This week I’m looking at another ‘Mech from 3025, the Quickdraw.
The Quickdraw’s initial variant presented is the QKD-4G model. A “fast” heavy, the 300 series engine gives it an above average 5/8 movement profile. It also mounts five jump jets, further enhancing the mobility of the ‘Mech. This will be the strongest selling point for the Quickdraw, as the rest of the ‘Mech seems lackluster at best. By moving up into a new weight bracket for the jumpjets it puts constraints on the payload. A single LRM 10 provides the longrange firepower. While a decent weapon, by the time one gets to 60 tons, it should be either a larger rack, twinned, or the secondary downrange weapon. For close in work it relies on an SRM-4 for crit-seeking work, and a quartet of medium lasers. It should be mentioned though that despite the original fluff, two of those lasers are fixed into the rear arc. All in all, the weapons array is unimpressive for a 60 tonner, due to in part the increased weight cost of the jump jets. The other area where the cost has proved problematic is the armoring of the chassis. A mere eight tons cover the ‘Mechs internals, comparable to a PHX-1 Phoenix Hawk which of course is fifteen tons lighter. This package is, to my practiced eye, best used to screen flanks from fast-movers, as opposed to serving on a battle line. The 10 rack is a credible threat to smaller ‘Mechs such as the Clint and Cicada, and the speed allows the Quickdraw to pace a faster ‘Mech on the interior of a flanking arc. It makes a passible flanker or heavy scout itself with it’s 5/8/5 movement profile, but woe to any Quickdraw pilot unwary enough to stumble into a Warhammer or Marauder and attempt to fight it’s way through.
The -4H model simply moves the SRM-4 to face rearward and the medium lasers to face forward. While this increases the damage forward, it only does so by 2 points (4 on the average), and does nothing to change the above analysis. SRM, medium laser… unless you’re packing infernos and facing vehicles it’s not changing much.
The -5A model removes the LRM entirely, replacing it with four more heatsinks and two additional medium lasers forward. Now lacking any ranged weapon, this ‘Mech relies on it’s speed to close with the enemy to use it’s medium ranged array to cut apart it’s adversaries. However, with it’s lackluster armor, this ‘Mech is best used in built up areas or against smaller foes to use it’s mass for endurance. The heat dissipation curve, however does lend the ‘Mech a high rate of fire, so as long as it’s not being cut apart by long range fire it should get in a lick or two before folding. This ‘Mech seems best used in ambush or hit-and-run style warfare.
The 3050′s -5K model is a -5A with double heatsinks. This ‘Mech has no problems with heat, being able to dissipate eight more heat points than it can generate at full JUMP. Against the Clans, one would be advised to fire everything and jump every turn, as you’re probably not going to be firing for long with eight tons of armor (even ferro-fibrous), and your speed is your best defense besides.
The -5M attempts to save the pilot from the heartache of ammunition explosions, but does so at what seems to be terrible cost. Armor is uprated from the -4G with the simple expediency of ferro-fibrous, and the LRM loads are then ensconced inside a CASE system. But to pay for the CASE, the SRM-4 loses its ammunition and is made into a one-shot launcher. While the ‘Mech can dissipate five more heat than it’s maximum fire load at full jump, one of those weapons only has one shot in it, and then the ‘Mech runs eight points cool, without the higher degree of close-in firepower of the -5K it really is little more than metal fodder in 3050.
The -C model Quickdraw from the Field Manual takes the -5K, removes a medium laser and adds a C3 unit. *I* would have removed a heat sink and kept the gun. But this does finally give the Quickdraw a passible role, that of a relatively fast heavy spotter. Having used this ‘Mech in several fights and against me in several more, it’s not very scary, but the help it provides that Naginata on the hill 19 hexes away is frightening indeed.
The -8K is yet another failure of the Quickdraw to capitalize on it’s small strengths. Maintaining the 5/8/5 profile the armor is increased by .5 tons. Endo Steel is added for additional weight savings, which is dumped into a revamped weapons load. Four ER medium lasers are backed up by a large 30 rack of MRM’s, yet all this firepower goes to waste. In their infinite wisdom, the DCMS accepted this ‘Mech with… god help me… single heat sinks. Where as 3025 Quickdraws tended to slow roast and 3050 Quickdraws chilled out, in 3060 the Quickdraw flame-broils itself. A full jumping alpha on this ‘Mech generates an ungodly 23 heat point spike. I’m sure there’s a really good purpose for this ‘Mech to serve tactically, but frankly I’m not willing to find it. I cannot think of a single mission for this ‘Mech I wouldn’t be happy assigning just about any other ‘Mech down to about 40 tons.
Overall this ‘Mech is just as flawed and tempermental as most in the 3025 era. After that, with the sole exception really of the -C (and only with some good C3 teammates) the rest are all best suited for the Coordinator to offer someone onward. The ‘Mech’s speed is impressive, but the later models have not made any real significant or effective use of recovered technology, dooming this ‘Mech on the modern battlefields of 3050+.
Recent Comments