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Resurgence - Battlemechs around the Inner Sphere

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Inner Sphere Factions

Battleaxe BKX-8A

An attempt in the 3070's was made to bring the Battleaxe back from the grave.  Utilizing the multi-missile launchers gave it a bit more punch than the original mix of SRMs and LRMs.  However, at the end of the Jihad, it was again relegated to the past.  

As the threat of the Blakists spread through the Inner Sphere, Achernar again tried to bring this machine back to life.  House Davion had put out a variety of requests to the military industrial complex for additional Battlemechs, especially ones that would have high survivability.

Achernar Battlemechs on New Avalon itself was chomping at the bit to present the latest iteration of the Battleaxe.  Going back to its foundations, which were plenty solid and given the current generations of components, this machine was ready to live again.  The 'Ol Battleaxe just doesn't stop.

Battleaxe BKX-8B
Battleaxe BKX-8B

Initially proposing the 8A, it was similar to the 7K and the 8D.  It took the twin PPCs, and the MMLs, upgraded the SRM6 to streak, and added double heat sinks.  While it doesn't have jumpjets, the additional armor will give it time to make contact.  A good brawler for close combat situations that is on the lower end of expenses for a 70 ton mech.  Due to the 2 MML5s, it also has plenty of reach with the LRM ammo.

Finally, a CASE II gives the machine survivability and combat duration.

Battleaxe BKX-8B

The 8B was focused a bit more on flexibility.  Rather than keep the Streak SRM 6 and a separate ton of ammo, it was swapped out for another MML5.  Now all three missile launchers could engage at long, medium, or short range.  

A PPC was swapped out for a Plasma Rifle.  The one weakness of the PPC is the minimum ranges so having the PPC for medium range brawling, then the Plasma Rifle and MMLs for close range barrages was a good adjustment.  

This variant also keeps the CASE II, which is good because the 4 jump jets will give aggressive Mechwarriors staying power given that there is a Light Fusion Engine in this model.

Battleaxe BKX-8C Finally, a variant was developed to be a pure brawler.  Two Snub-Nose PPCs are mounted in the arms, backed up by three SRM6s.  As the others, a CASE II protects the ammo bins while a Compact Gyro keeps the risk of losing balance due to a hit minimal.  

It really is as simple as it gets for this Battlemech.  It will be in the enemy's faces and it will be unloading absolute hellfire.

Bushwacker BSW-R1

In all of the Bushwacker's history, minus one variant, the L1, it has been plagued with an Inner Sphere XL Engine. Otherwise a very formidable machine, this one weakness holds it back.  

While the X4 includes a CASE II around the MML ammo, it can still be brought down with the right shot taking off one of the side torsos.  Continuing with a new standard, both the Federated Suns and Nomad Republic have worked together on two new variants of the Bushwacker.

The first variant, the R1, is a solid fighting machine, good in most situations with a variety of weapons, good armor, and good speed.  Also using a CASE II in the side torso with the MML ammo, even if the worst happens and the side torso is lost, the mech is still in play.

Bushwacker BSW-R2 "Bushburner"

The second variant of the two new Bushwackers in production after the Word of Blake's Resurgence, the R2 implements Clan technology. Often call the 'Bushburner' due to the potential heat load.

Some of the most common and easily replicated Clan components include Clan ER Medium Lasers and XL Engines. Rather than a Large Laser using the Center Torso, it is removed and a Medium Lasers replaces it, wired in through the head section. Two more Medium Lasers are placed in the side torsos.

In the right arm, a Large Re-Engineered Laser replaces autocannons of the past.

As for the standard missiles, ATMs are used with three tons of ammo, rather than MMLs. This significantly brings up the cost of the mech, so production is kept somewhat limited to ensure funds are not entirely wasted on mechs doing nothing.

Finally, an Angel ECM is included to help deal with the Blakist threat.  Should the mech need to use it, the MASC system remains intact from prior designs.

Mechwarriors must practice heat efficiency through alternating weapons fire. Early reports have shown Mechwarriors gaining large amounts of heat then using the MASC to take cover in quick strikes on enemy targets.

Jagermech JMFS-LB-1

While often represented as a core Battlemech of the Federated Suns, it has always been plagued by design oversights.  Upon recommendations made while Julian Davion was on Terra, once he retook New Avalon years later he began reworking the design.

Jagermechs were known for two things, fragility and exploding.  If the ammo didn't kill the mech, the XL engine would.  He began working with technicians before the month of Hell's Breach, June 3152.  These new variants would begin rolling off the production lines before realizing his realm was under attack from two different directions, and some were quickly refit.

The JMFS-LB1 was the first design to be approved. Going off the reputation of the mech autocannons were the obvious choice.  However, rather than standard ones, LBX 10s were selected.  Without additional tonnage available from more advanced structure, engines, or armor, the versatility of the slug and cluster ammo would give the Mechwarriors flexibility in how they needed to engage.  

A pair of ER Medium Lasers support the LBX autocannons on each arm.  The only consession that needed to be made was that some armor locations had to be reduced slightly.  To avoid the worst of the risks of ammunition explosions to the pilots, CASE was installed with the ammo bins.  

Initial recommendations are to use the Battlemech as a medium range skirmisher to preserve armor for longer.  This would allow snipers like the Vulpes and brawlers like the Gunsmith to carve holes through enemy armor the LBX cannons can exploit.

Jagermech JMFS-LAC-2

The second base variant looked to add a bit of staying power. An advanced ammo transfer system was used to route ammo from a single torso to all four autocannons. However, the concern now lay with all the ammunition for all the weapons in one location. CASE II was added to prevent total losses should a bin get hit.

Similar to LB-1 Variant, the autocannons are supported by a pair of ER Medium Lasers. All of these weapons are tied into a targeting computer. This variant is also viewed as a medium range skirmisher to support the brawlers and to protect snipers and missile boats. With multiple autocannons, it can easily spread slugs on multiple targets.

Additional improvements were made to bring in Endo Steel Structure and Ferro-Fibrous armor. This also allows slightly more armor than the LB-1.

Jagermech JMFS-EN-3

While the main calling of this Battlemech has always been autocannons, many Mechwarriors prefer to use energy weapons. Yes, they run hotter however, they don't risk ammo explosions nor do they rely on ammo.

The EN-3 does a complete shift over to an energy weapon loadout. Snub Nose PPCs provide a very long short range for the targeting system while the range of laser weapons provide coverage at all shorter ranges.

Originally, the ER Large Lasers were considered. However, the role of the mech is to battle and skirmish rather than snipe. Mechwarriors would do well to have sufficient practice handling the heat band while piloting this Battlemech.

Jagermech JMFS-RAC-4

Where would a Jagermech be without fielding Rotary Autocannons? Even in some of the oldest imagery of the Battlemech, it is displayed firing hellish barrages of slugs - whether it be mech testing or battle.

This variant was put into production in the days after the first Nomad Republic ships arrived around New Avalon. When Knight Kitsune Kurita warned the Prince of the impending assault, a stout Battlemech that could whether and deal blistering weapons fire was needed, however, it also needed electronic capabilities.

Guardian ECMs were installed in this variant to handle Blakist C3 networks. Taking a cue from the JM7-DD, CASE II was installed in the torsos, especially given it possessed a Light Fusion Engine. Also shifting from the current line of Jagermechs, it adds jump jets for additional flexibility.

Jagermech JMFS-HNT-5

This Jagermech variant is the most advanced of the new line. It adds in components for Electronic Warfare that is meant to counter the Word of Blake's use of advanced technology. It has both a Bloodhound Active Probe and Angel ECM.

For staying power it includes a Heavy Duty Gyro and has a pair of AMS with a CASE II protected ammo bin.

Being prepared for any surprises it makes use of a pair of Large Re-Engineered Lasers supported by four ER Medium Lasers. This is the second of the new variants to depart from the ammunition based weapons loadouts.

These are intended to be deployed in pairs to hold battle lines. HNT standing for hunter, the Electronic Warfare suite will be able to discover hidden units on the flanks of formation movements and cut off aggressive Manei Domini from their C3 networks.

With the Light Fusion Engine, commanding officers are optimistic in the potential for this new run of variants - both in reduced risk of losing the Mechwarrior in a mech that can't be recovered mid battle and a heavy mech being left behind.

Atlas A-SHRF

Taurian forces have absolutely taken to the Sheriff variant of the Atlas.  When interviewed, the design creator wanted to emulate the Terran "Old West".  Almost overnight it became the "totem" mech of the Taurian Concordat.  To keep morale high, Colonial Marshals on all worlds were slated to receive one.  Just as one would see in old time western films from Terra, the imagery is immediate with the Ultra AC10s on each arm. Then, in a similar fashion with torso holstered revolvers, there is a pair of Large Pulse Lasers.  Finally, a Medium Laser is mounted in the head.  Taking from the Lyran Hauptmann, what appears to be a cigar emerges from the mouth of the Atlas as many classic films portray cowboys.  For good measure a couple pea shooters AKA ER Small Lasers are mounted in the CT for any targets that get too close.

The Ultra AC10s provide solid range as the large, slow Battlemech approaches its targets and CASE II was put in place to ensure the Taurians would not risk such a prized new Battlemech quite as easily.  

Cosmetics were also altered, taking from the original Atlas, the autocannons are mounted on top of the forearms rather than laterally.  Both the ACs and Pulse Lasers were also given cosmetics that resemble revolvers.  Various paint jobs exist where there appears to be a vest, jeans, and cowboy boots.  A handful of Marshals even had spurs installed on the rear of the feet.  Last but not least, the head is altered somewhat to appear like a cowboy hat, incorporating the dish and antennas into it.

Resurgence - Battlemechs

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