’Mech Manual: Sojourner B
Produced on Donegal after Clan Wolf-in-Exile’s retreat from Arc Royal, the Sojourner’s production runs are split between the Clan and the Lyran Commonwealth. Where the other designs produced as part of that arrangement have long been staples among Clan Wolf-in-Exile forces, the Sojourner is being produced for the first time. It was designed to be rugged and dependable in a time of chaos and change.
The B configuration of the Sojourner pairs ER pulse lasers with the Sojourner’s actuator enhancement system to have superb long-range accuracy. It can be found amongst the forces of the Lyran Commonwealth and Clan Wolf.
Read This First
- Use your supercharger and jump jets to get into a good firing position
- Act as a sniper, AES makes your ER pulse laser just as accurate as normal pulse weapons
- Use your SRMs to score critical hits against targets that have holes in their armor
- Be careful about going all-out, you will heat up fast when jumping and firing everything
Sojourner B
- Role: Sniper
- Tech Base: Clan (3147)
- Chassis: 60 tons (Endo Steel)
- Movement: 4 / 6 (8)
- Jumping: 4
- Armor: 201 (Ferro Fibrous)
- Heat Sinks: 14 (28)
- Weapons:
- ER Large Pulse Laser × 2
- Streak SRM 6 (ammo: 15)
- Equipment:
- ECM Suite
- AES
- Supercharger
- CASE II
- Design Quirks:
- Easy to Maintain
- Easy to Pilot
- Rugged ×2
- Battle Value: 2,397
Mobility
The Sojourner has an unusual movement profile for a Clan heavy OmniMech. Rather than the 5 / 8 movement typical of iconic designs like the Mad Dog, Summoner, and Timber Wolf, its standard fusion engine only provides it with a 4 / 6 profile. Then it has a supercharger that can allow it to get up to 8 running MP in short sprints, and 4 jump jets to allow it to deal with rough terrain. Without the supercharger, it can only achieve a +2 target movement modifier, but at a supercharged sprint, it can reach +3. With the B configuration geared towards acting as a sniper, the movement boosts of the supercharger or jump jets are generally best used to quickly reach good firing positions.
Durability
The Sojourner chassis carries maximum armor for a 60-ton ‘Mech, and its standard fusion engine means that it can remain operational even with the loss of both side torsos. The only explosive component carried by the B configuration is the ammo for its streak SRM 6. There is only a 14% chance that a critical hit to the left arm will strike the ammo, and even when that happens, the bin is protected by CASE II. Overall, opponents will need to work hard to take down the Sojourner B thanks to its rugged design.
Weaponry
The main armament of the B configuration is a pair of ER large pulse lasers. These are mounted in the arm with AES which allows them to match the accuracy of a normal large pulse laser at longer ranges. Those two lasers are backed up by a streak SRM 6. It only has about half of the effective range of the lasers, but the missiles can be used to find any holes the lasers have opened in a target’s armor and score critical hits.
Maximum and Expected DamageAll of the B configuration’s weapons are arm-mounted. Both lasers are in the right arm, and the SRMs are in the left. This means that it is capable of firing at targets in any direction. The lack of torso-mounted weapons can mean that it loses its offensive capabilities faster than some of its peers.
Maximum Damage for Firing ArcsThe Sojourner B carries a single ton of ammo for its streak SRM 6. That allows for the launcher to fire 15 times. Combined with the streak system’s ammo efficiency, that should be more than enough for any engagement.
Heat Management
ER large pulse lasers run hot, so the Sojourner B can run into heat problems if its MechWarrior is not careful. It has 14 double heat sinks for 28 cooling capacity. Each laser generates 13 heat when fired. That means that at a run, the Sojourner is heat neutral as long as it is only using its lasers. Firing the streak SRM launcher adds another 4 points of heat, and jumping can add 2 more over running. That puts the B configuration at 6 heat over budget if it maxes out everything. One turn of that is enough to slow it down to assault ‘Mech speeds, and a second gets it perilously close to risking shutdown.
Heat-Adjusted Maximum and Expected DamageBrawling
The B configuration is not well-suited to physical combat. It has a full set of actuators, including a fist, in its left arm, but its streak SRM 6 will almost always be a better choice than a punch. Its other arm is even more skewed towards ranged combat with the two pulse lasers and no lower arm. Instead, the Sojourner should focus on kicks when it finds itself at point-blank range.
OmniMech Chassis
The Sojourner is an OmniMech, so it can be quickly reconfigured between battles and is capable of carrying mechanized battle armor. As a battle armor carrier, its speed is a disadvantage, but with only arm-mounted weapons, the B configuration does not lose any of its own firepower when battle armor are mounted on it. The Sojourner chassis has its supercharger and right arm AES hard-mounted which reduces its flexibility a bit and encourages any primary weapons to be located in its right arm.
Capacity25.5 tonsHead1Center Torso1Right Torso9Left Torso7Right Arm5-7Left Arm4-6Right LegnoneLeft LegnoneMiniature
Iron Wind Metals sells a miniature for the Sojourner B. They also offer miniatures for the Prime and C configurations. During a game, any of those three will work for representing any Sojourner configuration on the battlefield.
Sources



