The Executioner OmniMech was introduced by Clan Ghost Bear in 3001. Compared to other assault ’Mechs, it trades away weaponry in order to increase its speed. While Clan Ghost Bear, and later the Rasalhague Dominion, makes the most use of the Executioner, it had spread to all Clans within a few decades of its introduction.
During the Clan Invasion, the Inner Sphere designated the OmniMech the Gladiator.
Read This First
- The Executioner is highly mobile for an assault ’Mech
- Use your mobility to stay just inside of a 15 hex range
- Engage MASC sparingly when the extra speed matters
- You should not need to worry about heat or ammo usage
- Role: Sniper
- Tech Base: Clan (3001)
- Chassis: 95 tons
- Movement: 4 / 6 (8), XL
- Jumping: 4
- Armor: 259 (Ferro Fibrous)
- Heat Sinks: 19 (38)
- Gauss Rifle (ammo: 16)
- ER Large Laser × 2
- Machine Gun × 2 (ammo: 200)
- Design Quirks:
- Cost: 35,713,072 C-Bills
- Battle Value: 2,749
The Executioner is exceptionally mobile for a 95-ton ’Mech. Its standard walking speed is 4 MP and 6 MP when running. MASC allows it to increase that running speed to 8 MP, and then it also has 4 jump jets. While the MASC system cannot be used without risk, being able to sprint in order to reposition or close quickly can be a big tactical advantage. When running normally or jumping, the Executioner can benefit from a +2 target movement modifier, and the MASC system can boost that to a +3 modifier.
The Executioner trades away some of its potential durability in exchange for its speed. It is slightly below average armor for a 95-ton chassis, but that still puts it above average for assault ’Mechs in general. It does have relatively thin protection on its torso locations compared to its limbs. The Clan XL engine means it suffers from an increased risk of engine hits. Its right torso carries a ton of machine gun ammunition giving it a 14% chance of a crit exploding, but the location is protected by CASE. The left arm has a 60% chance of a critical hit resulting in an exploding gauss rifle that will destroy the arm but otherwise be contained by CASE.
The Executioner Prime carries a gauss rifle backed by two ER large lasers for powerful long-range firepower. The lasers can reach out to 25 hexes and the gauss rifle can fire at 22 hexes. Both weapons hit medium range at 15 hexes. A pair of machine guns give the Prime configuration the ability to efficiently engage conventional infantry. Because of the gauss rifle’s minimum range, the Executioner Prime’s peak expected damage output is at a range of 3 hexes.
Against most targets, the Executioner Prime works best as a mobile sniper that can use its mobility to maintain a distance of about 15 hexes from its targets. That allows it to fire its weapons at medium range while staying at enough of a distance that many weapons cannot reach it or are stuck firing at long range.
The bulk of the Prime configuration’s weapons are arm mounted. The two large lasers are in the right arm and the gauss rifle is in the left arm. That gives a MechWarrior the ability to bring at least one arm’s weapons against a target in any direction after a torso twist.
The Executioner Prime carries sufficient ammunition to allow a MechWarrior to not need to worry about preserving shots in most engagements. The gauss rifle can be fired 16 times. The machine guns can be fired 100 times each, so their ammunition can easily last an entire campaign.
The Prime configuration of the Executioner carries far more heat sinks than it needs. It has 19 double heat sinks for 38 cooling capacity, but it can only generate 29 heat when firing all of its weapons and jumping. Except for extreme environmental heat conditions or severe engine damage, a MechWarrior should never need to watch their heat levels.
Even though its weapons favor longer ranges, the Executioner Prime is a decent brawler. Its right arm has a full set of actuators and can punch for 10 damage, but the left arm lacks a lower arm and so can only throw 5 damage punches with a +3 target number modifier. The Executioner can kick for 19 damage and if a MechWarrior is feeling bold is arguably even better than a Highlander at delivering a death from above attack.
As an OmniMech, the Executioner can have its weapons and equipment re-configured between missions. Its fixed jump jets and MASC system cost it some flexibility, and the heavy engine reduces the available tonnage compared to other assault OmniMechs. That said, it has pod space comparable to well-regarded heavies like the Timber Wolf. Three of the Prime configuration’s heat sinks are pod-mounted.
|Right Torso||6 slots|
|Left Torso||6 slots|
|Right Arm||7-9 slots|
|Left Arm||7-9 slots|
The Executioner can carry a unit of mechanized battle armor. When doing so, the only weapons it loses the ability to fire are its two machine guns since its main weapons are in its arms.
The intimidating visage of the Executioner gives it the Distracting quirk. That makes it a good option for a MechWarrior with the Demoralizer special pilot ability or as part of an Assault formation in a game using the formation-building rules from Campaign Operations. The quirk is also useful when playing with the Morale rules from Tactical Operations: Advanced Rules.
Cost & Upkeep
The Executioner is an expensive ’Mech. It makes use of ferro-fibrous armor and an expensive 380-rated XL engine. It will generally require both tons of gauss rifle ammunition to be replaced each engagement. For Inner Sphere forces, the costs are even higher due to needing to acquire Clan technology.
When using the Warchest Point system, these are the expected costs for the Executioner Prime:
|Action||Clan Cost||Inner Sphere Cost|
|Purchase||1,900 SP||3,800 SP|
|Armor Repair||95 SP||190 SP|
|Structure Repair||190 SP||380 SP|
|Reload||20 SP||40 SP|
|Reconfigure||24 SP||48 SP|
A plastic miniature using the new Executioner sculpt is included in the Clan Invasion box set.
- Technical Readout: Clan Invasion
- Record Sheets: Clan Invasion
- Force Packs Record Sheets: Wave One
- Master Unit List