
For
a light 'Mech, Janis Nova Cat's Arbalest is extraordinary. Its first
exceptional quality is the range of its secondary ballistic weaponry. A 14-inch
range and huge 270° front arc gives the Arbalest an unparalleled ranged
combat capability for a light 'Mech. Furthermore, the Spirit Cat-made Arbalest
has incredible durability, better than many medium 'Mechs. Combine these attributes
with a high speed and vent rating of 3 and this unique 'Mech offers outstanding
value and versatility in any battleforce. Use it to hang back and provide
long-range support or deploy it as you would a medium 'Mech to provide a superior
response to any threat that presents itself.
"Pyro"
Peterson's Firestarter is a very specialized 'Mech that can be difficult
to use effectively. In the proper battleforce with sufficient support to allow
him to focus on its strengths, though, Firestarter is lethal in combat against
opposing 'Mechs. It's best to have "Pyro" hang back and engage lesser
targets with his medium-range weapons initially. Given the opportunity, move
him into base contact with an opposing 'Mech already engaged with your other
units and open up with his Firestarter's Flamers special equipment. Inflicting
multiple clicks of heat on most opposing 'Mechs severely impairs their combat
effectiveness and allow your battleforce to overwhelm it. Watch out if things
go badly for "Pyro"; his weak armor and shallow combat dial don't
permit him to take very much damage before he is eliminated.
Fetanet
Eryaman's Panther is an economical light 'Mech equipped with good armor
protection for its size. Use the Panther in the traditional reconnaissance
and harassment roles of a light 'Mech. Its modest top speed will limit its
ability to flank opponents, but its exceptional weapon ranges and Jump Jet
special equipment extend its area of influence and increase its usefulness
in tight quarters. Watch the Panther's heat dial closely. The Swordsworn are
notorious for over-arming their units at the expense of heat efficiency and
this 'Mech is no exception. A single charge attack with the Panther will require
two minor heat effects so make sure the target of the charge is worth the
risk of overheating Eryaman's Panther.

Miguel V and his Pack Hunter are a terrific example of the Dragon's Fury combat ideals. The combination of a dedicated MechWarrior and a finely-tuned machine create a unit that is both blindingly fast and capable of surgical strikes both at range and in close combat. The Pack Hunter is an excellent flanking unit; use this 'Mech's speed and ranged weapons to create havoc in an opponent's backfield. Don't be afraid to get Migel V in close, as well. His Agility special equipment gives him an edge against other 'Mechs in melee and reduces ram and charge damage against him to a single click. The Pack Hunter's great heat dial allows you to push it several times before heat accumulation becomes an issue. If your rolls go badly in close combat, use Jump Jets to safely break away from your opponent.
Leena
Cochrane's Hatchetman infighter 'Mech excels in the tight confines
of a city fight. It lacks the blinding speed of other medium 'Mechs and needs
the cover of hindering and blocking terrain to conceal its advance into base
contact. Use Jump Jets to make a beeline for the enemy. Once there, a whopping
10 clicks (gasp!) of axe-wielding Hand-to-hand weapon special equipment ensures
a quick demise to any opponent. In the absence of favorable terrain, the Hatchetman
can be called upon for its stand-off capabilities; it sports decent medium-range
ballistic weaponry to fill this role.
Caden
Senns' Ryoken II is notable for its absence of offensive special equipment.
Hardened Armor and Heavy Armor are typical special equipment for a Highlanders
unit but aside from these defensive enhancements, this heavy 'Mech remains
low tech. A side effect of this simplicity is the Ryoken's ease of repair;
its first repair marker doesn't appear until its 8th slot allowing this 'Mech's
armor protection to be restored by a Recover Vehicle during a game. Although
he is highly mobile for a heavy 'Mech, don't be afraid to have Senn remain
stationary and trade blows anyone. The awesome defenses of the Ryoken will
protect it and allow you to deal more damage then you take.
Don't
fall into the trap of using this aggressive-looking 'Mech too aggressively;
its poor heat dial doesn't permit it. Use the Legionnaire as you would
a light 'Mech: to scout and harass, but not for prolonged combat with opposing
medium 'Mechs. Unfortunately, the Legionnaire's firepower often gets it dragged
into such encounters. Use your orders judiciously and try not to push this
'Mech. Make use of its long range to avoid counter-fire. Avoid making Charge
attacks with the Legionnaire unless the target has a very high priority; an
ammunition explosion on an overheated full-strength Legionnaire will tear
it apart and likely lose the battle.
The
awesome Catapult has a long and glorious history and Meghann Tenclay
now looks to attain fame with this heavy 'Mech in the Dark Age. The Catapult
can unleash a powerful ballistic ranged attack out to 14 inches away and Heavy
Armor reduces incoming damage permitting her to safely stay in one place and
continue with the assault. The Catapult is at a disadvantage in close combat,
where its lack of arms limits its melee potential. Shield Meghann with infantry
to deal with close combat threats. Remember to consider a Recovery Vehicle
in you battleforce with the Catapult; as a Bannson's Raiders unit, it has
very few repair markers.
This
medium 'Mech is a very well-balanced unit with several unusual qualities.
In its starting position and second slot, the Mad Cat III has Anti-personnel
special equipment and multiple target capabilities. This combination of abilities
means that Fetladral can target two units and deliver a full 3 points of damage
to each target successfully hit. Furthermore, any infantry in base contact
with either of the targets also takes 3 clicks of damage if successfully hit.
Opposing players will be punished for approaching Fetladral with formations
of infantry. The Mad Cat III has unusual defensive equipment, as well. Reactive
Armor protects it against the ballistic weapons often used to attack 'Mechs
at long ranges.
Kriya
Wolf is a tenacious MechWarrior and her versatile Tundra Wolf gives
her a battlefield presence second to none! The Tundra Wolf is exceedingly
fast and agile for a heavy 'Mech. Its mobility is augmented by Jump Jets which
give it the ability to perform lethal death from above attacks. Use the initial
single-use Armor Piercing special equipment to work Kriya into a battle fury
and get to her best slots in her combat dial. Once in slot 3 or 4, remember
to turn any single-use optional special equipment off if you want to avoid
taking an unwanted click of damage from using the ability. Expect to do most
of your damage with the Tundra Wolf's ballistic weapons, as Steel Wolf energy
weapons are prone to overheating.
Dereck
Hasbani pilots this awesome assault 'Mech. As a Swordsworn unit, this Atlas
boasts outstanding damage values and offensive special equipment like Streak
Missiles and Alpha Strike to make short work of any targets within range.
Players are cautioned against using the Atlas too aggressively, though. A
poor heat dial makes pushing hazardous, and the Atlas' high point cost means
support units will likely be sparse. With its Hardened Armor and slow speed,
it is best to let the fight come to you. Shrug off initial enemy attacks and
make effective counterattacks. Consider an Alpha Strike only if you can afford
to be shutdown for the three turns it will take to vent back to startup.
The
Jupiter is a brute, but this Dragon's Fury 'Mech maintains the elements
of speed and precision characteristic of all units of this faction. Erin is
capable of tremendous damage output with the Jupiter given its weapons loadout
and Improved Targeting special equipment. Once her targeting equipment has
been destroyed, Erin shows off her gunnery skills by posting an attack value
of 11. Impressive defense values and defensive special equipment make the
Jupiter very difficult to hit, let alone destroy; expect the Jupiter to survive
most engagements. Use Erin for indirect fire if no targets make themselves
available in direct line of fire.
MechWarrior: Dark Age Mech Units
The
MiningMech is one tough customer. When this 'Mech gets in close, its
Brawling and Hand-to-hand Weaponry special equipment will do a lot of damage
in a hurry. What the MiningMech will not do in a hurry, however, is move into
base contact with an unwilling opposing unit. This 'Mech is very slow. The
green MiningMech should not run; its poor heat dial and vent rating of 1 make
it hard to keep this 'Mech functional once it heats up. Use other units to
engage your opponent and occupy their attention until you can move your MiningMech
up and into the battle.
The
ConstructionMech has all the qualities of an excellent IndustrialMech:
great attack values, strong close combat values and good speed. Another strong
point about this 'Mech is its ease of repair; the green version has just a
single repair marker late in its dial, while the veteran version has no repair
markers at all. Because it lacks ranged weaponry and will likely take a hit
before its close combat battle is over, ease of repair is a great asset. Don't
be shy pushing the veteran ConstructionMech; a vent rating of 3 means it is
easy to cool this 'Mech if it accumulates too much heat.
Take
care when using your AgroMechs. Sure, if you get one into base contact
with an opposing unit, it will serve you well. Rapid Strike special equipment
and high attack values mean this unit offers big damage output. However, AgroMechs
are frail. Low defense values and short combat dials means a fast trip to
the scrap heap if they come under fire. They are very inexpensive for 'Mechs,
but you can't afford to lose a 60-point unit without delivering some serious
damage first. To help this 'Mech survive a battle, make use of hindering and
blocking terrain to screen the AgroMech's advance and prevent it from being
targeted by ranged combat attacks while moving into base contact with opposing
units. Engage opposing vehicle units with high minimum ranges to eliminate
the chance of a counterattack.
Offering
stellar combat values and a wide range of special equipment, the ForestryMech
is the premier IndustrialMech. Aside from the common disadvantage of no ranged
attack potential, this 'Mech has it all. Camouflage gives this 'Mech terrific
defense against ranged attacks when hindering terrain is used to your advantage,
plus it has the speed to contact the enemy. Its high attack values mean a
charge with a ForestryMech will likely result in a successful initial attack.
Once in base contact, Grapple special equipment keeps the opponent from disengaging
and allows you to continue your close combat attacks with Hand-to-hand Weaponry.
The veteran ForestryMech has an exceptionally lenient heat dial and a game-best
vent rating of 3 to make pushing it painless.
The
MiningMech MOD is a typical IndustrialMech. Inexpensive to field, it
sports a ballistic weapons system and lethal Melee weapons to deliver massive
damage in close combat. In MechWarrior: Dark Age, energy weapons only deal
a single point of damage to infantry units with a successful hit, but the
ballistic weapons on the MiningMech MOD allow it to be effectively used against
infantry units at range, useful in any battleforce.
The
addition of a medium-range ballistic weapon to this exceptional IndustrialMech
creates a potent weapons platform. The ConstructionMech MOD maintains
its strong close combat capabilities with its savage Hand-to-hand Weaponry
special equipment. Instead of having to engage in close combat to deliver
the damage, though, this modified 'Mech has the option to perform standoff
duties on the battlefield. The veteran and elite variants of this 'Mech have
terrific defense values and can trade shots with opposing medium 'Mechs. As
a general rule, use the ConstructionMech to support your battleforce's primary
units. If this 'Mech is your primary unit, you are likely to find yourself
outgunned.
The
AgroMech MOD deserves attention when it is on the battlefield. For
an IndustrialMech, it has outstanding ballistic damage values and its veteran
and elite versions can target units up to 12 inches away. This ranged offensive
prowess is unusual in an IndustrialMech and this element of surprise can be
used to your advantage. If you notice your opponent ignoring your IndustrialMechs,
take advantage of his oversight and launch a ranged attack with the AgroMech
MOD. There's a good chance he won't make the same mistake a second time!
The
ForestryMech MOD is the fastest of the notoriously slow IndustrialMechs.
The addition of a medium autocannon to this already potent close combat unit
gives this 'Mech exceptional versatility. It is one of the few 'Mechs with
a vent rating of 3, allowing it to be used repeatedly over several turns and
quickly cool back to its full capabilities. Park it in hindering terrain to
improve its effectiveness, where Camouflage will add +2 to its defense value.
This
speedy light 'Mech offers a wide range of special abilities in its three different
ranks. The well-armored green variant sports a high defense value and Decoy
special equipment to further improve its defenses. Although the green varient
Koshi is the slowest of the bunch, it is also the most durable, allowing
it to shrug off some damage and still harass the enemy. The veteran Koshi
is very fast and hard-hitting, fulfilling the traditional role of a fast recon
'Mech. The elite Koshi is the premier anti-infantry unit, boasting 7 slots
of Anti-personnel special equipment. Watch for its third slot, where its Anti-personnel
equipment and damage value of 4 will swiftly devour formations of opposing
infantry.
The
Spider is an infighter. Its assortment of melee special equipment and
short range values means it must be close to opposing units to be effective.
Because it is a light 'Mech with low defense values and an unfriendly heat
dial, the Spider can be difficult to successfully deploy against heavier opponents
with long ranges. The Spider is best used to attack vehicles, preferably in
close combat where the vehicle may not be able to return fire due to minimum
range restrictions. Avoid Charge attacks with this unit, as even a fully-cooled
Spider will require a heat effects roll after a Charge attack
Another
versatile medium 'Mech capable of multiple duties, each rank of the Centurion
offers a specific strength. The green variant is very well defended and is
equipped with Streak Missiles. This Centurion makes an outstanding standoff
'Mech given that it has a 14-inch maximum range. The veteran Swordsworn unit
delivers outstanding ballistic damage. Its damage value of 5 makes it a heavy
hitter at medium ranges. Pair this variant up against opposing units with
energy weaponry when possible to make the best use of its Reflective Armor.
A weak heat dial prevents the veteran Centurion from aggressive use, but the
elite Centurion is equipped to move! Evade special equipment means this 'Mech
can run without accumulating heat, making it an outstanding mobile response
unit with terrific close combat and ranged combat potential.
As
a medium 'Mech, the Black Hawk is a versatile, competent unit. Your
tactics with this 'Mech will depend on the variant you deploy. The green variant
has powerful offensive abilities and the best range of any of the Black Hawks,
giving it stand-off capabilities. An early Alpha Strike with the green Black
Hawk will deliver an awesome 8 clicks of damage to a target at a range of
12 inches! The veteran Black Hawk is equipped with Agility, but no long range
weapon, making it an infighter Good speed and Jump Jets special equipment
permit this 'Mech to stay close to the opposition where it can deliver the
most damage. The elite version of this 'Mech has outstanding balance with
both ballistic and energy weaponry. Use the elite Black Hawk in a battleforce
where a truly versatile medium 'Mech is required to deal with a wide variety
of threats.