasers and a battery of Machine Gun arrays.

The Hector has been with the company since the beginning as a legacy Mech... and gradually, it has evolved from primitive and frankly embarrassing tech to the monster that it is now!

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Next up is another 70 ton Heavy Mech in the form of this Inner Sphere Grasshopper... it is a Mech that is designed to be a heavy close in brawler... but I have stripped its jump jets and reequipped it to favour long range laser weaponry. It does have a tendency to overheat, but that is slowly being rectified by Clan Tech laser insulators and cooling technology that is salvaged from the battlefield.

The Grasshopper also serves as the command and control Mech for the company, fielding a rare command console... that should have gone into the Hector, but was cheaper to place into a wrecked shell instead of stripping down the already functional Hector.

RogueTech: New Mech Stable (AAR #006).jpg

Another Inner Sphere Mech (Arcas, 65 tons) retrofitted with Clan Tech is next in the line-up. This is equipped as a LRM suppression Mech... indirect fire and minefield laying missiles make for some crippling damage to lighter Mechs and vehicles before the engagement gets to direct line of fire combat.

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The first of the captured Clan Stormcrow OmniMechs kicks in at 55 tons, the lower end of the Heavy class range. This one is fitted as a long range sniper... a Gauss Rifle for the extended range firepower and a few smaller lasers to help keep the lighter skirmishers at bay.

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The next Stormcrow is fitted out as a close in missile boat. A skirmisher and flanker, this little nasty Mech can pretty much down most Mechs with a full Alpha strike into the back of unsuspecting enemies!

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Next up, ANOTHER Stormcrow... but this is an interesting variant. Close to Melee range lasers.... and Stealth Armour, Electronic Warefare suites, and Jump Jets to allow it to close rapidly... and then just blast away with tiny lasers that again make short work of flank and rear amour. However, it does need to close dangerously close... and quickly!

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The 55 ton Dervish is another Inner Sphere Mech from the founding of the company... and it is outfitted in traditional missile boat style, essentially replicating the firepower of the missile boat Stormcrow, but with additional maneuverability with its jump jets. When these two are flanking, they split up and the flanked Mechs have a terrible choice of which of the two flanking missile boats will unleash into their rear!

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This 50 ton Inner Sphere Sarissa is quickly reaching the end of its useful life. Equipped as a ranged laser Mech, it doesn't bring enough firepower to the table in comparison to the rest of the stable... and it now serves as a reserve Mech for filling holes in the roster.

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Similarly for this Inner Sphere Starslayer... again, another ranged laser Mech that only serves to fill empty spots when there is damage to the main roster.

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This Medium class Stormwolf is serving as an ranged Autocannon Sniper... Three sets of Ultra AC2s allow to unleash some pretty nasty firepower that will take down most light to Medium Mechs long before they can even close the distance to fire. Jump Jets also allow it to get up cliffs for that extra height advantage as well!

RogueTech: New Mech Stable (AAR #006).jpg

This Viper Omnimech weighs in at 40 tons, and it was a bit of an experiment in making an anti-BattleArmour Mech... with the Heavy Machine Guns loadout capable of shredding those annoying little things. But for the Mechs, it had an Armour Piercing Loadout that was supposed to be able to do some nasty crits to internal structure.

However, in practice, it was a Mech that got precious few shots in as the range was too short... and it served mostly as a distraction for incoming fire. And for ferrying my own Battle Armour to the front in a fast moving carrier.

RogueTech: New Mech Stable (AAR #006).jpg

Finally, my light Artic Fox... one of my first OmniMechs and the one that got kitted out with all the advanced Electronic Warfare equipment as well as serving as pretty nasty laser flanker. Sadly, its time is coming to an end as the heavier loadout of the company is starting to change the tactics involved... however, it is possible that this light fleet Mech could be equipped with Stealth Armour and some spotting and C3i gear in order to dial in some of the heavy firepower!

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