

MiniatureĪ plastic Commando miniature is included in the A Game of Armored Combat box set and a metal version of the same sculpt is available from Iron Wind Metals. If there is a cost for that, then it would need to be paid after most battles. Note: As far as I can find, the Warchest Point system does not specify a Supply Point cost for reloading a one-shot weapon system. When using the Warchest Points system, these are the expected costs for the Commando COM-9S: Action In a battle, it will generally use shots from both of its tons of MML ammo due to switching missile types, but those bins should only need to be replaced after a few engagements. The COM-9S is fairly expensive for its tonnage primarily due to its XL engine. It has weapons in each arm that cannot be combined with punching, but in a punch will be more accurate than the left arm’s PPC at point-blank range and the right arm’s missile launchers can only be fired once. It has two hands, but punches only deal 3 damage each. The COM-9S is not a good design for brawling. Heat-Adjusted Maximum and Expected Damage Because of the PPC’s minimum range, the peak expected damage output is at 3 hexes. As a target comes closer, the MMLs can switch to short-range missiles for more damage and the ’Mech carries a pair one one-shot SRM launchers.

Then it can add its light PPC at 18 hexes. It can engage at long-range by firing long-range missiles from its MMLs out to a maximum range of 21 hexes. The mixed armament on the Commando COM-9S gives it the ability to act as a long-range skirmisher or a short-range striker. Against infantry, the Commando is more vulnerable to anti-’Mech attacks due to the Exposed Actuators quirk. The right torso also contains 2 tons of ammunition which means that 20% of its critical locations explode, but the CASE II system means that explosion won’t usually destroy the ’Mech. The XL engine means that it cannot survive losing any torso location. The Narrow/Low Profile quirk can stretch that armor a bit further by halving the damage on some hits. It carries 80% of its maximum armor with it fairly evenly distributed between its locations. The COM-9S has about average durability for its tonnage. The risks of using the supercharger means that a MechWarrior should aim to use it sparingly with ideally only single round bursts of speed when needed. When running, the COM-9S can reach a +4 target movement modifier. As with many Commandos, the design does not have any jump jets so rough terrain can still be a problem. When running, a MechWarrior can engage the supercharger in order to have 14 MP available. Its walking speed is now average for a light ’Mech at 7 MP. Like the COM-8S, the COM-9S is faster than most Commando variants. Use the supercharger sparingly to avoid engine damage.You only get one shot with the right arm SRMs, make it count.Stay at longer range and whittle away at targets.The COM-9S has only been deployed by the Lyran Commonwealth since its introduction. It shares many traits with the earlier COM-8S, but Coventry Metal Works replaced the weapon systems to allow it to engage targets at much longer ranges than most Commando designs. The Commando COM-9S was introduced in 3146.
