The Role of the Interceptor
Interceptor is the catch-all category for our light battlemechs that are not dedicated Electronic Warfare units. Interceptors perform a variety of tasks in the unit when they are utilized, and this primer will familiarize you with all of these. In addition, because it is so varied and versatile this role has a lot of permutations and extra considerations depending on your desired playstyle. Be sure to cover the bases and decide on an optimum position for your Interceptor.
First, some design points.
- Interceptors are built on Light chassis.
- Interceptors should achieve 120+ kph.
- Strongly consider a Beagle Active Probe.
- Modules: Sensor Range, UAV and Capture Accelerators.
The Beagle Active Probe will help you pick up targets at further range. In addition, it can counteract enemy ECM and bolster friendly Electronic Warfare units. Likewise, there are modules that can change how your sensors work, such as Sensor Range upgrades. The UAV is a great one shot "reveal" for your team, and you can use it to monitor areas for a short time without being there. All of these sensor upgrades work together as well.
Interceptors will often be Spotter specialists, and perform fantastically in that role. If your company includes LRM fire support, a TAG laser is always tonnage well spent. NARC beacons are another option if you have a battery of fire support 'mechs. However, this tonnage will be negated if no support mechs are available, so drop into the pubs at your own risk.
Interceptors will also have two order calls specific to them. These calls are used to directly coordinate the smaller, lighter units to achieve a specific goal. In any battle, Interceptors may be called upon to Disrupt the enemy units, or Vulture weakened foes.
In order to Disrupt an enemy unit, the Interceptor must charge into the enemy's formation and draw the main line off the battalion's approach vector. Quick, small Interceptors function best for this. You must use all your wiles to not be destroyed on approach or during the disruption, so experienced pilots only for this maneuver. Disruptors work best if they are jump-capable.
If an enemy is hurt and has retreated from the main formation, the Drop Commander may need it dealt with to ensure the safety and completion of his maneuver. If an enemy is less than 60% damage, the Interceptors may be ordered to "Vulture", or chase and destroy, a specific target. If the target is within 1km and is not protected by a strong enemy presence, Interceptors break off the main force and destroy the enemy. After the enemy is destroyed, the Vultures return to the main formation. Vultures work best if they have a higher Firepower value.
Interceptor Order Calls
These calls are used by the Drop Commander to coordinate the unit's Interceptors' actions.
- Disruption Call
- Using the Phonetic Call Signs, the Drop Commander orders the unit to execute a Disruption attack on a specific Map Grid.
- Syntax: (Unit) Disrupt (Grid Call)
- Example: "Interceptors, Disrupt Alpha-Six!"
- Vulture Call
- Using the Phonetic Call Signs, the Drop Commander orders the unit to execute a Vulture attack on a specific enemy or Map Grid.
- Syntax: (Unit) Vulture (Grid or Target Call)
- Example: "Kulu, Vulture Charlie target!"
- Example: "Interceptors, they are hurting really bad. Vulture Echo-Five."

i've been waiting for that! thanks! can;t wait to put that in action!!
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