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Mass: 75 tons
Chassis: Type W3 Endo-steel
Power Plant: Starfire 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Composite A-2 Ferro-Fibrous
Armament:
27.5 tons of pod space available
Manufacturer: Wolf Clan Site #2, Wolf Clan Site 1
Primary Factory: Strana Mechty, Arc-Royal
Communications System: Khan Series (Type 2c)
Targeting and Tracking System: Series III OPT

Overview

The first OmniMech the Inner Sphere encountered, the Mad Cat was so named by ComStar analysts for its resemblance to both the Marauder and Catapult. Built by Clan Wolf, the Timber Wolf has proven to be a near-perfect blending of advanced Clan technologies in a single lethal machine.

Capabilities

Fast and well armored, the Mad Cat is also endowed with a generous pod capacity. The Primary configuration is a well-balanced mix of lasers and missiles, equally deadly at short and long-range. Configuration B has a weapon mix better suited to combat at intermediate ranges and is a popular choice for dueling. The C configuration is something of a compromise in order to fit a Gauss rifle, and it remains relatively uncommon. With its rear-firing missile packs, configuration D is well suited to the kind of infighting seen in a Bloodname Grand Melee, or in use against Inner Sphere opponents. Contact with Inner Sphere tactics prompted the development of Configuration S. Geared for urban combat and dealing with conventional infantry, this version is becoming a common sight in the Clan Occupation Zone. The OmniMech’s unique strengths allow for rapid adoption of new technology.

Deployment

Clan Wolf introduced the Mad Cat in 2945 to help replace the aging Woodsman OmniMech. Debuting with the Fourth Wolf Guard, the Mad Cat was a nasty surprise for the Sea Foxes (now Clan Diamond Shark). Fast and powerful, two Trinaries composed primarily of the new OmniMech rolled over the Thirteenth Cruiser Cluster defending the oil fields on Priori. Since that victory, the Wolves have jealously guarded the rights to build the Mad Cat in numerous Trials of Possession. Unable to manufacture their own Mad Cats, other Clans must fall back on battlefield salvage or trade to acquire the design. Consequently the other Clans field only a modest number of Mad Cats. Much of the credit for the Wolves’ success during Operation Revival must be laid at the feet of the Mad Cat. Inner Sphere MechWarriors found their equipment woefully inferior to the deadly OmniMech. It is little wonder that the Mad Cat quickly came to symbolize the Clans’ technical superiority. Although the Mad Cat is an aging design, the Wolves’ attempts to develop a replacement have been unsuccessful. It is difficult to say whether the Wolves are more irritated or amused by the Diamond Sharks’ knock off design, the Mad Cat Mk II.

Notable MechWarriors

The Bounty Hunter: Now piloting a Mad Cat captured from the Smoke Jaguars during the Clan Invasion, the Bounty Hunter’s bright green ’Mech, decorated with credit symbols, is once more a much-feared sight across the battlefields of the Inner Sphere and Clan Occupation Zones. Of course it is the highest of ironies (lost on most Clansmen) that the most famous and feared Mad Cat pilot alive is not only a Spheroid, but the worst sort of mercenary.

TIMBER WOLF

Base:

Tonnage: 75
Engine: 375 XL
Top Speed: 81 kph
Armor Type: Ferro-Fibrous
Internal Structure: Endo Steel
Fixed Weapons & Equipment:
Head: Fixed Armor Slot
Left Arm: Fixed Armor Slot
Left Torso: Fixed Structure Slot, Fixed Armor Slot x2
Center Torso: Fixed Structure Slot, Engine (5/5 internal heat sink slots used)
Right Torso: Fixed Structure Slot, Fixed Armor Slot x2
Right Arm: Fixed Armor Slot
Left Leg: Fixed Structure Slot x2
Right Leg: Fixed Structure Slot x2
Heat Sinks: 15 Double
Jump Jets: 0 (0 Max)
Movement Archetype: Large

TBR-Prime

Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
30 degrees up and down.
Armor: 460
Weapons & Equipment:
Left Arm: ER Large Laser, ER Medium Laser, Double Heat Sink
Left Torso: LRM 20, Medium Pulse Laser, LRM Ammo
Center Torso: Machine Gun
Right Torso: LRM 20, Machine Gun, Machine Gun Ammo, LRM Ammo
Right Arm: ER Large Laser, ER Medium Laser, Double Heat Sink
OmniPod Hardpoints:
Left Arm: 2 Energy
Lower Arm Actuator: Allowed
Hand Actuator: Not Allowed
Left Torso: 1 Energy, 1 Missile
Center Torso: 1 Ballistic
Right Torso: 1 Ballistic, 1 Missile
Right Arm: 2 Energy
Lower Arm Actuator: Allowed
Hand Actuator: Not Allowed
Heat Sinks: +2 Double
Jump Jets: +0 (0 Max)
ECM Capable?: No
Module Slots: 2
OmniPod Quirks (not reflected in above values):
Set Bonus: +2.5% XP Bonus

TBR-C

Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
30 degrees up and down.
Armor: 460
Weapons & Equipment:
Left Arm: ER Large Laser x2
Left Torso: LRM 15, AMS, LRM Ammo
Center Torso: ER Medium Laser
Right Torso: LRM 15, LRM Ammo, AMS Ammo
Right Arm: Ultra AC/5, Ultra AC/5 Ammo
OmniPod Hardpoints:
Left Arm: 2 Energy
Lower Arm Actuator: Allowed
Hand Actuator: Not Allowed
Left Torso: 1 Missile, 1 AMS
Center Torso: 1 Energy
Right Torso: 1 Missile
Right Arm: 1 Ballistic
Lower Arm Actuator: Allowed
Hand Actuator: Not Allowed
Heat Sinks: +0 Double
Jump Jets: +0 (0 Max)
ECM Capable?: No
Module Slots: 2
OmniPod Quirks (not reflected in above values):
Set Bonus: +2.5% XP Bonus
Right Torso: +10 degrees Torso Turn Angle (Yaw)
Right Arm:
+5% Arm Movement Rate (Yaw)
+5% Arm Movement Rate (Pitch)

TBR-S

Torso Movement:
90 degrees to each side.
20 degrees up and down.
Arm Movement:
25 degrees to each side. (Max w/ 2 Lower Arm Actuators.)
30 degrees up and down.
Armor: 460
Weapons & Equipment:
Left Arm: Large Pulse Laser, SRM Ammo x2
Left Torso: SRM 6 x2, Machine Gun, Jump Jet x2, Machine Gun Ammo (1/2 ton)
Center Torso: Jump Jet
Right Torso: SRM 6 x2, ER Small Laser, Machine Gun, Jump Jet x2
Right Arm: Medium Pulse Laser x2, Double Heat Sink, SRM Ammo x2
OmniPod Hardpoints:
Left Arm: 1 Energy
Lower Arm Actuator: Allowed
Hand Actuator: Not Allowed
Left Torso: 2 Missile, 1 Ballistic, +2 Jump Jet Slots
Center Torso: +1 Jump Jet Slots
Right Torso: 2 Missile, 1 Ballistic, 1 Energy, +2 Jump Jet Slots
Right Arm: 2 Energy
Lower Arm Actuator: Allowed
Hand Actuator: Not Allowed
Heat Sinks: +1 Double
Jump Jets: +5 (+5 Max)
ECM Capable?: No
Module Slots: 2
OmniPod Quirks (not reflected in above values):

Set Bonus: +2.5% XP Bonus

Left Arm:

+5% Arm Movement Rate (Yaw)

+5% Arm Movement Rate (Pitch)

Left Torso:

-7.5% Torso Turn Rate (Yaw)

+3% Overheat Damage

+5% Missile Weapon Cooldown

Right Torso:

-7.5% Torso Turn Rate (Yaw)

+7% Overheat Damage

+5% Missile Weapon Cooldown