The Eris was originally introduced as the Hel HL-1 in 3087, but saw little success due to the post-Jihad efforts to reduce military sizes. The design was eventually bought by Kallon Weapon Industries who then redesigned it into a mobile skirmisher and reintroduced it as the Eris in 3092. The original HL-1 design was very similar to many Wolverine variants, but the updated ERS-2N boosts its mobility with a partial wing and moves from SRMs to more flexible MMLs.
Since its introduction in the Early Republic, the Eris ERS-2N has been used by all of the Free Worlds League splinter states. Even after the establishment of the ilClan, it is still used by both the reborn Free Worlds League and the Duchy of Andurien.
Read This First
- Your partial wing gives you a big mobility advantage when jumping
- Make fast skirmishing passes with LRMs and your PPC to wear down enemies while being a difficult target
- Get into pulse laser and SRM range to quickly finish off weakened or isolated targets
- Avoid deploying in thin atmospheres or a vacuum
- Adjust your capabilities to match your fighting style with special munitions for your missile launchers
- Role: Skirmisher
- Tech Base: Inner Sphere (3092)
- Chassis: 50 tons (Endo Steel)
- Movement: 5 / 8, XL
- Jumping: 7
- Armor: 160
- Heat Sinks: 10 (23)
- Snub-Nose PPC
- MML 5 × 2 (ammo: 24 LRM, 20 SRM)
- Small X-Pulse Laser × 3
- Partial Wing
- CASE II
- Cost: 9,528,500 C-Bills
- Battle Value: 1,400
The Eris ERS-2N has average speed for its tonnage on the ground, but its partial wing gives it jumping mobility that rivals many light ’Mechs. Its 7 jump MP allow it to rapidly maneuver in even the roughest terrain. The ERS-2N can achieve a +3 target movement modifier when running and a +4 modifier when jumping. The partial wing does rely on a planetary atmosphere to be effective, so the Eris loses some of its jumping mobility when operating in thinner atmospheres or the vacuum of space.
The ERS-2N is well-armored for its tonnage. Its 160 armor points are roughly 95% of the maximum for its chassis and give it above average protection for a medium ’Mech. Both side torsos carry missile ammunition in 9% of their critical slots, but CASE II means that even an ammo explosion is unlikely to knock out its XL engine. That engine does mean that losing either side torso to damage is enough to take the Eris out of the fight though.
The Eris carries a mix of weapons that allow for it to skirmish at long ranges or close in for devastating short-range strikes. For long range, its pair of MML 5s can deliver 10 LRMs out as far as 21 hexes. At 15 hexes, a MechWarrior can add its PPC even though its damage is reduced until targets are within 9 hexes. Then at short ranges, its arsenal adds three small pulse lasers and can switch the MMLs from LRMs to SRMs for increased damage and more chances to hit critical systems.
When making skirmishing passes, the ERS-2N is best served by firing at a range of 7-13 hexes. That is far enough out to be a more difficult target for many weapons while allowing it to get into medium range with its PPC and LRMs. Firing within 7 hexes is ideal for damage output with both the LRMs and snub-nose PPC in short range, but a MechWarrior needs to balance that against making their own Eris an easier target for return fire.
When the time comes to close in for a kill, a MechWarrior does not need to worry about any minimum range. Getting to 2 or 3 hexes from a target is ideal for delivering damage with the small pulse lasers and SRMs of the Eris.
The distribution of the ERS-2N’s weapons allow it to fire in any direction, but it is best suited to firing ahead and to the right. Its right arm carries its PPC, but the left only has a pair short range pulse lasers. Those pulse lasers can be useful for dealing with fast moving strikers that have managed to get behind the Eris though since at short ranges they will be more accurate than the single PPC shot offered by the right arm.
The Eris is dependent on ammunition for its missiles. With two tons of ammo, it carries enough shots that it is very unlikely to use more than about a quarter of its missiles in any single engagement. The flexibility of the MML also means that a MechWarrior has a lot of options to customize their payload. If they favor skirmishing, they can substitute the normal ton of SRMs for a utility LRM such as smoke, thunder, or mine-clearance missiles. Alternatively, when expecting to operate as a striker, the LRMs can be exchanged for alternate SRMs such as inferno or acid missiles.
The Eris ERS-2N runs fairly cool under most conditions. It has 10 double heat sinks plus the partial wing, so it can dissipate 23 points of heat each turn. It can generate 25 heat with its weapons and 5 more when jumping, but that spike should only happen when a MechWarrior is going in for the kill. When skirmishing at longer ranges, it will only generate 16 weapon heat. Even if jumping every turn, that’s easily managed by its cooling system. In thinner atmospheres, the partial wing loses its cooling effectiveness, so a MechWarrior will need to be more careful about heat management.
The ERS-2N doesn’t have any reason to close into a brawl unless it is up against a target it has a substantial weight advantage against. The 5 damage it can punch for is overshadowed by its arm weapons, and its right arm lacks a fist. It is generally better off kicking for 10 damage if a MechWarrior does find themself in a melee.
Cost & Upkeep
The ERS-2N has a fairly average price for an advanced ’Mech of its tonnage. Its endo steel and XL engine are more expensive components, but its weapons are fairly low cost. While it does require missile reloads, it should be able to stretch its two tons of ammunition over as many as four battles before needing to stop at a supply depot.
When using the Warchest Point system, these are the expected costs for the Eris ERS-2N:
|Armor Repair||50 SP|
|Structure Repair||100 SP|
A premium miniature for the Eris is supposed to be released soon from Catalyst Game Labs.