Overview
Smoke Jaguars Warriors embodies the ferocity of their totem animal in all aspects of life and are not known for their capacity to improvise or to think much further than their next prey.
One exception was saKhan Brandon Howell. After Khan Lincoln Osis, he stepped down to his current position and was rewarded by being put in charge of redefining the war machines of Clan Smoke Jaguar, a part of the Clan intent to rebuild after Tukkayid.
Knowing well that a traditionalist Clan like his would only accept trusted designs, he proposed to focus on upgrading existing OmniMechs to make them “the tool of death needed by the fiercest Warriors of the Clans.†Among the first designs undergoing these changes was the Mad Dog as Clan Smoke Jaguar had one of the two running production lines for this design and it would have been totally unfit for any Clan, including those in better economical shape as the Smoke Jaguars, to waste this potential.
Some have speculated that this programme is just an elaborate scheme by saKhan Brandon Howell, a know adept of maskirovka or concealment but so far no Watch has been able to find anything.
Capabilities
The Scientific Caste team assigned to the mission of rebuilding the Mad Dog spent countless hours reviewing battle reports during Operation Revival to find out what could be improved and what should be left as it was.
Due to the economical and time constraints, they were ordered to keep the “foundations†of the design as they were, focusing rather on the weapons load.
The problem of Configuration Prime was always its lack of endurance for its missile systems. By downgrading the LRM from 20 to 15 tubes and by exchanging the Pulse Lasers for less precise but with longer range ER ones, Clan Smoke Jaguar managed to put into the torsos 4 LRM-15, increasing the number of missiles launched by a good 50% and thanks to its 4 tons of ammo, it can fire almost three times more than the original Prime Configuration. The loss of prevision is deemed acceptable as Clan Smoke Jaguar ‘MechWarriors are among the harshly trained of the Clans and can overcome this slight problem.
Configuration A was looked at as potentially powerful but packing a pop gun in the form of a LB 5-X. In its place a second ER PPC was put and to ensure better endurance, the 6 SRM-6 were replaced by 5 Streak SRM-4 with 3 ons of ammo. To deal with the extra heat from the twin ER PPC, 3 Heat Sinks were added for a total of 15.
Configuration B was another good design that went through a more specialised approach. Leaving the long range firepower to the twin ER Large Lasers and replacing the Medium Pulse Lasers by 3 ER Medium Lasers and two Small Pulse Lasers for those getting too close, the Scientists managed to put a Targeting Computer for a more precise fire at all ranges. The twin Streak SRM-6 were left as they were. The last step was to increase its mobility thanks to the addition of 5 Jump Jets, allowing this Configuration to truly chose its fight in all settings.
Configuration C had always been the favourite of duellists with its twin Gauss Rifles. By dropping one Gauss Rifle for an ER PPC while retaining the ammo load, the endurance was extended for a small drop in range. 4 Jump Jets and a Targeting Computer were added to increase the flexibility and lethality of this duelling ‘Mech.
Configuration D was a new Configuration, trying to make the Mad Dog a kind of Swiss knife able to do a lot of different things. Combining a LB 10-X with two tons of ammo to one Large Pulse Laser, two LRM-10 and two Small Pulse Lasers and being given one extra Heat Sink, there is little apart pure reconnaissance or electronical warfare that this Configuration can’t do in a satisfactory way.
Configuration E is another duelling approach, one that could have been taken by a Goliath Scorpion. Thanks to its 5 Jump Jets, it can jump around its opponent thanks to the protection of its ECM Suite while waiting for the perfect time or angle to fire its twin UAC/10. Each of these torso-mounted autocannons has access to a full ton of ammo.
Configuration F is the epitome of Clan Smoke Jaguar brutality. With two Ultra AC/20 (one in each arm), two Machine Guns and an Active Probe, it can find and destroy any target quickly and in any environment. Its only weaknesses are its lack of mobility with no Jump Jets and the scarcity of ammo, making it a necessity for each round to hit its target. However, few designs can be left in front of this Configuration without fearing its wrath.
Configuration G is first and foremost a lighter Archer on steroids. Probably inspired by the combats in the Inner Sphere, it packs 4 LRM-15 coupled with Artemis IV Fire Control Systems for greater accuracy for its salvo of 60 missiles, with 2 ER Medium Lasers in each arm together with two Small Pulse Lasers to deal with infantry and Elementals. The presence of the hands, something that is not usual in the other Mad Dog Configurations, is the most obvious link with the classical Archer.
Thanks to its 4 tons of ammo, it has some endurance and stays ahead of most other fire-support ‘Mechs in the Clan Toumans.
Configuration H is another Archer on steroids and although Clan Smoke Jaguar denies any link and its Warriors are even quicker than any Ice Hellion to challenge anyone spreading it, the rumours in the Clans are saying that this Configuration was based on captured ARC-2K from the Draconis Combine.
Replacing the Lasers from the Configuration G by two Large Pulse Lasers and using only two LRM-15 (still with Artemis-IV), while running cool thanks to its 15 Double Heat Sinks, this ‘Mech can fire at all ranges almost forever, with the LRM-15 weakening the armour and the Large Pulse Lasers allowing for more targeted shots at the softer parts.
Configuration I replaces the LRM-15 from Configuration G by two Streak SRM-6, also adding 5 Jump Jets and a Targeting Computer for a design that can move and target its prey like a true Smoke Jaguar leaping upon its prey and tearing it apart.
Battle History
Several Mad Dogs in different Configurations were used on Hyner to hunt down the Kat Killer Five, earning there a disastrous reputation because of the sheer brutality displayed by the different 3rd Jaguar Cavaliers units (including the destruction of several villages).
Deployment
The new Mad Dog is being sent as quickly as possible to the Smoke Jaguar occupying worlds in the Inner Sphere. Due to the constant raids they face and the need to bring them more and more reinforcements, it has not been possible yet to give any of the new ‘Mech to other units (even if most Warriors are replacing the old Configuration with the new ones.
Famous ‘MechWarriors
After Luthien, saKhan Lucian Carnes managed through a Trial of Possession to get a Vulture from a Smoke Jaguar Warrior, fuelling a little more the feud between both Clans.
Mad Dog
Mass: 60 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3052
Cost: 13 020 000 C-Bills
Battle Value: 796
Chassis: Eden Mk 60-OM Standard
Power Plant: Type I XL 300 Fusion XL Engine
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Compound 5J6CW Ferro-Fibrous Ferro-Fibrous
Armament:
28.0 tons of pod space.
Manufacturer: Huntress Manufacturing Plant DL-6
Primary Factory: Huntress
Communications System: Build OSJ-41
Targeting and Tracking System: Cat's Eye MD6
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Equipment Type Rating Mass
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Internal Structure: Standard 99 points 6,00
Engine: XL Fusion Engine 300 9,50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2,00
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 163 8,50
Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 23
Center Torso (rear) 7
L/R Torso 14 16
L/R Torso (rear) 7
L/R Arm 10 16
L/R Leg 14 23
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Loadout Name: Prime Cost: 15 740 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 300
Equipment Type Rating Mass
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CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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2 LRM-15s RT 10 4 7,00
2 LRM-15s LT 10 4 7,00
ER Large Laser RA 12 1 4,00
ER Medium Laser RA 5 1 1,00
ER Large Laser LA 12 1 4,00
ER Medium Laser LA 5 1 1,00
@LRM-15 (16) RT - 2 2,00
@LRM-15 (16) LT - 2 2,00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 23
5 3 3 3 0 3 3 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
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Loadout Name: A Cost: 15 356 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 399
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 3,00
Heat Sink Locations: 2 LT, 1 RT
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Streak SRM-4 CT 3 1 2,00
2 Streak SRM-4s RT 6 2 4,00
2 Streak SRM-4s LT 6 2 4,00
ER PPC RA 15 2 6,00
ER PPC LA 15 2 6,00
@Streak SRM-4 (25) RT - 1 1,00
@Streak SRM-4 (50) LT - 2 2,00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 24
5 5 5 3 0 3 2 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: B Cost: 15 604 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 672
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5,00
CASE Locations: RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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2 Streak SRM-6s RT 8 4 6,00
2 Small Pulse Lasers LT 4 2 2,00
Targeting Computer LT - 3 3,00
3 ER Medium Lasers RA 15 3 3,00
2 ER Large Lasers LA 24 2 8,00
@Streak SRM-6 (15) RT - 1 1,00
Free Critical Slots: 20
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 27
5j 4 4 2 0 3 4 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: C Cost: 14 784 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 433
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LL, 2 RL 4,00
CASE Locations: RA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Targeting Computer LT - 4 4,00
Gauss Rifle RA 1 6 12,00
ER PPC LA 15 2 6,00
@Gauss Rifle (16) RT - 2 2,00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 24
5/3j 4 4 4 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: D Cost: 14 946 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 816
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 1,00
Heat Sink Locations: 1 RA
CASE Locations: LT, RT, LA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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LRM-10 RT 4 1 2,50
LRM-10 LT 4 1 2,50
Large Pulse Laser RA 10 2 6,00
Small Pulse Laser RA 2 1 1,00
LB 10-X AC LA 2 5 10,00
Small Pulse Laser LA 2 1 1,00
@LRM-10 (12) RT - 1 1,00
@LRM-10 (12) LT - 1 1,00
@LB 10-X (Cluster) (20) LA - 2 2,00
Free Critical Slots: 23
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 18
5 4 4 3 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/1
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Loadout Name: E Cost: 15 500 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 729
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5,00
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ECM Suite CT 0 1 1,00
Ultra AC/10 RT 3 4 10,00
Ultra AC/10 LT 3 4 10,00
@Ultra AC/10 (10) RT - 1 1,00
@Ultra AC/10 (10) LT - 1 1,00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 17
5j 3 3 3 0 3 0 Structure: 3
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 15 560 000
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 859
Equipment Type Rating Mass
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CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Active Probe CT 0 1 1,00
Ultra AC/20 RA 7 8 12,00
Machine Gun RA 0 1 0,25
Ultra AC/20 LA 7 8 12,00
Machine Gun LA 0 1 0,25
@Ultra AC/20 (5) RT - 1 1,00
@MG (1/2) (100) RT - 1 0,50
@Ultra AC/20 (5) LT - 1 1,00
Free Critical Slots: 18
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 19
5 5 5 0 0 3 0 Structure: 3
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: G Cost: 16 155 200
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 466
Equipment Type Rating Mass
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CASE Locations: LT, RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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2 LRM-15s RT 10 4 7,00
Artemis IV FCS RT - 2 2,00
2 LRM-15s LT 10 4 7,00
Artemis IV FCS LT - 2 2,00
2 ER Medium Lasers RA 10 2 2,00
Small Pulse Laser RA 2 1 1,00
2 ER Medium Lasers LA 10 2 2,00
Small Pulse Laser LA 2 1 1,00
@LRM-15 (Artemis) (16) RT - 2 2,00
@LRM-15 (Artemis) (16) LT - 2 2,00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 25
5 5 5 3 0 3 3 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
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Loadout Name: H Cost: 15 087 200
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 176
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 3,00
Heat Sink Locations: 1 CT, 1 LL, 1 RL
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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LRM-15 RT 5 2 3,50
Artemis IV FCS RT - 1 1,00
LRM-15 LT 5 2 3,50
Artemis IV FCS LT - 1 1,00
Large Pulse Laser RA 10 2 6,00
Large Pulse Laser LA 10 2 6,00
@LRM-15 (Artemis) (16) RT - 2 2,00
@LRM-15 (Artemis) (16) LT - 2 2,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 22
5 5 5 5 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
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Loadout Name: I Cost: 15 091 200
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 453
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5,00
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Streak SRM-6 RT 4 2 3,00
Streak SRM-6 LT 4 2 3,00
Targeting Computer LT - 3 3,00
Large Pulse Laser RA 10 2 6,00
Large Pulse Laser LA 10 2 6,00
@Streak SRM-6 (15) RT - 1 1,00
@Streak SRM-6 (15) LT - 1 1,00
Free Critical Slots: 18
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 25
5j 5 5 3 0 3 1 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA