FREE 4 ALL

BY: Gladiator

Edwards, Wallart and the rest of the ground pounders soon boarded the Dragoons’ jumpship and were bound for Solaris.  The flight into the system aboard the jumpship was routine.  There was only one short delay in transit.  They were far off course from their predetermined jump point into the Solaris system, whereby it took several more days to reach the planet than expected.  Navigational computers receiving data from the Kearny-Fuchida powerplant noticed an 8% power drain from an unknown source.  The magnetic field of the local star was fluctuating greatly and it was probably due to that...or so Jamie Wolf told them.  The Colonel seemed on the verge of alluding to something in conversation, but noticeably always stopped prematurely.  No one could complain though....

 Wolf’s Dragoons had set them up with ornate accommodations.  A far cry from the standard living area for which they were accustomed during interstellar travel.  The Monolith class jump vessel carried 9 dropships, and the crew was very curious as to their confinement to quarters.  It would surly be an awesome spectacle to explore the Dragoons' combat regiments contained within the other ships.  Military secretiveness prevailed unfortunately, and the men (and woman) of their squad spent their down time researching technical readouts and weapons schematics in an attempt to muster a cardinal array of Battlemechs for use in the games. 

 The guidelines for their first encounter were simple.  Gross tonnage would have to be less than 500 and the utilization of 4 lances would be allowed.  The mech weight would be spread from as little as five 100-ton behemoths or 16 smaller units.  Each team would be different, making for very interesting confrontations.  They needed to be prepared for anything. 

 Wallart was maintaining his Atlas as the primary backbone of their side.  Its quiet faceless grin symbolized unity among their troops, and subconsciously mauled an enemy's moral when engaged at close range.  Brandishing the legendary AutoCannon 20 in one hand and a retrofitted Gauss Rifle in the other.  The Kong mech was now truly bad ass and the would-be King on the battlefield.  The mech also boasted an armor rating of over 300 - very heavy in comparison to others in its class - It would take a lot of punishment to bring down this beast.  To top it off, an LRM 20 pod was also mounted.  With its new assortment of weapons, the Atlas weight tipped the scales at 100 tons and would be a force to reckon with.  Pity the fool to be anywhere in proximity - long, or especially at short range combat. 

 On the other side of the scale was Storm.  He scanned over the allotment of mech classes presented in front of him.  His famed Locust was not an option, there were however a multitude of smaller mechs to choose from.  His skills were in the area of reconnaissance, using speed and maneuverability in lieu of piloting the larger Battlemechs.  He narrowed his choices down to one, a 35 ton Ostscout.  Void of any weapons, its advantages were a lightning quick top speed of 130kph and could jump over 250 meters.  The scout's purpose was for what he liked best - targeting enemy mechs for eminent destruction by his teammates.  Its only function was to act as a spotter using its Garret Mole Target Acquisition Gear, or TAG for short. 

 The Oscout would be working in close conjunction with the new Catapult that replaced the group's Hunchback, which could only be salvaged for spare parts.  The Catapult had no close range weapons and would exclusively stay behind the front line mechs.  It mounted two Arrow IV missile systems.  When the TAG from the Oscout acquired a target, the missile batteries would home in and nothing would stop their fiery devastation.

 Farrow’s Archer was also modified with the Artemis IV Fire Control System.  This would greatly improve the accuracy of the standard LRM20 racks.  Also added was a Narc missile beacon.  Once deployed, it would emit a signal allowing the other lance mechs targeting systems to home in on the beacon...unfortunate for enemy mechs, allowing future missile impacts to be persistently more accurate.  Also added were more efficient heat sinks, capable of dissipating heat at twice the normal amount.  The Archer’s long range weapons in addition to the Catapults and the potent combination of the Oscout gave their side a lethal ballistic attack. 

 Edwards' Battlemaster, and Victor's Phoenix Hawk were still pretty much standard issue.  They were both outfitted with some of the new double heat sinks and upgrades to the Large lasers aboard the Hawk and Particle Projection Cannon on the Battlemaster changed to the Extended Range models.   

Last but certainly not least was the Annihilator, a mech unique to the Dragoons.  Another monstrous 100-ton mech primarily utilized for close range duels.  The war machine was built around two main gun pods.  With the Wasat Aggressor Type 5 targeting and tracking system the Annihilator lived up to its name by its ability to fire on multiple targets simultaneously.  Blistering with 4 LB-10 Autocannons and 4 medium pulse lasers, the Annihilator packed short-range firepower unmatched by the other mechs.  The LB-X was also fitted to carry special cluster munitions.  When fired they acted like duel sawed off double-barreled shotguns... peppering the enemy with fragments over a wide range.... and making it a most gruesome adversary at Close Encounters. 

 Wallart scanned over the tactical displays on the mechs chosen by his team. 

 

Atlas 100 tons

Catapult 65 tons

Archer 70 tons

Battlemaster 85 tons

Phoenix Hawk 45 tons

Oscout 35 tons

Annihilator 100 tons

 

They were ready. 

 All they needed now, was a name. 

WB01343_.gif (599 bytes)

WB01345_.gif (616 bytes)

Go Back to Story Base 7 Table of Contents