Okay---the unit will be from the First Guards (Janos' Favorites)
The 1st Free World Guard is rated as "elite" unit. BTW, your year of choice calls for some decissions. In 3015 the FWL under Anton Marik went in a pissing contest with the Wolf Dragoons. Anton became killed by Natasha Kerenski and Janos took over. For more info read: http://www.btencyclopedia.com/chrono/2785-3025
they story line goes that these guys are just the advance party for the First.
I haven't found an Info wether the 1st Guard were involved in those fightings with the wolfs but may be you know more. I think that an advance party will be led by one higher ranking officer. Just to pack up the stuff is a job for lesser ranks. In this case the leading officer will be the commader of the 2nd Company, 3rd Btl. of the First FWL Guard.
They were sent to man a Forward Supply Base on the far edge of their space. Security isn't a concern so the mechs can be configured for General Duty. (Jacks Of All Trades)
The Irregulars are outfitted with 1 Cursader(65 tons), 2Archers (2x70tons), 1 Warhammer(70tons), 1 Phoenix Hawk (55 tons), 1 Rifleman (65tons).....
=395 tons. But 6 Mechs? So that's why they are called the "Irregulars" ?
....and a recon lance of lights.
Another ca 120 tons?
The Battlemaster (85 tons level1 with level 2 addons) is plot specific and that is why its there. The rest of the mechs need to be able to go at with that line-up and be a believable match up.
The planet is temperate rainforest and swamp lands and of low tech level.
This usually excludes assault mechs from my wishlist. They are to heavy for moving in swamps and to big for crossing dense woodland. That will make the Battlemaster the most heavy Mech. Laser boats have an advantage especially with single heatsinks in their legs. It's Ambush country. Most of the fighting will be close and personel. Anyway, as a first guard unit, the mechs need to be good in open terrain too.
No planetary traffic control, no HPG. My idea was that it would be a good place for a commander to put a unit in need of repair/refit and rest. So they can be good warriors in tired machines, but tech level two and the original BT story line says that most mechs are pretty thrashed in general. So--no Gauss packin Atlases or Ravens or Stalkers with pristine Star League heat sinks.
Okay, okay I got it. Take my gimmicks, like the Double heatsinks as genuine experimental devices custom crafted for for an elite Mechforce.
Prepare yourself for meeting Djindjic's Ustashi.
My company commander is leading from the front. To give the company comander a less heavyer Mech may confuse opponents about whom to target first. Especially when the Battlemaster stay's a bit behind his lancemates.
Marauder MAD-3 at 75 tons (slightly modified to level 2); Speed: w4 r6 j0, 13.5 tons of standard armor (216 of 231 armor points). Reactor, internals, gyro and cockpit are standard. Marauders are build since 2600 and are available to any faction in 3025. The Dalban Micronics com gear makes the Marauder a very good command mech.(TRO3025)
The replacement of the 2 PPC's by 2 heavy lasers is an official Marik modification (TRO 3025). The 2 medium lasers in the arms are standard.
The use of heavy Lasers and double heatsinks (14) did allow for more extras in the Torso. The mech has now a 25/26 heat ratio (Max heat to heat dissipation).
An UAC5 with one ton of ammo has replaced the usual AC5. The right Torso with the cannon and ammo is CASE protected.
The mech is equipped with a C3 Slave in the head and Guardian ECM in Central torso.
Pilot: Capt. Erkan (Mother Hen) Djindjic. Company Commander.
Second in Command
Battlemaster BLR-1G at 85 tons, modified to level2.
Speed: w4 r6 j0, 15 double heatsinks, 15 tons of standard armor 240 of 263 armor points. Reactor 27 tons standard fusion. internals, gyro and cockpit are standard.
Machine guns and ammo in the left arm are replaced by 2 small lasers.
SRM6 and ammo in the left torso are protected by CASE.
the rear mounted medium laser and one frontal medium laser are removed (Note: this is standard on all remaining Battlemasters according to the TRO3025).
The left over space is filled by a C3 computer.
Pilot: Lt. Ante (Bear) Stepinac, leader command lance and vice company commander.
The Battlemaster became modified to work as a network coordinator. The addition of the C3-Computer is surely a major modification. Still the mech has most of its offensive potential.
Long range fire support:
Bombardier BMB-12d (65 tons) modified. Speed: w4 r6 j0, 11 double heatsinks, 12 tons of standard armor 192 of 211 armor points. Reactor, Internals, gyro and cockpit are standard.
The short range weaponry (SRM 4 and Ammo) are replaced by 2 medium lasers (2 per arm).
The original missiles launchers are replaced by 2 LRM15 with two tons of Ammo each protected by CASE.
The mech has now a 24/22 heat ratio (Max heat to heat dissipation).
The additional space is filled by a C3 slave and Artemis IV.
Pilot: M.Srgt. Tiberius (Angel) Angelus (An imigrant from the Marianian Hegemony).
Original Bombardiers are not any longer available to IS units but many Patchwork versions are still in Service.
Ironically, Bombardiers are original FWL designs from before the first Succession War. The original design was equipped with special guided missiles. Unfortunatly, those missiles are extremly rare and since the manufacturing of this Mech became halted all remaining machines are heavily modified patchworks with spares from canibilised Bombardiers or similar Mechs. Usually, other and less efficient LRM systems have replaced the original launcher. Also considered lostech is the original AMS.
Due to the loss of knowlege to build and maintain the XL-Engines, the Bobardier became equipped with a standard fusion plant. I'm not sure wether the aiming Data of the Artemis system can be shared over the c3 network. If so, than one mech with Artemis IV will be more usefull than one mech with TAG (which is more heavy and range limited to 15 hexes). May be, you can explore this idea in your story.
Awesome AWS-8Q at 80 tons with the following modifications to fit level 2;
Speed: w4 r6 j0, 14 tons of standard armor (224 of 247 armor points). Reactor, internals, gyro and cockpit are standard.
The power plant became stronger (22,5 tons) to gain the higher speed.
The mech has now a 28/28 heat ratio (Max heat to heat dissipation).
The Torso mounted PPC's are replaced by Large Lasers. Thanks to the higher effectivity of double heatsinks, their number became reduced to 14. The weight reduction did allow the installation of a Targeting Computer. Since heavy lasers have no minimum range, no short range backup is necessary. The small laser in the head became replaced by the C3-slave. A Guardian ECM is in the CT.
Pilot: 2nd Lt. Pawel (Hotshot) Filipovic.
Awesomes are in the arsenal of all IS factions. Heavy modifications are usual (TRO 3025)
Thug THG-10E at 80 tons (with the slight modifications to fit level 2);
The Thug became designed in 2572 as the better Warhammer and did well in this role. According to the TRO 3025 The Thug is build by Earthworks Incorporated in the Free World League (ever since the destruction of the Maltex Plant in 2853). Trouble is that earthworks has several battlemech production facilitys on Keystone, Calloway VI, Bernardo and Asuncion in the Free World Legue (TRO Objectiv Raids). None of them lists the Thug for beeing in production. According to a fanbased analyses of all sources (including novels) the Thug is extremly rare in Marik Forces.
Sums up to 305 Tons
Henchmen (just to fit the six-mech-bill)
Centurion CN9-A at 50 tons or one Shadow Hawk (slightly modified to level 2) with C3-slave and CASE.
Pilot: Srgt. Karel (Splash) Milic.
Trebuchet at 50 tons (slightly modified to level 2) with C3-slave, CASE and Beagle Activ probe.
Pilot: Srgt. Jaroslav (Swift) Safdic.
Overall Tonnage is 405 tons. So far my First Guard are slightly heavier than your Regulars in weight. Of course, it is up to you to fit two more light mechs to complete a scout lance.
The mechs will work best in a the described environment but their heat ratios will be okay for more hot environments too. All rearward weapons are replaced. In my oppinion, weapons for protecting a backside are a waste. That is what lancemates are for.
The henchmen are completing this setup. They are designed to work as either taking point when the unit is on the move, as a pair when on patrol and as mopp-up-support when in battle. All mechs are up armoured to nearly the maximum. So even the smaller ones can take some damage and still go on. Concentrated fire from all the lancemates can bring down any target fast.
Note: The Ustashi (or Ustasha) have been a paramilitary fascist organisation in the former Croatia during WWII. As a fascist puppet regime for Nazi Germany, they did the dirty work with performing genocide on Roma, Jews and especially Serbs. Ustashi are strongly catholic with many catholic priests and monks in their ranks. Since 1990, during the Yoguslavian civil war, the Ustashi became reborn by many right wing groups. Again the Ustashi became known for atrocies against civilians. Resulting in many war crime trials in front of the international court. While the showing of Ustasha insignia is forbidden in Croatia today a majority of 60 % of the population has still strong positive feelings for the Ustashi in 2005.
If you are interested in my setup give me a hint and I iron out the details and sent you the record files made with "the Drawing Board".