When I found out the rules for Primitive 'Mechs and ASF had been published, I knew I had to have them - after the Wolverine Annihilation and Third Exodus of the survivors, I needed some way for a small group of survivors to re-establish a high-tech militaristic society. Of course, population was an even greater concern, but people were fleeing the war with all kinds of goodies at the time, and they coincidentally ran into a former SLDF unit escorting a colony group into the deep Periphery... The rest of that story doesn't belong here, though.
The Green Knight was a throwback to the original Black Knight of the SLDF and fit a common theme among the Knights of Randis; assigning the production to a "Home Defense" unit sponsored by wealthy contributors made a lot of sense, since the manufacturer no doubt needed the income, and the Knights had begun to more aggressively target pirate activity off Randis IV. The attack on their home made a lot of sense, and the establishment of a force to defend the planet and its citizens exclusively did also.
Like the character of Arthurian legend, this one was to be as durable as possible, forfeiting a lot of offensive potential for passive defence.
RGK-(P) Green Knight
Produced By: Warrior Arms (Randis IV)
Introduced: 3130
Mass: 75
Tech Base: Inner Sphere (Primitive)
Cruising Speed: 22.6 kph
Maximum Speed: 36.8 kph
Jump Jets: None
Weapons and Equipment:
1 RAC/5 (40)
4 Medium Lasers
1 Small Laser
Hatchet
Large Shield
Origin
By 3100, Randis IV bore no resemblance to the struggling world of less than a century ago; attracted to an independ-ent world defended by the militant Brotherhood of Randis, the planet’s industry remained untouched by Pirates or the Jihad and its population skyrocketed in the final decade of the 31st century. In 3128, with the majority of the Brother-hood offworld, Randis IV suffered a battalion-sized raid on the Hope Industrial Works as pirates sought to loot the plan-et in return for the continued efforts of Grand Knight Lucas Beckett to exterminate pirate operations within the near Periphery. Realizing the need to keep their homes secure, the Citizen’s Council of Randis IV ordered the creation of the Randis Militia, a Company-sized combined-arms force. To provide a dedicated command unit for the expanding force, financial backers authorized Warrior Arms of Randis to design and build a Primitive version of the Star League’s Black Knight.
Capabilities
Clearly designed to allow commanders to remain in the field as long as possible, the so-called Green Knight carries its design limit of armor protection, bolstered by the addition of a Large Shield, CASE, and a set of Armored Components. Limited to 36.8 kph, the Green Knight relies on its durability and the high rate of fire from its RAC/5 to deter an attacker, placing the weapon and ammunition in the left torso. Its backup energy armament is placed in the opposite torso, with a single Head-mounted Medium Laser facing the rear. A Small Laser, intended to deter Infantry, is mounted on the interior of the Shield.
Battle History
Because both Militia and the Brotherhood jointly garrison Randis IV, most of the Militia’s field training and experience came during aid missions and providing reinforcements for the Brotherhood while hunting the Pirates still harassing worlds in the Periphery. Overlooked due to its low produc-tion rate and limited use the design’s first encounter with Pirates occurred in 3134, as Brotherhood forces pursued a Lance-sized Pirate group on Basra. Militia ‘Mechs assigned to security duty for the Brotherhood’s base camp were attacked by the remainder of the Pirate force, led by an ECM-equipped Thunderbolt-7SE, making communications with the camp impossible. As the Pirates rushed the camp and the remainder of his Lance, Lt. Roberts managed to turn and fire his weapons at the Brotherhood’s DropShip, warning the camp before turning at close range and delivering an alpha-strike at the nearest Pirate. The alert crew deduced the situation immediately and sounded an alarm, blunting the effectiveness of the attack. Emboldened by the state of the Green MechWarrior, a Pirate Blackjack closed to aim point-blank at the Gryphon’s Cockpit only to retreat as the Ar-mored Cockpit prevented a quick victory. Despite the cir-cumstances, the design was considered a success.
The ‘Mech has continued to accompany Militia forces assisting the Brotherhood offworld, but despite being singled out in the hope of routing green Militia forces, in almost every case the design has managed to remain operational.
Variants
As a Primitive design, no variants were built beyond tem-porary field refits to accommodate repairs. The design has since been replaced as more advanced command units have become available, although it continues to serve exclusively among the Militia.
Notable Warriors
Lt. Rudolph Roberts and Gryphon (Dolly)
The son of a Randis businessman, Rudy purchased his Green Knight as scrap through his father’s business contacts. Despite retiring to run the family business after his father’s death, Rudy has kept the ‘Mech that saved his life on Basra in the family, using it to train his daughter, Britney. The ‘Mech’s usual camouflage patterns have long since been replaced by a bright pink paint scheme and nickname, ‘Dol-ly’.
Type: Green Knight
Tech Base: Inner Sphere (Modern)
Tonnage: 75
Equipment Tons
Internal Structure: 7.5
Engine: 180 7.0
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks: 10 (20)
Gyro: 2.0
Cockpit: 5.0
Armor Factor: 230 AP 21.5
Internals Armor
Head 3 9
Center Torso 23 35
Center Torso (Rear) 10
R/L Torso 16 24
R/L Torso (Rear) 8
R/L Arm 12 24
R/L Leg 16 32
W & E Loc Crits Tons
Large Shield LA 1 6.0
Small Laser LA 1 0.5
RAC/5 LT 6 10.0
2 Ammo (RAC) LT 2 2.0
3 Medium Laser RT 3 3.0
Medium Laser (R) H 1 1.0
Hatchet RA 5 5.0
CASE LT 0.5 0.5
Armored Components 4.0
(Cockpit-1, Life Support-.5, Sensors-.5, L/R Shoulder-1, L/R Hip-1)