Overview
Clan Ghost Bear is known for many things among them their stable and cautious nature, making them unlikely to be surprised but unable to quickly adapt or evolve to new situations. Following Tukayyid, they were taken aback by the attitude of some Clans that tried to find the sightliest excuse to rearm and set things in motion to attack the Inner Sphere.
Feeling honour-bounded to respect no matter what the truce earned by the ComGuards, the Khans ordered to go further then any other Clans and to retrofit some of their older designs to upgrade their forces. This is how the Kingfisher, one of the earliest Clan Assault OmniMechs, a design still present in huge numbers in their Touman, got a second chance and went through this new secret programme, aimed at giving Clan Ghost Bear, the raw power it needed to defend the Inner Sphere, the only right way for a Clan: through might and steel.
Capabilities
Looking back at Operation Revival, Clan Ghost Bear had found out rather quickly that logistics and thus the capacity to hold on for longer fights and for whole campaigns had been one of their main weaknesses. Seeing two ways to solve this problem, either through less dependent ammunition Configurations (or more ammo) other through more firepower to quickly bring down their opponents one after another, the different design teams went through all the ‘Mechs used by their Clans to see how they could improve them.
Thanks to its simplicity and reliability, the Kingfisher was already on top of their list and the boost provided by the decisions made by the entire Clan provided an incentive to go as quickly as possible with the “easiest†ones.
Already well protected and not carrying a fragile Extra-Light Engine, this “Zombie†‘Mech had even earned the nickname Grail Knight from some ‘MechWarriors of ComStar because of this heavy survival capacity and the similarity of its name (Kingfisher) with the Fisher King from the Arthurian Myths of old where this man, a Grail Knight, was quasi-immortal thanks to its closeness to the Holy Grail.
Looking back at the original blueprints, the Scientific Caste members of charge of this project decided to give it a little boost in terms of available tonnage by dropping 3 Double Heat-Sinks that were not in the Engine. This could put an extra burden on the Warriors piloting Kingfishers as they might have to select more carefully their firing weapons but the availability of 12.5% extra capacity for the different weapons was seen as a greater advantage than this small extra burden.
The primary Configuration philosophy was kept but the weapons were either changed or upgraded. The long range firepower relies on a LRM-15 with an Artemis-IV System with 3 tons of ammo and 2 ER Large Lasers. Once the opponent is at closer range, the Kingfisher Prime can switch to a massive battery of 5 ER Medium Lasers and a Streak SRM-6. 15 Double Heat-Sinks allow it to fire in brackets while an Anti-Missile System provides some extra protection.
Configuration A takes the Timber Wolf as an example. With one ER PPC ain each arm coupled with one Artemis-IV LRM-10 in each torso (with 4 tons of ammo), it is a nearly copycat of the infamous Wolf BattleMech. Its 16 Double Heat Sinks are not enough to let if fire all its weapons and every Warrior choosing this Configuration will have to carefully select its pattern of fire but thanks to the vast supply of ammo, it can say at long range nearly forever and slowly take down its opponent. To give it a further protection against infantry and Elementals, without having to waste its bigger guns, a Small Pulse Laser was put under each ER PPC.
Configuration B follows the pattern of the original Kingfisher but with a massive LB 20-X instead of the Ultra AC/20, letting its raw firepower for a more devastating (against some targets) and flexible one with 4 tons of ammo. Clearly assuming the role of a short-range fighter, it is only backed up by 3 ER Medium Lasers, an Active Probe to detect hidden foes and 2 Jump Jets to add extra mobility in urban settings. To increase the precision of this close combat unit, it was given a Targeting Computer.
With no long range weapons, one can only wonders if this Configuration is meant to work with others, which would be a surprising move for a Clan design.
Configuration C is clearly a redesign from the Marauder. With 3 Large Pulse Lasers (one in each Arm and the third one in the Right Torso) and 2 ER Medium Lasers, all linked to a Targeting Computer, it can put quite a lot of precise firepower on any target. To ensure that things run smoothly, an ECM Suite was added to shield the Targeting Computer from outside interferences and 16 Double Heat Sinks allow this Configuration to fire all its Large Pulse Lasers all together while moving.
Configuration D is a variant of Configuration C that focus on longer range and increased raw firepower with 2 ER Large Lasers and a Gauss Rifle backed up by 4 ER Medium Lasers. This selection of weapons is less demanding at long ranges on the Heat management system while giving it some flexibility in the selection of firing patterns once the ER Medium Lasers are within firing range.
Configuration E is the traditional missile boat, of which an unknown number can found in all armies with models like the Archer or the Bombardier. However this time, Clan Ghost Bear tried to provide at the same time an important number of missiles with each salvo while still focusing on precision. This was achieved with 4 LRM-15 launchers, each with its own Artemis-IV Fire Control System and each with its own ammo. As a back-up, 4 ER Medium Lasers and a Small Pulse one are there to destroy anything trying to get close enough.
Configuration F is another generalist Configuration. With a first layer provided by an Artemis-IV LRM-20 (and its 4 tons of ammo) and an ER PPC and a second one with 4 ER Medium Lasers and a Streak SRM-6, few opponents can stand against it. It can’t alphastrike but can fire each layer and move without any peculiar problem. A Targetting Computer linked to each energy weapon increases the efficiency of each shot.
To add further protection, an Active Probe is linked to the ER Medium Laser and the Artemis-IV Fire Control System and an ECM Suite is there to jam any system trying to get a lock on the Kingfisher.
Battle History
Eager to train the Warriors that had remained in the Homeworlds against Inner Sphere tactics, Clan Ghost Bear launched Exercise “Polyarnanya Zvezda†(Polar Star in Russian) on the model of the Martial Olympiad of the Star League Defence Forces. This Exercice was designed to try both Warriors and units up to the Cluster level against both honourable and dezgra tactics being used.
Due to its “noveltyâ€, the upgraded Kingfisher was used as the standard opponent in the Assault units, both as a pragmatical way to test it and to surprise Warriors that could have believed they knew everything.
Thanks to its simplicity and to the reliance on energy weapons of most of its Configurations, the Grail Knight, although a bit undergunned at first, shined in the longest operations, illustrating to the Clan Ghost Bear Warriors that didn’t go in the Inner Sphere the danger of not thinking about logistics and long-term planning when fighting any opponent.
The most iconic of these fights was when a Star lead by a Grail Knight launched a surprise attack on the encampment of a Star lead by an Executioner C. In spite of its superior raw firepower, the Executioner and its Star mates had been hunting ghosts for the past days, leading them to waste their ammo. Once its pilot had activated it, the Executioner was only able to trade a few shots with the Kingfisher before running out of ammo.
Deployment
So far most of the new Kingfishers have been kept in reserve and dispatched only in full Stars, in a move that seems akin to the way the Star League Defence Forces acted. Will this become a common practice in Clan Ghost Bear Touman if only just to ease the burden of going on the offensive at the end of a long logistic road? Only time will tell.
Notable ‘MechWarriors
In a surprising move, one of the first Grail Kings to be produced was sent as a gift to Khan Cassius N’Butta of Clan Star Adder, one of the most well-known and enthusiastic pilot of the “old and reliable†‘Mech. This move might have been part of a political move from Clan Ghost Bear but so far nothing has been asked from the Star Adders and their Khan has already been seen at the forefront of the new limited war against Clan Burrock.
‘MechWarrior Bjarki is a bondsman captured on Thule. In spite of his small stature, he has done well, managing to earn a position in the 139th Striker Cluster with a brand new Kingfisher as a reward for “his efforts to become a true Clanner.†It remains to be seen if this “poster boy†is really what he seems to be or if he is just playing a role.
Kingfisher Grail King
Mass: 90 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: 10 851 375 C-Bills
Battle Value: 1 237
Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
27.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 138 points 4,50
Internal Locations: 4 LT, 3 RT
Engine: Fusion Engine 360 33,00
Walking MP: 4
Running MP: 6
Jumping MP: 0
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 - 278 14,50
Armor Locations: 1 HD, 3 LT, 3 RT
Internal Armor
Structure Factor
Head 3 9
Center Torso 29 45
Center Torso (rear) 12
L/R Torso 19 28
L/R Torso (rear) 10
L/R Arm 15 30
L/R Leg 19 38
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Loadout Name: Prime Cost: 14 353 075
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 660
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 1,00
Heat Sink Locations: 1 RA
CASE Locations: LT, RT, LA 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
ER Large Laser LT 12 1 4,00
Anti-Missile System LT 1 1 0,50
ER Medium Laser LT 5 1 1,00
2 ER Medium Lasers RA 10 2 2,00
ER Large Laser RA 12 1 4,00
Streak SRM-6 LA 4 2 3,00
2 ER Medium Lasers LA 10 2 2,00
@LRM-15 (Artemis) (24) RT - 3 3,00
@Anti-Missile System (24) LT - 1 1,00
@Streak SRM-6 (15) LA - 1 1,00
Free Critical Slots: 13
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 27
4 5 5 2 0 4 3 Structure: 7
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: A Cost: 13 687 125
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 525
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 16(32) 2,00
Heat Sink Locations: 1 LT, 1 RT
CASE Locations: LT, RT, LL 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
Artemis IV FCS RT - 1 1,00
LRM-10 LT 4 1 2,50
Artemis IV FCS LT - 1 1,00
ER PPC RA 15 2 6,00
Small Pulse Laser RA 2 1 1,00
ER PPC LA 15 2 6,00
Small Pulse Laser LA 2 1 1,00
@LRM-10 (Artemis) (24) RT - 2 2,00
@LRM-10 (Artemis) (12) LT - 1 1,00
@LRM-10 (Artemis) (12) LL - 1 1,00
Free Critical Slots: 19
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 25
4 5 5 4 0 4 1 Structure: 7
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: B Cost: 13 828 913
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 281
Equipment Type Rating Mass
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Jumping MP: 2 (Standard)
Jump Jet Locations: 1 LL, 1 RL 4,00
CASE Locations: RT, RA 0,00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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ER Medium Laser RT 5 1 1,00
Active Probe RT 0 1 1,00
Targeting Computer LT - 3 3,00
LB 20-X AC RA 6 9 12,00
2 ER Medium Lasers LA 10 2 2,00
@LB 20-X (Cluster) (10) RT - 2 2,00
@LB 20-X (Slug) (5) RT - 1 1,00
@LB 20-X (Slug) (5) RA - 1 1,00
Free Critical Slots: 13
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 23
4/1j 4 4 0 0 4 0 Structure: 7
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0
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Loadout Name: C Cost: 13 076 750
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 726
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 16(32) 2,00
Heat Sink Locations: 1 LL, 1 RL
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ECM Suite CT 0 1 1,00
Large Pulse Laser RT 10 2 6,00
Targeting Computer RT - 4 4,00
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: 20
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 27
4 5 5 4 0 4 1 Structure: 7
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: D Cost: 13 392 625
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 648
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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Gauss Rifle RT 1 6 12,00
2 ER Medium Lasers LT 10 2 2,00
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
@Gauss Rifle (8) LT - 1 1,00
@Gauss Rifle (8) RA - 1 1,00
@Gauss Rifle (8) RL - 1 1,00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 26
4 4 5 3 0 4 2 Structure: 7
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: E Cost: 14 736 875
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 650
Equipment Type Rating Mass
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CASE Locations: LT, RT, LA, RA 0,00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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LRM-15 RT 5 2 3,50
Artemis IV FCS RT - 1 1,00
Small Pulse Laser RT 2 1 1,00
ER Medium Laser RT 5 1 1,00
LRM-15 LT 5 2 3,50
Artemis IV FCS LT - 1 1,00
ER Medium Laser LT 5 1 1,00
LRM-15 RA 5 2 3,50
Artemis IV FCS RA - 1 1,00
ER Medium Laser RA 5 1 1,00
LRM-15 LA 5 2 3,50
Artemis IV FCS LA - 1 1,00
ER Medium Laser LA 5 1 1,00
@LRM-15 (Artemis) (8) RT - 1 1,00
@LRM-15 (Artemis) (8) LT - 1 1,00
@LRM-15 (Artemis) (8) RA - 1 1,00
@LRM-15 (Artemis) (8) LA - 1 1,00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 27
4 5 5 3 0 4 2 Structure: 7
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 3
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Loadout Name: F Cost: 14 730 700
Tech Rating/Era Availability: F/X-X-E-A BV2: 2 900
Equipment Type Rating Mass
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CASE Locations: RT, LA 0,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC CT 15 2 6,00
Streak SRM-6 RT 4 2 3,00
ECM Suite RT 0 1 1,00
Targeting Computer RT - 2 2,00
LRM-20 LT 6 4 5,00
Artemis IV FCS LT - 1 1,00
3 ER Medium Lasers RA 15 3 3,00
ER Medium Laser LA 5 1 1,00
Active Probe LA 0 1 1,00
@Streak SRM-6 (15) RT - 1 1,00
@LRM-20 (Artemis) (18) LA - 3 3,00
Free Critical Slots: 12
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 29
4 6 6 3 0 4 2 Structure: 7
Special Abilities: OMNI, PRB, RCN, ECM, CASE, SRCH, ES, SEAL, SOA, IF 1