TZU-PARA

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TZU-PARA Pathfinder
Image:TZU.gif
Type: Clan
(Custom)
Weight: 55 t
Class: Medium
Mech ID: 750
Tech Level: 3067
5/4 bv: 1888
5/4 maintenance cost: $ 22,939
Movement: 5 / 8 / 5
Heatsinks: 26
Heatsink type: Double
Sensor power: 5
ECM power: 0
Engine: Fusion 275
Usable hands: ?
IP cost: N/A
Targeting Computer: 0
Faction: Clan Hell's Horses
Armour/Internals
  H CT RT RA RL CTR RTR
Armour: 9 30 20 18 26 6 6
Internals: 41813913 - -
Armour weight: 12 t
Armour type: Standard
Internals type: Standard
CASE: No
Weapons
WeaponLocationAmmo
(C) Medium Pulse Laser RA -
(C) Medium Pulse Laser LA -
(C) Medium Pulse Laser H -
(C) Medium Pulse Laser LT -
(C) Medium Pulse Laser RT -
Production info
This mech is not producible.

The Pathfinder (TZU-PARA) is a 55 ton Clan custom medium mech originally specific to Clan Hell's Horses.

[edit] Blurb

Named after the valor and honor of Para-Infantry forces on Terra many years ago, the Pathfinder is tribute to these brave men. Some of Clan Hell’s Horses can trace their lineage back to these courageous Paratroopers and understand the importance for a highly-mobile and deadly unit. Equipped with an excellent mobile jump package, the Pathfinder is able to jump deep into enemy territory to setup Landing Zones for conventional forces. These Mechs are quite deadly as well, packing no more than FIVE (5) Medium Pulse Lasers, ensuring they have sufficient firepower to finish the job. First in and last out; Airborne All the Way!

[edit] Description

The Pathfinder is, for a clan mech, rather short-ranged, being only able to shoot targets at most 12 hexes away. It is however well-armoured, and maneuverable, so this is less of a disadvantage than it might otherwise seem. Of course, that all its weapons are pulse lasers means that it has -2 to hit on all shots, allowing bad gunners to perform better.

This mech was originally conceived to play the same role most low-BV mechs do in the more recent updates of Invasion3042 - close up with an opponent and chew up an enemy unit, especially their rear armor when possible. By jumping from cover to cover, it was often a difficult unit to damage, but since initiative did not exist during its day (nor would have it been eligible for the extra move phase, being over 1600 BV), it took an incredible amount of skill from the player to make this mech really work. Most Pathfinder losses stemmed from improper use, or bad combat maneuvers. Nonetheless, it found widespread use among Widowmaker and Blood Spirit forces.

The Pathfinder replaced the Exodus, which was removed from the game.

[edit] Combat record

121 Pathfinders have seen service, with 31 surviving. They have made 211 kills (310,884 BV).

Previous Mech ID 750 Next
TOURNEY TZU-PARA / TZU-CULT-1 GW-1A
Clan Hell's Horses
Members?
Ex-membersTzu Theory
Planets (original)?
Planets (current)?
MechsCorvis · Pathfinder · Thunder Stallion
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