Overview
Defeat can prompt those defeated to take major steps to improve themselves and this axiom holds true throughout history in two main fields of humankind, sport and military, both relating to one of the core motivations of human behaviours: competition and the need to be the best to succeed. When you add to this, an injured pride, you are on the way of great improvements and changes.
This is exactly what happened to Clan Jade Falcon after Tukkayyid. They, the Chosen of Kerensky, the Bearer of His Vision had to concede a draw to an untried and green army, one made of Freebirths that shouldn’t have been able to hold against the Warriors of Kerensky. In spite of the satisfaction of having mauled them, inflicting to ComStar units the highest loses of the entire battle, Clan Jade Falcon had also been pretty hurt and unable to reach and hold their two objectives, unlike the hated Clan Wolf. To add further insult to this injury, even Clan Ghost Bear had managed to take one objective. It was of no help to Clan Jade Falcon that none of the other Clans had performed so well and that they were among the best three of the Clans.
In order to regain their lost prominence, orders were given in all the Clan, resulting in a sort of hurry all along the activities like when an ant nest has been kicked by some bigger animal. Some were focusing on improving the production, others on developing new tools or on improving the training regimen of the Warriors while others were trying to turn the existing ‘Mechs into better machines before the release of the next generation of OmniMechs.
Capabilities
After having analysed Tukkayyid, it was obvious for Clan Jade Falcon that one of their problems had been the need to resupply and that part of the success of Clan Wolf had been due to their focus on energy weapons.
Deciding to follow this path, which was not unknown to their Clan as Khan Elizabeth Hazen, their founder, had always piloted a Black Knight, a ‘Mech known for its reliance on energy weapons, the scientists of Clan Jade Falcon decided to mock the Inner Sphere and to first work on the Summoner, also known as the Thor, god of Thunder in an ancient religion.
Configuration Prime lost all ammo based weapons, relying on an ER PPC and a Large Pulse Laser for long range firepower backed up by twin Streak SRM-6 with two tons of ammo giving them a really long endurance and 3 ER Small Lasers. One Double Heat Sink was added to allow the Summoner to fire all energy weapons together without barely noticing it.
Unwilling to drop the big punch of the Gauss Rifle in Configuration A, Clan Jade Falcon kept it but replaced the other weapons by an ER PPC (improving the range and damage capacity) and 3 ER Small Lasers, reducing the range provided by the SRM-6 but increasing the damage potential and endurance. With the free tons still available, the Gauss Rifle was provided with two tons more of ammo to allow it to stay longer on the field. And as a final touch (even if it sparkled a Trial of Refusal), the new weapons were put in a way that made them look like the original Configuration A.
Configuration B was always a dedicated fire-support ‘Mech. Dropping the Narc Missile Beacon since even if they would work well against the Inner Sphere forces, “no Clan could use these weapons in a honourable fight†(as quoted by a Warrior in the design team), the freed tons allowed the use of Artemis-IV for the LRM-20 and the replacement of the SRM-4 by Streak SRM-4, improving the accuracy at all ranges. Disregarding the safety provided by the Anti-Missile System, an ER Small Laser and an ER Medium one were added to give some firepower should the missile weapons be left without ammo.
Configuration C was always a close-range brawler. Keeping it that way since it had the capacity to finish any fight with a few shots (something that spared ammo), the only change was dropping the Streak SRM-6 for 3 ER Medium Lasers while making them look like the missile tubes (like for Configuration A) and putting the ER Small Laser in the back as a last line of defence should anyone gets into its back (something that can happen at close quarters).
As the energy boat, Configuration D still needed some improvements. Keeping the core of its firepower, ie the twin ER Large Lasers but dropping the Machine Guns and one Anti-Missile System, the number of ER Medium Lasers was more than doubled to 5 and two Small Pulse Lasers were added for the twin Machine Guns. Due to the increased number of energy weapons, the focus was moved from alpha-striking to firing in brackets with 17 Double Heat Sinks allowing it to perform this with the increased precision of the Targeting Computer.
Some would say that Configuration E is a variation of Configuration D, one where the weapons were replaced by twin Large Pulse Lasers and ER Medium Lasers. However, this is no entirely true as this Configuration is clearly dedicated to destroy its opponents with a few well placed shots, something akin to how Warriors of Clan Goliath Scorpion sometimes fight.
Configuration F was always geared towards a direct-fire support weapons. Clan Jade Falcon decided to go further in this direction, improving its efficiency in every way (except Heat Management for those unable to decide quickly what is the best option depending on the range). Two Large Pulse Lasers replace the twin Ultra Autocannons and a LRM-15 the LRM-10. A Targeting Computer allows the different energy weapons to improve their efficiency, resulting in a ‘Mech that is more demanding to pilot but that can quickly disable its opponents.
Configuration G is a strange departure of the overall philosophy of the new Summoner. With a LB 10-X in one arm and a Large Pulse Laser in the other, backed up by a LRM-10 (all ammo fed weapons being provided with two tons of ammo), it seems designed to fight either infantry, tanks or Aerospace Fighters, which makes it an oddity among the Clans as the first two are often looked upon..
Configuration H is another oddity among Clan Jade Falcon, an artillery ‘Mech. With one Arrow IV System in the Left Arm and 3 tons of ammo, it can support its Star members from afar. For those trying to get close to it, hoping to get an easier kill, 5 ER Medium Lasers, 2 Machine Guns and an Anti-Missile System will make this ‘Mech a difficult target to take down.
Configuration I is another design trying to destroy its target with a few shots. Using an ER PPC and an ER Large Laser to breach the armour from afar and then the speed of the Summoner to get within range of its 8 SRM-4, it aims at quickly destroying its opponents in a display of raw firepower.
Battle History
Zeta Solahma Cluster is both a testing and training unit and one of the units defending Ironhold, capital of the Jade Falcons.
Following the news of the defeat in the Inner Sphere, the planet was targeted by an improvised coalition of Clan Ice Hellion and Clan Diamond Shark with units from both sides eager to show the Jade Falcons which Clan was the best (and for the Diamond Sharks to show the other Clans that they were not as weak as shown on Tukkayyid).
Benefiting from air superiority, the invading Clans decided to launch patrols upon patrols to catch the defending unit during a move and to defeat it piece by piece. However, the Aerospace Fighters were taken down by the use in specialised units of ‘Mechs designed for this duty like the Summoner G, which managed to cripple the Aerospace Fighters until the fighters of Clan Jade Falcon could hold them long enough at bay for the Zeta Solhama Cluster to move at once placing themselves on the flank of Clan Ice Hellion invading forces. The combination of raw firepower and mobility provided by Stars of the new Summoner allowed the Falcon forces to quickly bring back Clan Ice Hellion to its landing zone and off-planet, a move that was quickly followed by the same move from the forces of Clan Diamond Shark, with those unwilling to lose more forces than necessary; this resulted in the ending the campaign being for Clan Jade Falcon both quick and efficient.
Deployment
The schematics of the new Configurations have been sent to all units in Clan Jade Falcon and have been well received. The mix of “old†and “new†Configurations is turning the Summoner into one of the most unpredictable weapons of the Clan arsenal, much to the demise of its opponents both in Clan space and in the Inner Sphere.
Notable ‘MechWarriors
Warrior Elizabeth is a member of the Zeta Solhama Cluster that managed to get the most kills during the invasion or raid on Ironhold. Ever since she has been seen as a Ristar and should be able to compete for the Hazen Bloodname in the near future, if her harsh and almost berserker like behaviour in combat doesn’t get her killed before.
Summoner
Mass: 70 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: 3070
Cost: 19 078 958 C-Bills
Battle Value: 917
Chassis: JFS-703 Standard
Power Plant: Redline 350 Fusion XL Engine
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: JF Standard
Jump Capacity: 150 meters
Armor: J63-3E Ferro Fibrous Ferro-Fibrous
Armament:
22.5 tons of pod space.
Manufacturer: Eagle Craft Group
Primary Factory: Ironhold
Communications System: Model J-D 067
Targeting and Tracking System: Haweye 58
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Equipment Type Rating Mass
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Internal Structure: Standard 107 points 7,00
Engine: XL Fusion Engine 350 15,00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5,00
Heat Sinks: Double Heat Sink 14(28) 4,00
Gyro: Standard 4,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 182 9,50
Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 27
Center Torso (rear) 8
L/R Torso 15 22
L/R Torso (rear) 7
L/R Arm 11 17
L/R Leg 15 23
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Loadout Name: Prime Cost: 20 895 302
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 685
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
Heat Sinks: Double Heat Sink 15(30) 1,00
Heat Sink Locations: 1 LT
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Small Laser CT 2 1 0,50
Streak SRM-6 RT 4 2 3,00
ER Small Laser RT 2 1 0,50
Streak SRM-6 LT 4 2 3,00
ER Small Laser LT 2 1 0,50
ER PPC RA 15 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: 20
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 27
5j 5 5 2 0 3 2 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: A Cost: 20 266 302
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 321
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
CASE Locations: LA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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3 ER Small Lasers LT 6 3 1,50
Large Pulse Laser RA 10 2 6,00
Gauss Rifle LA 1 6 12,00
@Gauss Rifle (24) LA - 3 3,00
Free Critical Slots: 21
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 23
5j 4 5 3 0 3 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: B Cost: 21 461 615
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 576
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
CASE Locations: RT, LA, RA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser CT 5 1 1,00
Streak SRM-4 RT 3 1 2,00
Streak SRM-4 LT 3 1 2,00
ER Small Laser LT 2 1 0,50
LRM-20 RA 6 4 5,00
Artemis IV FCS RA - 1 1,00
LRM-20 LA 6 4 5,00
Artemis IV FCS LA - 1 1,00
@Streak SRM-4 (25) RT - 1 1,00
@LRM-20 (Artemis) (12) RA - 2 2,00
@LRM-20 (Artemis) (12) LA - 2 2,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 26
5j 6 6 4 0 3 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 3
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Loadout Name: C Cost: 21 164 115
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 558
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
CASE Locations: LT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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(R) ER Small Laser RT 2 1 0,50
3 ER Medium Lasers LT 15 3 3,00
ER Large Laser RA 12 1 4,00
Ultra AC/20 LA 7 8 12,00
@Ultra AC/20 (15) LT - 3 3,00
Free Critical Slots: 19
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 26
5j 5 5 1 0 3 2 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: D Cost: 21 267 708
Tech Rating/Era Availability: F/X-X-E-A BV2: 3 081
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
Heat Sinks: Double Heat Sink 17(34) 3,00
Heat Sink Locations: 1 LA, 2 RA
CASE Locations: LT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser CT 5 1 1,00
ER Medium Laser RT 5 1 1,00
Small Pulse Laser RT 2 1 1,00
Targeting Computer RT - 3 3,00
Small Pulse Laser LT 2 1 1,00
ER Medium Laser LT 5 1 1,00
Anti-Missile System LT 1 1 0,50
ER Medium Laser RA 5 1 1,00
ER Large Laser RA 12 1 4,00
ER Large Laser LA 12 1 4,00
ER Medium Laser LA 5 1 1,00
@Anti-Missile System (24) LT - 1 1,00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 31
5j 5 5 2 0 3 2 Structure: 4
Special Abilities: OMNI, AMS, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: E Cost: 20 617 458
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 681
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
Heat Sinks: Double Heat Sink 17(34) 3,00
Heat Sink Locations: 1 LT, 2 RT
CASE Locations: LA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser RT 5 1 1,00
Targeting Computer RT - 3 3,00
ER Medium Laser LT 5 1 1,00
Large Pulse Laser RA 10 2 6,00
Small Pulse Laser RA 2 1 1,00
Large Pulse Laser LA 10 2 6,00
Anti-Missile System LA 1 1 0,50
@Anti-Missile System (24) LA - 1 1,00
Free Critical Slots: 17
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 27
5j 5 5 3 0 3 0 Structure: 4
Special Abilities: OMNI, AMS, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 20 874 583
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 883
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
CASE Locations: LT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser RT 5 1 1,00
Targeting Computer RT - 3 3,00
LRM-15 LT 5 2 3,50
Large Pulse Laser RA 10 2 6,00
ER Medium Laser RA 5 1 1,00
Large Pulse Laser LA 10 2 6,00
ER Medium Laser LA 5 1 1,00
@LRM-15 (8) LT - 1 1,00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 29
5j 4 4 3 0 3 2 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: G Cost: 20 725 833
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 952
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
CASE Locations: LT, RA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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LRM-10 LT 4 1 2,50
LB 10-X AC RA 2 5 10,00
Large Pulse Laser LA 10 2 6,00
@LRM-10 (24) LT - 2 2,00
@LB 10-X (Cluster) (20) RA - 2 2,00
Free Critical Slots: 23
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 20
5j 3 3 3 0 3 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
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Loadout Name: H Cost: 21 331 458
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 442
Rules Level: Advanced Rules
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0,00
CASE Locations: RT, LA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Arrow IV Missile RT/RA 10 3/9 12,00
5 ER Medium Lasers LT 25 5 5,00
Anti-Missile System LA 1 1 0,50
2 Machine Guns LA 0 2 0,50
@Arrow IV (Cluster) (15) RT - 3 3,00
@Anti-Missile System (24) LA - 1 1,00
@MG (1/2) (100) LA - 1 0,50
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 24
5j 5 3 0 0 3 1 Structure: 4
Special Abilities: OMNI, ARTAC, AMS, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: I Cost: 21 423 365
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 0,00
Heat Sinks: Double Heat Sink 16(32) 2,00
Heat Sink Locations: 1 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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(R) ER Small Laser CT 2 1 0,50
4 SRM-4s RT 12 4 4,00
4 SRM-4s LT 12 4 4,00
ER PPC RA 15 2 6,00
ER Large Laser LA 12 1 4,00
@SRM-4 (25) RT - 1 1,00
@SRM-4 (25) LT - 1 1,00
Free Critical Slots: 17
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 25
5j 4 4 2 0 3 1 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0