The B configuration of the Executioner was created by Clan Ghost Bear alongside the OmniMech chassis in 3001. It trades away the Prime configuration’s focus on being a mobile sniper to be more threatening at shorter ranges. The B configuration spread to all of the Clans shortly after its introduction and remains in wide use into the Dark Age era.
The Inner Sphere will sometimes refer to this configuration as the Gladiator B.
Read This First
- Use your mobility to get close to make use of your big autocannon
- Save double rate fire with the autocannon for easier shots, you don’t have enough ammunition to waste it
- You are a great choice for carrying a unit of battle armor into a fight
- Role: Skirmisher
- Tech Base: Clan (3001)
- Chassis: 95 tons
- Movement: 4 / 6 (8), XL
- Jumping: 4
- Armor: 259 (Ferro Fibrous)
- Heat Sinks: 19 (38)
- ER PPC
- Ultra AC/20 (ammo: 15)
- ER Medium Laser
- Anti-Missile System (ammo: 24)
- Design Quirks:
- Cost: 36,343,531 C-Bills
- Battle Value: 2,940
The Executioner is fast for an assault ’Mech, and the B configuration can make use of that mobility to close quickly with its targets. It normally walks at 4 MP and can run at 8 MP thanks to its MASC system. Its 4 jump jets allow it to move quickly even in the roughest terrain. It can achieve a +2 target movement modifier running without MASC or jumping, and with MASC it can run fast enough to earn a +3 modifier.
The Executioner is not built to maximize durability, but it has about average staying power for an assault ’Mech. It has 88% of the maximum armor for its chassis, but its torso has weak armor compared to its limbs. The Clan XL engine means that it is more likely to suffer engine hits which is more of a weakness than it would otherwise be due to the thinner torso armor. The side torsos both have CASE-protected ammunition bins. The left torso is more vulnerable to explosions with 33% of its slots being ammo while the right torso only has 14% of its slots as ammo. An anti-missile system in the right torso adds additional protection from missile attacks.
The Executioner B carries two primary weapon systems that can each punch big holes in armor. The ER PPC allows it to engage at long ranges out to 23 hexes. Then the Ultra AC/20 can potentially deliver two 20 damage hits once targets are inside 12 hexes. An ER medium laser backs up the two larger weapons. None of the B configuration weapons have a minimum range, so its expected damage output is maximized at ranges of 4 or fewer hexes.
Both of the big weapons are located in the B configuration’s arms. The medium laser can only fire forward, but the PPC and autocannon have wider firing arcs and the arms have a limited actuator set allowing them to be flipped to fire into the Executioner’s rear arc if needed.
The autocannon has a somewhat limited ammo supply. The Executioner B carries 15 shots for it, but when firing at full rate, it will run out of ammunition after 8 rounds of combat. In order to avoid that, a MechWarrior should hold back at long range in order to get the most out of the autocannon as possible at shorter ranges. Firing both shots in a round is less ammo efficient since the second shot only hits 42% of the time assuming the first shot is a hit. If the overall attack is likely to hit, then the chance of an extra big hit is often worth the gamble.
The B configuration of the Executioner runs cool. It carries 19 double heat sinks for a cooling capacity of 38. Firing all of its weapons can generate up to 34 points of heat. Jumping and the anti-missile system can add up to 5 more points of heat for a maximum heat buildup of 1 per round. As long as a MechWarrior isn’t constantly jumping, that means that overheating will not be a problem.
Due to carrying large weapons in its arm pods that are incompatible with lower arms, the Executioner B is hindered in a brawl. Both arms can only deal 5 damage with punches and suffer from +3 target number modifiers due to lacking lower arms. When it kicks, it can deal 19 damage.
The Executioner is an OmniMech, so it can be re-configured between battles. It has fixed jump jets and the MASC system that limit the options for the chassis. It does not have as much available tonnage as some other assault OmniMechs, but it does retain a good number of available critical slots.
|Right Torso||6 slots|
|Left Torso||6 slots|
|Right Arm||7-9 slots|
|Left Arm||7-9 slots|
As a battle armor transport, the Executioner B is a fairly good configuration. Its main weapons are in its arms, so only the medium laser and anti-missile system cannot fire while the squad is mounted. It also already wants to get close to the enemy for its own weapons, so it can drop off the battle armor unit at short range.
The Executioner has the Distracting quirk that comes into play if the MechWarrior has the Demoralizer special pilot ability or the game is using the Morale rules from Tactical Operations: Advanced Rules.
Cost & Upkeep
The Executioner is expensive due to using Clan technology and especially its big XL engine. It can easily use three or four tons of ammunition each battle between its autocannon and anti-missile system.
When using the Warchest Point system, these are the expected costs for the Executioner B:
|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||30-40 SP||60-80 SP|
|Reconfigure||24 SP||48 SP|
The Clan Invasion box set includes a plastic miniature for the Executioner. It depicts the Prime configuration but can be used to represent the B or any other configuration.
- Technical Readout: Clan Invasion
- Record Sheets: Clan Invasion
- Force Packs Record Sheets: Wave One
- Master Unit List