==Overview:==
In the late 30th Century, the Taurian Defense Force conducted a review of the
BattleMech Corps (it structure, deployment, and doctrine) to determine how it
should proceed in future developments. Taking place a century and a half
after the economic disruptions of the Fall of the Star League, the Protector,
his advisory council, and ranking officers of the Defense Force intended for
the review to spur the first new development in Taurian capabilities since the
end of the Reunifcation Wars.
The study took six years to complete and examined all aspects of both
production and deployment, as well as TDF practices in training and field
operations. Although a major manufacturer of some of most sought after
BattleMechs in known space, the board concluded that the three major
manufacturers of the Concordat (Taurus Territorial Industries, Vandenberg
Mechanized Industries, and Pinard Protectorates Limited) had stagnated and
fallen behind on efforts to revitalize the defense industries.
The review did establish that this decline in capability had been unavoidable
in the wake of the general downturn in technology and economic capacity
following the collapse of the League in the late 28th Century. All available
funds and personnel of that period (and for a century afterwards) had been
directed at reconstruction of Taurian worlds hard-hit by the loss of
terra-forming technology and cheap, abundent sources of power. With the Great
Houses of the Inner Sphere consumed in the fury and violence of the first
three Succession Wars, the Concordat was mostly left alone, except for
small-scale raids by House troops and pirates, further reinforcing the idea
that additional funding and research were not required for the TDF to defend
the Concordat.
But as the ramshackle states of the Inner Sphere wound down the Third War and
began their own recovery, strategic planners on the board began to see signs
of the changing times. House Davion, especially, worried the board--and the
Protector.
In the midst of the one of the largest doctrinal changes in the history of the
Federated Suns, a revitalized AFFS using its new Regimental Combat Team
organization could threaten the safety and security of the Concordat. With
dozens of new colonies (and the recovery of several worlds abandoned during
the chaos of the Fall) currently underway, the board realized that the TDF was
simply stretched too thin.
Lacking the funds and the equipment to quickly increase the size of the TDF,
the board instead turned to the Big Three with recommendations to improve the
effectiveness and combat quality of the forces the TDF currently had at its
disposal.
Project 3000 called for the design and development of a spectrum of new
designs, based around two common frames: a thirty-ton Light BattleMech and a
fifty-ton Medium BattleMech. These two frames would form the basis of a
series of BattleMechs that would ensure the TDF's ability to meet and defeat
any intrusion into Concordat space.
Agreeing with the final report of the board issued in 2972, the Protector
called upon TTI, VMI, and PPL to design and produce new 'Mechs capable of
meeting the needs of the far-flung TDF. These designs would use many common
components (such as tracking and targeting arrays, communciations systems,
engines, gyros, and weapons) in order to simplify and streamline Taurian
logistics and production.
By 2980, four Light designs had emerged: the Bandit and Patriot from TTI,
the Grenadier from PPL, and the Scout from VMI. All four were accepted for
immediate production and soon began to take the place of the older Stingers,
Wasps, Locusts, and Commandoes of the TDF.
==Capabilities:==
The VMI SCT-1A Scout Light BattleMech was one of the new series of 30-ton
light BattleMechs designed under the auspices of Project 3000. While TTI and
PPL concentrated on creating light striker BattleMechs with a secondary recon
role, VMI executives and engineers planned to unveil a new scout 'Mech capable
of outperforming any existing design.
At the heart of the Scout was the GM 210 Fusion engine which gave this 'Mech a
maximum speed of 118.8 kilometers per hour. Seven Hamilton 210 Liftjet
jump-jets were included in the design, providing this light skirmisher with a
jump capability of 210 meters. This speed and mobility matched that of the
40-ton Assassin, and was exceeded only by the very rare Spider and Ostscout
class 'Mechs.
Six tons of Renault Composite 96 standard armor ensured that the Scout would
excell in terms of survivability on the modern battlefield. This heavy sheath
of armor (a third more than the heavier Assassin carried) ensured that the
most vital part of the BattleMech Corps (the trained MechWarrior who piloted
the machine) was as protected and secure as technology could make him. Able
to sustain damage that would destroy other scouts, the VMI Scout could
continue with its mission, using its speed and mobility to evade any foe and
its thick hide to absorb random blows.
Like the majority of the Project 3000 'Mechs, the Scout featured a return to
older technology wherever possible in the design. Hard to replace digital
multi-function displays were bypassed in favor of easy to repair and maintain
analog guages and dials. Indeed, the liquid crystal radar display was
virtually the digital component visible in the cockpit. Viewed by many in the
Inner Sphere as evidence of the backward low-tech barbarians of the Periphery,
the simplistic electronics of the Scout and other Project 3000 units soon
proved reliable and easy to maintain in the field, even if they did lack the
bells-and-whistles of Inner Sphere units.
The primary Scout chassis (the SCT-1A) kept the armament simple as well: a
Martin-Gordan Rapier medium laser in the right arm provided the majority of
the firepower, while a pair of Hyades Weapons Consortium Reaper machine-guns
in the left arm only added to the damage at close range. Furthermore, the
Reapers gave the Scout considerable anti-infantry capabilites.
Compared to the Bandit, Patriot, and Grenadier, the Scout lacked serious
firepower, a fact that many detractors laid at the feet of VMIs design team.
But, as VMI repeatedly pointed out, the Scout was designed soley for the recon
role. And in that role, the SCT-1A outmatched and outperformed other
contemporary designs. Furthermore, the SCT-1A Scout experienced no problems
with heat production, even when jumping and firing its weapons continously.
The Protector agreed, and since full-scale production began in 2986, the Scout
has slowly taken its place in the TDF roster.
==Battle History:==
Other than a scattered handful of raids by pirates and house troops, the Scout
has seen little real combat since its introduction. However, with more and
more of these capable recon units being purchased by independent mercenaries,
it is expected that full testing of the design under combat conditions will
soon be complete. One SCT-1A Scout has even made an appearance in the arenas
of Solaris VII, performing well above expectations and bringing additional
publicity to VMI products. VMI executives deny providing the Scout for the
games, but the Protector has his doubts about their sincerity.
==Variants:==
There are two production variants of the Scout currently in use by the TDF.
Where the -1A model is based upon the Stinger (a tougher, faster, stronger
Stinger), the -2A takes its inspiration from the Wasp. Removing both the
Reaper machine-guns and their associated magazine, VMI engineers shoe-horned
an Aurora Missiliers Oleander SRM-2 launcher in the left torso, along with a
half-ton magazine for 25 missile salvoes. In conjunction with the -1A model,
the Scout -2A provides heavier anti-Mech and anti-vehicle capabilities to
match the anti-personnel effectiveness of the -1A.
The rarely seen -3A model is the only Scout to experience heat problems. Once
again, the Reapers have been removed, but this time they were replaced with a
second Martin-Gordan Rapier, mounted in the left arm. A third laser, the
Martin-Gordan Stiletto series Small Laser, is mounted in the head, just
beneath the cockpit. While TDF recon lances drooled with anticipation over
delivery of the -3A, the added heat production makes this a more difficult
'Mech for new pilots.
Heat management skills become critical in the model -3A, and novice pilots can
quickly find themselves burdened with an excessive quantity of overheat--which
renders them more vulnerable to hostile fire. Accordingly, the TDF only
assigns the -3A to experienced, veteran troopers, typically the MechWarrior
Sergeant assigned to a recon lance.
==Notable 'Mechs & MechWarriors:==
Charles Nash was the famous pilot of Blue Bell, the SCT-1A model Scout that
made its way into the Solaris Games. How the gladiator managed to acquire the
'Mech is unknown, but his endorsement of all things VMI during his short (but
spectacular!) career raised more than a few speculations.
Soon after Blue Bell and Nash arrived on Solaris, they made a name for
themselves in the arenas. Over the course of fourteen months, Nash quickly
earned a spot in the finals for the Grand Championship of 3022. Using the
superior mobility and armor protection of his rugged and reliable Scout to the
fullest, Nash would make rapid and deadly hit-and-run slashing attacks against
his opponents. His aggressive style and fearless baiting of heavier opponents
soon led to him becoming a fan favorite.
With a record of 38 wins and 0 losses, Nash found himself in the
quarter-finals for the Grand Championship on June 11, 3022. Facing off
against Nash and his much-loved Blue Bell in the Steiner Collesium was the
veteran Solaris warrior Emory Yates and his 75-ton Marauder.
Not afraid to square off against a machine more than twice his mass, Nash
cranked Blue Bell to the max, jumping as far and fast as his Hamilton Liftjets
could carry him. Evading PPC and autocannon fire, Nash quickly settled into
his classic slash-and-fade attack pattern, scoring hit after hit on the famed
heavy 'Mech.
At the match dragged on, the crowds went ape, cheering for the little 'Mech
that could! And Yates grew angier and angier at this little mosquito buzzing
around his head, and shaving armor from his 'Mech. Five minutes passed, with
Yates failing to land a single blow. His 'Mech holed in a dozen locations,
the furious MechWarrior launched a sudden charge against Nash. But Nash
jumped away, firing his machine-guns into a breech in the Marauder's torso.
One burst hit and detonated the few remaining autocannon rounds in the
magazine there, crippling the right arm of the heavy 'Mech to boot.
Hoping to catch his opponent staggered and off-guard, Nash jumped back into
range to unleash another full salvo against his foe. But Yates had not been
stunned by the explosion. Anticipating his opponents move, he fired his
remaining PPC and medium laser into the spot he expected Nash to land--and
both shots connected.
Reeling from the unexpected blow, Nash poured his own fire into the Marauder,
melting and shattered still more armor plating, but the heavy remained upright
and trotted forward. With a wicked backhand of his left arm weapons pod,
Yates smashed the torso armor of Blue Bell, damaging the gyro beyond repair.
Nash and his 'Mech crumpled to the ground, defeated on the very cusp of
victory. But even as the sirens ending the match sounded, the enraged Yates
lifted one massive foot and slammed it down on the head of Blue Bell, crushing
it--and with it Charles Nash.
Although he won the match, Solaris fans despised Yates for the uncalled for
murder of Nash in the arena. Technically, under Solaris law, Yates was guilty
of no crime, and he bragged about his actions on talk-shows across Solaris
media.
Emory Yates never made his semi-final match later that week. Solaris police
discovered his body floating in the river three days later--his face smashed
beyond recognition with a hammer. No suspect in his death was ever
apprehended.
==Deployment==
Whenever possible, TDF doctrine calls for the deployment of a full lance of
Scouts operating in unison. Normally, such a lance consists of a pair of
model -1A, one model -2A, and one model -3A.
However, reality being what it is, there are very few fully upgraded recon
lances in the TDF. Most often, the Scout is assigned as the fourth lance
member with other light and medium 'Mechs. Even then, the maneuverability and
durability of the design make for a solid contributer to a lance.
Recently, the Protector has approved the limited export of the Scout;
primarily to the Magistracy of Canopus and the Outworlds Alliance, but a
handful have been made available for sale to mercenaries with a history of
purchases with the Concordat. As more and more Scouts wind up in merc hands
operating in the Inner Sphere, VMI expects to see demand for the new machine
rise.
BattleMech Technical Readout
Type/Model: Scout SCT-1A
Tech: Inner Sphere / 2986
Config: Biped BattleMech
Rules: Level 1, Custom design
Mass: 30 tons
Chassis: Concordat Light 30 Standard
Power Plant: 210 GM Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Hamilton Liftjets 210 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Renault Composite 96 Standard
Armament:
1 Martin Gordan Rapier Medium Laser
2 Hyades Weapons Consortium Reaper Machine Guns
Manufacturer: Vandenberg Mechanized Industries
Location: New Vandenberg
Communications System: Wintershaven Comm IVIS Mk IX
Targeting & Tracking System: Bell & Sun Phalanx Silver
------------------------------------------------------------------------------
--------------------------------------------------------
Type/Model: Scout SCT-1A
Mass: 30 tons
Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3.00
Engine: 210 Fusion 6 9.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Single 2 .00
(Heat Sink Loc: 1 LL, 1 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00
Internal Armor
Structure Value
Head: 3 8
Center Torso: 10 13
Center Torso (Rear): 3
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 3/3
L/R Arm: 5 10/10
L/R Leg: 7 13/13
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
2 Machine Guns LA 0 100 3 1.50
(Ammo Locations: 1 LA)
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 3 44 30.00
Crits & Tons Left: 34 .00
Calculated Factors:
Total Cost: 2,783,690 C-Bills
Battle Value: 558
Cost per BV: 4,988.69
Weapon Value: 141 / 141 (Ratio = .25 / .25)
Damage Factors: SRDmg = 5; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 2/3
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 6
BattleMech Technical Readout
Type/Model: Scout SCT-2A
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 3, Custom design
Mass: 30 tons
Chassis: Concordat Light 30 Standard
Power Plant: 210 GM Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Hamilton Liftjets 210 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Renault Composite 96 Standard
Armament:
1 Martin Gordan Rapier Medium Laser
1 Aurora Missiliers Oleander SRM 2
Manufacturer: Taurian Military Industries
Location: (Unknown)
Communications System: Wintershaven Comm IVIS Mk IX
Targeting & Tracking System: Bell & Sun Phalanx Silver
--------------------------------------------------------
Type/Model: Scout SCT-2A
Mass: 30 tons
Construction Options: Fractional Accounting
Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3.00
Engine: 210 Fusion 6 9.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Single 2 .00
(Heat Sink Loc: 1 LL, 1 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00
Internal Armor
Structure Value
Head: 3 8
Center Torso: 10 13
Center Torso (Rear): 3
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 3/3
L/R Arm: 5 10/10
L/R Leg: 7 13/13
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 SRM 2 LT 2 25 2 1.50
(Ammo Locations: 1 LT)
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 5 43 30.00
Crits & Tons Left: 35 .00
Calculated Factors:
Total Cost: 2,800,590 C-Bills
Battle Value: 561
Cost per BV: 4,992.14
Weapon Value: 160 / 160 (Ratio = .29 / .29)
Damage Factors: SRDmg = 6; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 2/3
Damage PB/M/L: 1/1/-, Overheat: 0
Class: ML; Point Value: 6
BattleMech Technical Readout
Type/Model: Scout SCT-3A
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Custom design
Mass: 30 tons
Chassis: Concordat Light 30 Standard
Power Plant: 210 GM Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Hamilton Liftjets 210 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Renault Composite 96 Standard
Armament:
2 Medium Lasers
1 Small Laser
Manufacturer: Taurian Military Industries
Location: (Unknown)
Communications System: Wintershaven Comm IVIS Mk IX
Targeting & Tracking System: Bell & Sun Phalanx Silver
--------------------------------------------------------
Type/Model: Scout SCT-3A
Mass: 30 tons
Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3.00
Engine: 210 Fusion 6 9.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Single 2 .00
(Heat Sink Loc: 1 LL, 1 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00
Internal Armor
Structure Value
Head: 3 8
Center Torso: 10 13
Center Torso (Rear): 3
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 3/3
L/R Arm: 5 10/10
L/R Leg: 7 13/13
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 Small Laser HD 1 1 .50
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 3 LT, 3 RT, 1 CT)
--------------------------------------------------------
TOTALS: 7 43 30.00
Crits & Tons Left: 35 .00
Calculated Factors:
Total Cost: 2,836,665 C-Bills
Battle Value: 625
Cost per BV: 4,538.66
Weapon Value: 244 / 244 (Ratio = .39 / .39)
Damage Factors: SRDmg = 8; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 2/3
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 6