Well hopefully Mechwarrior Lee Marvin wanders in before Friday midnight.
Who knows?
OverviewFollowing the end of Operation Revival, Clan Diamond Shark looked for new markets and new opportunities. One identified was the supply of new ‘Mechs to Clans without the capacity to produce them and one of the first “targets†of the Merchant Caste was Clan Blood Spirit, that because of both its isolationism and the constant raiding by Clan Burrock was unable to keep up with the increased pace of production that followed the “temporary†halt of Operation Revival.
Managing to launch negotiations with Clan Blood Spirit, the Merchants of Clan Diamond Shark soon found out that they had little to receive from the poor Clan. However willing to end the bargain, their SaKhan that was leading their delegation proposed that in exchange for the schematics and the first production runs of the Doppelgänger, a Heavy ‘Mech, Clan Diamond Shark could call for a vote at the Great Council from Clan Blood Spirit. In order to get the deal, the Diamond Sharks proposed that their request on the Great Council would not put in danger Clan Blood Spirit, the ways of the Clans or the Clans as a whole.
After much thoughts about it but not seeing any trick in this proposal, Clan Blood Spirit finally agreed and waited eagerly for their new Heavy ‘Mech.
Back in their holdings, Clan Diamond Shark tried really hard to find a way around their promise while not breaking it. This didn’t lead to any solution, until a young Scientist decided to take the words of the SaKhan literally and to create a real Doppelgänger ‘Mech, one that would take from others emulating them and that thanks to the advantage provided by OmniMech technology would be able to do so quickly.
Looking to minimize the development time (and thus the costs) and after reviewing the different chassis available, the team assigned to this project selected one of the most tested and reliable chassis : the Woodsman, one of the first OmniMech.
Its combination of low and high technology made it perfectly suited for both the Blood Spirits and the Diamond Sharks, making it a reliable platform for weapons while keeping its costs and need to make repairs for this upgrade low. The last advantage was that Clan Diamond Shark could deal with several Clans that were letting their Woodsman in Brian Caches not exploiting their potential and thus allowing the Merchant Clan to acquire them at a good price.
CapabilitiesIn spite of its qualities, the Woodsman still has problem with space as for example, hear management can become quickly problematic because of the low number of Heat Sinks built in the original chassis. In spite of these shortcomings, the Diamond Sharks decided to go further and to follow their original idea of a Doppelgänger.
Configuration Prime is a copycat of the Woodsman and the Timber Wolf. With 17 Double Heat Sinks, it can fire its twin ER Large Lasers and LRM-15 without problem. At closer ranges, it can rely on 4 ER Medium Lasers and a Flamer to deal with anything trying to get through it. Its only weakness is the lack of advanced targeting systems for the LRM-15 or with only 3 tons, the limited ammo for the missile systems.
Configuration A is a kind of Marauder on steroids. Its 15 Double Heat Sinks allows it to fire its 3 Large Pulse Lasers and then to bring into battle its 5 ER Medium Lasers and its Flamer. Even the way the weapons are placed (with the infamous and reinforced connection between the Large Pulse Laser in the right torso and the main chassis) links it to the famous Star League design.
Configuration B with its twin ER PPC, Streak SRM-6, 4 ER Medium Lasers and 3 Small Pulse Lasers could be mistaken for a Warhammer. Its only weakness is the lack of Heat Sinks, which prevents alpha-striking (for which this ‘Mech is not intended) and makes necessary for each ‘MechWarrior to carefully optimise his selection of weapons. This wasn’t seen as a big problem by Clan Diamond Shark as it was already one of the problems of the original Warhammer.
Configuration is a jack of all trades with its ER PPC and LB 10-X duo, supported by a Streak SRM-6 and a LRM-10. The idea behind this duelling machine (as seems to indicated its heavy reliance on ammo based weapons) is to open breaches in the armour with the ER PPC and to try to reach for critical with the different cluster weapons it has.
Configuration D is a more mobile Marauder. With 4 Jump Jets, it is at ease in all environments, while its right torso mounted Gauss Rifle and its twin ER Large Lasers let it deal with all kind of targets. For some strange reasons, the usual Flamer was left out for an ER Small Laser, unable to deal with infantry or vehicles.
The Awesome was the model for Configuration E. With 3 ER PPC and an ER Small Laser but only 21 Double Heat Sinks, it needs like its model to fire its energy weapons in a 3-2 pattern to avoid running too hot.
Configuration F takes a note from the Woodsman and the Naga, making something of an oddity among Clans: an artillery ‘Mech. Even if only a few Clans are interested, Clan Diamond Shark could not foresee to miss even a niche market. It emulates the Naga but, with only a third of its ammo, it really is a poor man version of it.
Configuration G is designed to end a fight as quickly as possible thanks to a massive battery of one LB 20-X and 4 ER Medium Lasers backed up by two ER Large Lasers. Its 12 Double Heat Sinks barely allow it to fire all its weapons at close ranges but its effects in the hands of good pilots are more than devastating as it is able to destroy whole areas with only one salvo
Configuration H is made for urban fightings with the precise firepower provided by two Large Pulse Lasers and 6 Medium ones. With only its basic 12 Double Heat Sinks, it can only fire in salvoes but the training of most Blood Spirit Warriors should make everyone of them count. Some have speculated that this configuration was made to appeal to Clan Goliath Scorpion as the pure energy boat perfectly suits them.
Configuration I is another upgraded version of a classical ‘Mech: the Archer. With 4 LRM-20 and enough Heat Sinks to use them without having to worry about overheating. Its 6 tons of ammo allows it to fire for relatively long periods of time. However things are worsening when one takes a look at the secondary weapons as it only has 3 ER Small Lasers.
Battle HistoryWhen they first heard of the Doppelgänger, Clan Wolf, the prime holder of Woodsman, decided to make an example of those foolish enough to use their ‘Mechs against them and sent an unit of thier new Timber Wolves to show which ‘Mech and which Clan was the best.
Clan Blood Spirit decided to defend their homeworld of York with everything they had and launched a counterstrike speared by the Red Guards as soon as the Wolves put a foot on the ground.
Surprisingly enough, both forces were more or less a match for each other, be it because of the superior training of Clan Blood Spirit Warriors, of their fanaticism in defending their planet or because both ‘Mech models were a match for each other is until know not decided as the fight never came to its normal conclusion.
When things were heading up with reinforcements from each side coming into battle, the fight moved to urban settings and almost destroyed a city, making both Clans stop and focus on evacuating the civilians out of harm before splitting far away and retreating.
DeploymentMost of the Doppelgänger went to Clan Blood Spirit Touman where they are given a much needed boost, being deployed en masse, freeing more specialised and less flexible machines for newest units.
Clan Diamond Shark has also deployed some in its second-line units while Clan Blood Spirit has shared its newest design with its traditional allies : Clan Snow Raven and Clan Fire Mandrill.
Unsurprisingly, Clan Burrock managed to gain access to the newest Spirit design. However due to its disdain for its traditional enemy, the captured Doppelgänger were assigned to dezgra units.
Notable ‘MechWarriorsStar Captain Ikki is a lone wolf that for some unknown reasons (perhaps linked to his training) is quite aggressive and a lone wolf, leading a Star of similarly minded Warriors, among them his brother Shun. However, he is totally loyal to his Clan and has been known to appear out of nowhere when his unit is needed, right on the spot where they will have the maximum effect. This expertise has kept them in Clan Blood Spirit Touman when their lack of social skills (even for Clan Warriors) would have made them being kicked out. Galaxy Commander Lewis is trying all he can to use Ikki and his Mánagarmr (the name of his Star) to build the tactical expertise of the Upsilon Galaxy and among them has given them the first batch of Woodsmen assigned to his unit. This seems to have had a positive effect as Ikki seems to be more eager to sacrifice himself for his comrades, be it as a bait or in rearguard operations.
Woodsman
Mass: 75 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: 9 284 844 C-Bills
Battle Value: 1 076
Chassis: WOD-1 Endo-Steel
Power Plant: Wolf 300 Fusion Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h (86,4 km/h)
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Durallex Heavy Standard Armor
Armament:
27.5 tons of pod space.
Manufacturer: Wolf Clan Site #2
Primary Factory: Strana Mechty
Communications System: WolfCom 3-4
Targeting and Tracking System: CW3
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 114 points 4,00
Internal Locations: 1 HD, 1 LA, 1 RA, 2 LL, 2 RL
Engine: Fusion Engine 300 19,00
Walking MP: 4
Running MP: 6 (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: Standard Armor AV - 216 13,50
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 33
Center Torso (rear) 10
L/R Torso 16 23
L/R Torso (rear) 7
L/R Arm 12 22
L/R Leg 16 30
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Equipment Location Heat Critical Mass
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MASC LT - 3 3,00
Free Critical Slots: 41
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 11
5 0 0 0 0 3 0 Structure: 6
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: Prime Cost: 11 926 250
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 665
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 17(34) 5,00
Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA
CASE Locations: LT, RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Flamer CT 3 1 0,50
LRM-15 RT 5 2 3,50
ER Medium Laser RT 5 1 1,00
LRM-15 LT 5 2 3,50
ER Medium Laser LT 5 1 1,00
MASC LT - 3 3,00
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 (8) LT - 1 1,00
Free Critical Slots: 17
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 27
5 5 5 3 0 3 1 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
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Loadout Name: A Cost: 11 393 594
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 687
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 16(32) 4,00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
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ER Medium Laser CT 5 1 1,00
Flamer CT 3 1 0,50
Large Pulse Laser RT 10 2 6,00
2 ER Medium Lasers LT 10 2 2,00
MASC LT - 3 3,00
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
Free Critical Slots: 19
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 27
5 4 4 2 0 3 3 Structure: 6
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: B Cost: 11 843 125
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 810
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 16(32) 4,00
Heat Sink Locations: 2 LT, 1 LA, 1 RA
CASE Locations: RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Flamer CT 3 1 0,50
Streak SRM-6 RT 4 2 3,00
3 ER Medium Lasers RT 15 3 3,00
3 Small Pulse Lasers LT 6 3 3,00
ER Medium Laser LT 5 1 1,00
MASC LT - 3 3,00
ER PPC RA 15 2 6,00
ER PPC LA 15 2 6,00
@Streak SRM-6 (15) RT - 1 1,00
Free Critical Slots: 18
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 28
5 5 5 2 0 3 3 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: C Cost: 11 747 969
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 276
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 1,00
Heat Sink Locations: 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-6 RT 4 2 3,00
LRM-10 LT 4 1 2,50
Artemis IV FCS LT - 1 1,00
MASC LT - 3 3,00
LB 10-X AC RA 2 5 10,00
ER PPC LA 15 2 6,00
@LB 10-X (Cluster) (20) RT - 2 2,00
@Streak SRM-6 (15) RT - 1 1,00
@LRM-10 (Artemis) (12) LT - 1 1,00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 23
5 5 5 3 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
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Loadout Name: D Cost: 11 488 203
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 606
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 4,00
Heat Sinks: Double Heat Sink 13(26) 1,00
Heat Sink Locations: 1 LT
CASE Locations: RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Gauss Rifle RT 1 6 12,00
ER Small Laser LT 2 1 0,50
MASC LT - 3 3,00
ER Large Laser RA 12 1 4,00
ER Large Laser LA 12 1 4,00
@Gauss Rifle (16) RT - 2 2,00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 26
5/4j 4 4 4 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: E Cost: 11 404 531
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 812
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 21(42) 9,00
Heat Sink Locations: 1 CT, 2 LT, 4 RT, 2 RA
Actuators: L: SH+UA+LA R: SH+UA
Equipment Location Heat Critical Mass
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ER PPC RT 15 2 6,00
ER PPC LT 15 2 6,00
MASC LT - 3 3,00
ER PPC RA 15 2 6,00
ER Small Laser LA 2 1 0,50
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 28
5 5 5 5 0 3 0 Structure: 6
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 11 546 172
Tech Rating/Era Availability: F/X-X-E-A BV2: 1 943
Rules Level: Advanced Rules
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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ER Small Laser CT 2 1 0,50
Arrow IV Missile RT/RA 10 3/9 12,00
ER Small Laser RT 2 1 0,50
Arrow IV Missile LT/LA 10 3/9 12,00
ER Small Laser LT 2 1 0,50
MASC LT - 3 3,00
@Arrow IV (Cluster) (5) RT - 1 1,00
@Arrow IV (Cluster) (5) LT - 1 1,00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 19
5 5 2 0 0 3 0 Structure: 6
Special Abilities: OMNI, ARTAC, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: G Cost: 12 298 125
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 503
Equipment Type Rating Mass
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CASE Locations: RT 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Flamer CT 3 1 0,50
LB 20-X AC RT 6 9 12,00
4 ER Medium Lasers LT 20 4 4,00
MASC LT - 3 3,00
ER Large Laser RA 12 1 4,00
ER Large Laser LA 12 1 4,00
@LB 20-X (Cluster) (15) RT - 3 3,00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 25
5 3 3 1 0 3 3 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0
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Loadout Name: H Cost: 11 166 094
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 688
Equipment Type Rating Mass
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Jumping MP: 3 (Standard)
Jump Jet Locations: 1 CT, 1 LT, 1 RT 3,00
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
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Flamer CT 3 1 0,50
3 Medium Pulse Lasers RT 12 3 6,00
3 Medium Pulse Lasers LT 12 3 6,00
MASC LT - 3 3,00
Large Pulse Laser RA 10 2 6,00
Large Pulse Laser LA 10 2 6,00
Free Critical Slots: 25
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 27
5/2j 4 4 2 0 3 3 Structure: 6
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: I Cost: 12 026 328
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 610
Equipment Type Rating Mass
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CASE Locations: LT, RT, LA, RA 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ER Small Laser CT 2 1 0,50
LRM-20 RT 6 4 5,00
LRM-20 LT 6 4 5,00
MASC LT - 3 3,00
LRM-20 RA 6 4 5,00
ER Small Laser RA 2 1 0,50
LRM-20 LA 6 4 5,00
ER Small Laser LA 2 1 0,50
@LRM-20 (12) RT - 2 2,00
@LRM-20 (12) LT - 2 2,00
@LRM-20 (6) RA - 1 1,00
@LRM-20 (6) LA - 1 1,00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 26
5 5 5 4 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 3/3/3, IF 3