The Italian Connection: PAF resurgence

Pages: 1
Silenced_Sonix
04/10/04 05:24 AM
168.209.97.34

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Came up with more 'Mechs by PAF, now relocated to the Marian Hegemnoy and building a variety of 'Mechs for the Caesar.
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ST-3A Saetta

Chassis: PAF Saetta Sa.IV
Power Plant: Pitban 350
Cruising Speed: 53.75
Maximum Speed: 86
Jump Jets: none
Jump Capacity: none
Armor: PanzerSlab Type 5
Armament:
4 PAF Modello XX "Legionnaire I" RLauncher-10s
2 PAF Modello IV Medium Lasers
1 PAF Modello XI "Saetta" ER PPC
Manufacturer: Planetario Armatura Fabbrica di Addhara
Primary Factory: Addhara
Communications System: Garret T10B
Targeting and Tracking System: Garret D2j with Variable-Range Targeting

Overview:
Built by the BattleMech company Planetario Armatura Fabbrica di
Addhara (Planetary Armor Factory of Addhara), a small Word of
Blake-controlled company previously from the FWL, the Saetta
(Lightning) was designed to be the main component in a series of
expansions planned by the Caesar of the Marian Hegemony a few short
years before the turn of the 31st century. Utilizing the expertise
and industrial capabilities of the ex-FWL company PAF, the Saetta was
envisioned as the new heavy 'Mech of the Marian Legions, and was
built for extended periods of field-work before needing major
resupplying - a modus operandi perfectly suited for the Marian
Hegemony's still low-tech forces.

Capabilities:
With a modest cruising speed of 50-odd kilometers per hour, and
an running speed of 80-odd kilometers per hour, the Saetta is not
overly fast for a 'Mech of its size, but does sport one significant
advantage over other 'Mechs of the same class - each Saetta has a
heavy-duty supercharger attached to its engine, and can engage this
device to push its top speed up to twice its cruising speed. Although
not the safest of gadgets around - Marian pilots report high burn-out
rates amongst 'Mechs that do not use the device sparingly - it does
give the pilot the edge in a fight, allowing it to engage or retreat
at will from other opponents of the same class. A trademark boxy
launcher sits on its right shoulder, and houses four one-shot RL-10
pods, allowing it to saturate an area with damage at short to medium
range with a barrage of up to fourty rockets. The weapon that led the
design team to the name of the 'Mech, Saetta, sits in the 'Mech's
left arm - a massive, extended-range particle cannon, built around
the core of the arm and mounting a gaping barrel where the hand of
the 'Mech would have been. The other (right) arm is fully
articulated, and mounts a single medium laser just below the elbow,
allowing the pilot to punch at will without fear of damaging the
laser. A second medium laser is built into the 'Mech's left torso,
and although it doesn't have the same flexibilty as the arm-mounted
system, it allows the pilot to still squeeze of a few mega-joules of
energy at short range while punching his target. Finally, an
intricate and highly delicate variable-range targetting system is
built into the 'Mech's cockpit, giving the pilot superb focusing
power when firing at either long or short ranges.

Deployment:
Although production has been slow - sources report between eight
and twelve 'Mechs per year since 3098 - the entire production run has
been delivered to the Legion, and now forms the core of several new
'Mech units that have been formed in recent years.

Battle History:
With only one active combat engagement on its record, the Saetta
remains somewhat untested, although its pilots were quick to praise
the design after the encounter. Facing a raid from a FWL-based
mercenary unit, the Marian pilots took no time in engaging the
mercenaries in pitched battle, many pilots firing off their particle
cannons at the approaching dropships even as they descended over the
city. Not managing to draw the bandits out to the open plains around
the city, the Legion swept into the city, engaging their enemy at
point blank range and using their bulk and specialized sensors to
tear them enemy apart in physical combat. By the time the retreat was
called for the merceanries, they had been driven out into the open of
the city's spaceport, and barely a 'Mech managed to enter a dropship
without feeling the crackle energy of a parting shot from the Saettas
as they too stormed the spaceport.

Known Variants:
Some pilots, favouring the more physical aspects of combat, have
been known to shift the arm-mounted medium laser to join the other
medium laser in the 'Mech's left torso for increased fire-power when
engaged in brawls with the enemy, but these are only seen amongst the
ranks of the fanatical, and rarely among the greener troops. Another
variant, the ST-4L, mounts a Light AC/5 and two tons of ammo in the
place of the particle cannon, but the variant is ill-favoured due to
a lack of punching power at longer ranges.


ST-3A Saetta

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - EndoSteel 3.5
Engine: 350 29.5
Walking MP: 5[10]
Running MP: 8
Jumping MP: 0
Heat Sinks: 12(24) - Double 2
Gyro: 4
Cockpit: 3
Armor Factor: 216 13.5

Internal Armor
Structure Value
Head 3 9
Center Torso 22 32
Center Torso(rear) 11
R/L Torso 15 23
R/L Torso(rear) 7
R/L Arm 11 22
R/L Leg 15 30

Weapons and Ammo Location Critical Tonnage
ER PPC LA 3 7
Medium Laser LT 1 1
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
Medium Laser RA 1 1
Supercharger CT 1 2.95
-------------------------------------------------------------------
FGR-1G Folgore

Chassis: PAF Folgore F.V
Power Plant: Pitban 275
Cruising Speed: 53.75
Maximum Speed: 86
Jump Jets: Swingline X-1000
Jump Capacity: 120 meters
Armor: PanzerSlab Type 5
Armament:
2 PAF Modello V ER Medium Lasers
18 PAF Modello XX "Legionnaire I" RLauncher-10s
Manufacturer: Planetario Armatura Fabbrica di Addhara
Primary Factory: Addhara
Communications System: Garret T11-A with Guardian ECM Suite
Targeting and Tracking System: Garret O2j with Variable-Range Targeting

Overview:
Built by the BattleMech company Planetario Armatura Fabbrica di
Addhara (Planetary Armor Factory of Addhara), a small Word of
Blake-controlled company previously from the FWL, the Folgore
(Thunderbolt) was designed as a basic artillery support 'Mech for the
Marian Hegemony - not only does it consist mostly of cheap,
easily-produced parts from within the Hegemony itself, but it can
also, with a total of 18 one-shot RL-10's, completely and utterly
decimate any enemy target, should the need arise for such a desperate
move. While there are several similairities between the Folgore and
the CapCon-produced Catapult - mostly in the visual compartment - the
Folgore weighs in ten tons lighter than its contemporary, and also
boosts an uprated engine and a series of jumpjets to allow it to
rapidly move into position.

Capabilities:
Few pilots can resist an expression of shock when they first
learn of the Folgore's primary armament - 18 one-shot rocket pods,
each containing ten warheads. When compared to the amount of
heatsinks carried by the design - 14 double sinks - most pilots laugh
and start making jokes about buying jars to put their ashes in after
trying an Alpha Strike. Truth is, the design was not made to fire all
18 pods at once - as a support mech, the Hegemony's command
envisioned the pods as being fired off in pairs or groups of three
for support, not as one single devastating strike. Rounding out the
'Mech's arsenal is a pair of extended-range medium lasers, which the
designers at PAF deemed enough for local defense. The most advanced
piece of equipment in the design is the Guardian ECM suite built into
the 'Mech's center torso - although some have questioned the wisdom
of putting such an expensive piece of equipment on what was
essentially a second-line support 'Mech, combat trials have proven
the effectiveness of the choice. Not only does it make it extremely
difficult for enemy units to spot the Folgore, it also makes
retaliatory strikes much less effective - Artemis and Streak systems
are notoriusly vulnerable in this department. To round its
capabilites out, the Folgore also sports the same variable-ranged
targetting system employed in the Saetta, allowing deadly accurate
fire at either short or long range.

Deployment:
Used primarily for support roles, a few Folgores have also been
relegated to smaller scouting units, who favour the design's
reasonable maneuverability and massed firepower. Also, due to the
similairity in weapon load-outs, the Folgore is quite frequently
paired up with the Pipistrello (from PAF's days in the FWL), where
the combination of high mobility and firepower usually results in the
formation of wolf-pack hunting teams that tear larger, isolated
enemies apart with ease.

Battle History:
Arriving too late to see any action in the Sphere - the first
production models came off the Addhara lines in 3109 - the Folgore
has none the less seen several bouts of action against rim-based
pirates along the Marian Hegemony's borders, and gave a good account
of itself in most cases. There were reports of pilots suffering from
heat problems, but this was later discovered to be more an error on
the pilot's side than in the 'Mech's design - many a hasty pilot
would trigger large salvoes of warheads in short periods of time, and
subsequently force the 'Mech into an emergency shut-down. Heat issues
aside, the Folgore's lethally accurate fire at any range has been a
decided plus, making the 'Mech a fearsome opponent at short to medium
range.

Known Variants:
In tandem with the FGR-1G, came the FGR-1B, which sported a
Beagle active probe (imported from the FWL, just like the Guardian
suite in the FGR-1G) in place of the Guardian ECM suite. This version
(much less a seperate version than a modification) is usually
employed by scout teams, and is rarely seen in the fire-support role.


FGR-1G Folgore

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - EndoSteel 2.75
Engine: 275 15.5
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sinks: 14(28) - Double 4
Gyro: 3
Cockpit: 3
Armor Factor: 185 11.56

Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso(rear) 9
R/L Torso 13 20
R/L Torso(rear) 6
R/L Arm 9 18
R/L Leg 13 26

Weapons and Ammo Location Critical Tonnage
RLauncher-10 LA 1 0.5
RLauncher-10 LA 1 0.5
RLauncher-10 LA 1 0.5
RLauncher-10 LA 1 0.5
ER Medium Laser LT 1 1
RLauncher-10 LT 1 0.5
RLauncher-10 LT 1 0.5
RLauncher-10 LT 1 0.5
RLauncher-10 LT 1 0.5
RLauncher-10 LT 1 0.5
Jump Jet LL 2 0.5
Jump Jet RL 2 0.5
ER Medium Laser RT 1 1
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RA 1 0.5
RLauncher-10 RA 1 0.5
RLauncher-10 RA 1 0.5
RLauncher-10 RA 1 0.5
Guardian ECM Suite CT 2 1.5
--------------------------------------------------------------------
CNR-2A Centauro

Chassis: PAF Centauro Ct.VI-Q
Power Plant: Pitban 360
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: none
Jump Capacity: none
Armor: PanzerSlab Type 5 with CASE
Armament:
1 PAF Modello XIV Autocannon/10
1 PAF Modello XI "Saetta" ER PPC
4 PAF Modello XX "Legionnaire I" RLauncher-10s
1 PAF Modello II ER Small Laser
Manufacturer: Planetario Armatura Fabbrica di Addhara
Primary Factory: Addhara
Communications System: Garret T11-A
Targeting and Tracking System: Garret T11b

Overview:
Built by the BattleMech company Planetario Armatura Fabbrica di
Addhara (Planetary Armor Factory of Addhara), a small Word of
Blake-controlled company previously from the FWL, the Centauro
(Centaur) has been the company's heaviest design to date, a fact
showing in the small number of Centauros built - since the start of
the run in 3117, only eight have been completed for the Marian
Legion, with the ninth one reserved specially for the Caesar himself.
A fearsome-looking quadruped design, the Centauro was envisioned as
commmand 'Mechs for the Legion's assault lances (also called
maniples), as well as a carrier for heavier, long-ranged support
weapons to round out the slow speed of most assault 'Mechs.

Capabilities:
Built on the stable Ct.VI-Q quad chassis, the Centauro sports a
heavy array of high-damage weapons - especially for a Marian 'Mech. A
locally produced Autocannon/10 (which gave considerable difficulties
originally before all its problems were ironed out) is slung under
the 'Mech's belly, slightly offset to the left, and is supplemented
by two tons of ammunition for extended periods of firing, allowing
the Centauro to lay down a deadly field of fire as it advances
towards the enemy's ranks. Supplementing this deadly weapon is a
large turret mounted centrally on the 'Mech's torso, which houses all
of the other weapon systems employed by the design. An extended-range
particle cannon, the same model as used by the Saetta, is situated in
the center of the turret for rAnged support, and is bracketed by two
RL-10 pods on each side, giving the 'Mech decent firing power at
short to medium ranges. To round out its arsenal, as well as
providing sterling anti-infantry support, a small extended-range
small laser is slung immediately under the barrel of the particle
cannon, sharing the same 360-degree arc of fire as the particle
cannon and the rocket pods.

Deployment:
Deployed exclusively to the Marian Legion's fledgeling assault
units, the Centauro is used as a command- and support 'Mech, and
would direct battle from as close as possible to the front. Deployed
in pairs, the 'Mech pilots usually co-operate quite well, and provide
a valuable morale boost to other Marian troops as they stride over
the battle-field, spitting autocannon fire and beams of charged
particles.

Battle History:
Seeing the light in a time when Devlin Stone's reforms have been
well under way, the Centaruo is yet to see any combat beyond border
skirmishes with pirates and mercenaries. Simulator trials have
boasted impressive results, but the design is yet to see any
intensive combat from a foe more worthy than the pirate riff-raff
encountered so far.

Known Variants:
Usually employed by at least one of the 'Mechs in their tandem
grouping, the CNT-2V is essentially a Centauro specialized for ranged
combat, and sacrifices its small laser for an enhaced variable-ranged
targetting system.


CNR-2A Centauro

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - EndoSteel 4.5
Engine: 360 33
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 12(24) - Double 2
Gyro: 4
Cockpit: 3
Armor Factor: 295 18.44

Internal Armor
Structure Value
Head 3 9
Center Torso 29 44
Center Torso(rear) 14
R/L Torso 19 29
R/L Torso(rear) 9
R/L Arm 19 38
R/L Leg 19 38

Weapons and Ammo Location Critical Tonnage
Autocannon/10 LT 7 12
Autocannon/10 Ammo LT 2 2
CASE LT 1 0.5
ER PPC [TURRET] RT 3 7
ER Small Laser [TURRET] RT 1 0.5
RLauncher-10 [TURRET] RT 1 0.5
RLauncher-10 [TURRET] RT 1 0.5
RLauncher-10 [TURRET] RT 1 0.5
RLauncher-10 [TURRET] RT 1 0.5
--------------------------------------------------------------------
SPV-1R Sparviero

Chassis: PAF Sparviero Sp.VII
Power Plant: Pitban 180 XL
Cruising Speed: 96.75
Maximum Speed: 150.5
Jump Jets: none
Jump Capacity: none
Armor: PanzerSlab Type 5
Armament:
2 PAF Modello IV Medium Lasers
5 PAF Modello Ca.I Machine Guns
2 PAF Modello XX "Legionnaire I"RLauncher-10s
Manufacturer: Planetario Armatura Fabbrica di Addhara
Primary Factory: Addhara
Communications System: Garret T20C
Targeting and Tracking System: Garret GRNDTRK 9

Overview:
Built by the BattleMech company Planetario Armatura Fabbrica di
Addhara (Planetary Armor Factory of Addhara), a small Word of
Blake-controlled company previously from the FWL, the Sparviero
(Sparrowhawk) was the last military-grade BattleMech to come off the
Addhara production lines, and was designed primarily for export -
mostly to other states and Houses that had embraced Devlin Stone's
philosophy of peace. A light, garisson-class 'Mech, the Sparviero was
designed with both a low cost (to appease the export markets) and a
high anti-infantry capability (to reflect the fact that most armies
now fielded a majority part infantry, not BattleMechs) in mind, and
has sold remarkably well to the different factions within the Sphere.

Capabilities:
As expected form an anti-infantry design, the Sparviero sports
five machineguns - three in the right arm, around the hand, and two
more in the right torso - and half a ton of ammunition, giving it a
lethal ability to decimate infantry platoons. Rounding this arsenal
out is a medium laser in the left arm (replacing the hand- and lower
arm actuator), another medium laser in the left torso, as well as two
RL-10 pods on the left shoulder. Combined with the machinegun arrays,
this gives the Sparviero decent striking power against armoured
targets as well, and the RL-10 pods are particularly effective for
surprising an opponent at short range. Coupled with a top speed of no
less than 150 kilometers per hour, the Sparviero is well capable of
outrunning any foe it cannot outgun.

Deployment:
Used in only small numbers by the Marian Hegemony, the Sparviero
has been sold mainly to other Houses and states in the Sphere, and is
used by several garisson- and reserve-class units through-out the
Sphere

Battle History:
The Sparviero has never seen full combat, and its performance
against foes more capable than basic infantry and vehicles is not
fully known at the time.

Known Variants:
Only one alternate version, the SPV-2L, has ever been used, but
cannot be said to have been a success. Differing from the SPV-1R by
having the arm-mounted machineguns replaced with three more RL-10
pods, the model suffered hideous heat problems - only ten single
heatsinks were ever mounted - and was not used in large numbers,
although a few are being used to train new recruits in the basics of
'Mech warfare and weapon systems in the Hegemony.


SPV-1R Sparviero

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - EndoSteel 1
Engine: 180 XL 3.5
Walking MP: 9
Running MP: 14
Jumping MP: 0
Heat Sinks: 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 69 4.31

Internal Armor
Structure Value
Head 3 9
Center Torso 6 9
Center Torso(rear) 3
R/L Torso 5 8
R/L Torso(rear) 2
R/L Arm 3 6
R/L Leg 4 8

Weapons and Ammo Location Critical Tonnage
Medium Laser LA 1 1
Medium Laser LT 1 1
RLauncher-10 LT 1 0.5
RLauncher-10 LT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun Ammo (1/2 ton) RT 1 0.5
Machine Gun RA 1 0.5
Machine Gun RA 1 0.5
Machine Gun RA 1 0.5
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LNC-3D Lince

Chassis: PAF Lince L.VIII-W
Power Plant: Pitban 150 Light
Cruising Speed: 53.75
Maximum Speed: 86
Jump Jets: none
Jump Capacity: none
Armor: PanzerSlab Type 5
Manufacturer: Planetario Armatura Fabbrica di Addhara
Primary Factory: Addhara
Communications System: Garret T11-A
Targeting and Tracking System: Garret T11b

Overview:
Lince (Lynx); engines imported from LA under lease.

Capabilities:
IndustrialMech, 12 ton equipment space (excluding two claws) -

16
tons max.

Deployment:
Sold as rival to Archernar IndustrialMechs

Battle History:
Refitted after fall of HGP net in 3132 to serve military

purposes

Known Variants:
Custom variants, used by militias and such


LNC-3D Lince

Technology Base: - Inner Sphere - Level 3 (Utility Mech)
Equipment Mass
Internal Structure: - Composite 3
Engine: 150 Light 4.13
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 0
Gyro: - Extra-Light 1
Cockpit: - Small 2
Armor Factor: 61 3.81

Internal Armor
Structure Value
Head 3 5
Center Torso 10 8
Center Torso(rear) 6
R/L Torso 7 6
R/L Torso(rear) 3
R/L Arm 5 5
R/L Leg 7 7

Weapons and Ammo Location Critical Tonnage
Claw LA 0 4
Claw RA 0 4
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Comments are welcome, as always!
Evolve or Die
CrayModerator
04/19/04 06:44 PM
68.200.111.17

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I think I'd trade the 4 RL10s for 2 MLs.

Other than that...I kinda like this mech. I like the Italian spin and I like the unusual use of the 350 non-XL fusion engine. (Of course, you could build this mech on a 55-ton chassis, 'cept for the 13.5 tons of armor, but otherwise it's pretty interesting.)
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
tgsofgc
04/21/04 03:47 AM
209.110.234.56

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Woa that was a bit of reading. I think I saw you post at least one of these a while back. Anyhow great work. I am not a big fan of the jyhad era, and as could be expected was confused by the somewhat hightech periphery and level 3 tech. In all honesty though with mechs of this much flavor, I could look past nearly anything. I really like the quad with a turret, cause that always seemed natural for quads to me, and the Warhammer-esque attack mech. Very very good job, oh and the itallian theme is great too.

Keep up the great work!
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Silenced_Sonix
04/25/04 11:22 AM
168.209.97.34

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Well, I tried to keep the high-tech stuff to a minimum, but just had to put in the occasional variable-range computer. Beyond that, it is mostly just RL pods, medium lasers and very few XL- engines. The technology point comes mainly from the fact that PAF is(was) under Blakist control, moving from the FWL into the Marian Hegemony, but later went rogue and stayed on as main 'Mech builders for the Caesar. That goes a little way in explaining some of the technology issues, but the rest you will have to point out to me to get some answers.

Thanks for the crit, even if it was late! (thought everyone hated the designs, and did not want to reply)
Evolve or Die
tgsofgc
05/01/04 11:26 PM
209.110.231.92

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Yeah sorry, I am a bit slow in responding sometimes and as most have probally realized sarna is no longer my primary battletech board. Lately I have been on vacation, too. So take heart the designs were excellent, and despite my prejudice against the jyhad I loved the fluff. These were really top of the line efforts.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
Silenced_Sonix
05/21/04 02:54 PM
168.209.97.34

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Question: anyone know what is wrong with cowboy? He sent me an PM about a 'cityfighter' and asked me what I could do. Anyone want to help me out here with what he means?
Evolve or Die
Silenced_Sonix
10/04/04 03:14 PM
168.209.97.34

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Just realized something - I have been designing these 'Mechs for the Marians right up to the fall of the HPG net, yet I do not have the faintest clue as to what actaully really happened to the Hegemony during and after the Jihad. Anyone care to shed some light on the issue?
Evolve or Die
Cypher41
10/28/04 07:26 AM
172.139.79.226

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go to http://www.wizkidsgames.com/mwdarkage/comstar/cs_article.asp?cid=37746&frame=touringthestars and click on the Marian Hegemony link
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