By the start of the second year of the conflict the Right Brothers had successfully established their autonomous state in north central highlands and coastal area of Hai Shi Dao island. The
Colt and
Colt Executive models had proven themselves more than capable of mounting an effective guerilla defense against both the invading Pacific Rim Forces and the governing Hai Shi Dao authority, but with the introduction of second generation VT technology, the Right Brothers immediately began the production of their own medium assault platform.
The Yellow Jacket was designed to be a multirole combat platform, much like the
Prominence M1. The Right Brothers did maximise the torque profile to ensure that the model could perform in the mountainous and swampy terrain of their breakaway state. In keeping with their doctrine of guerilla warfare, the Yellow Jacket can mount the Marker Launcher, effectively allowing any pilot to perform electronic reconnaissance.
The Yellow Jacket does not mount any guided missile weapons, unlike its PRF and HSD counterpart models. This was rationalised by the Yellow Jacket designers as being an unnecessary and ineffective weapon option to deploy on a VT which would likely only be used in hilly terrain, and thus no long distance line of sight engagements would be anticipated. This decision seemed logical until the Right Brothers governing body decided to push their offensive onto the Xen Feng Tian plains. Encounters with enemy forces on flat, open terrain found the Yellow Jacket at a distinct disadvantage. This shortcoming was eventually addressed with the introduction of the
Siegeszug.
The Yellow Jacket was not combat deployed until January 2085, however it is rumoured that 3 units where deployed as covert surveillance units during the battle for Wa Lo Pass along the Er Ting foothills during December 2084.
Field Notes
"Let our enemies feel the sting of righteousness and freedom."
Unknown Right Brothers Commander,
March 2085 during the second Xian Feng Tian plains offensive.
The Yellow Jacket is probably my favourite general attack role VT in the game. For 10 sortie points less than anything comparable, you get a well equipped VT which is both nimble and can mount a Marker Launcher. It is fortunate that the Yellow Jacket mounts the Marker Launcher as its lack of any guided missile weaponry is a potentially serious drawback to what is an otherwise nice VT. Ideally, Yellow Jacket pilots will want to engage attacking VTs in canyons or city streets where their AS-MIS and PZ-MIS options are ineffective.
Yellow Jacket pilots should
always take the Marker Launcher unless their loadout absolutely can't accomodate it. The strategic advantage the ability to mark VTs gives cannot be overstated. I have participated on teams where three Yellow Jackets with markers were successfully able to take down far superior VTs (Earthshaker, Jaralaccs NS-R and Jaralaccs Macabre) merely because we always knew where the other team was and could maneuver behind them for surpise attacks.
When compared to the
Prominence M1 or
Scare Face II the Yellow Jacket finds itself slightly outclassed in terms of durability and weaponry effectiveness. The M1 is stronger up close, and the Scare Face II is better equipped for distance attacks. As such, the Yellow Jacket should really be used in pairs or trios to allow pilots to support one another and flank attackers.
Nemesis's Prefered Loadout
m.0 -
315-TR
m.1 -
140-MG
m.2 -
MKR-LA
s.0 -
T-GND
s.1 -
empty
s.2 -
empty
Sub Tanks -
1
The loadout puts the VT right up to STANDARD weight allocation without going over. This leaves the VT with a very nimble handling characteristic and plenty of fuel for dodging with override on. The 140-MG will eat light class VTs alive, and the 315-TR gives some point-blank punch if necessary. Having only one rack of T-GND can exhaust that sub-weapon in short order and the maximum loadout does allow the pilot to take another rack if so desired, at the price of a bit tippier ride.
KingLeerUK's Prefered Loadout
m.0 -
140-MG
m.1 -
MKR-LA
m.2 -
77-REC
s.0 -
T-GND
s.1 -
T-GND
s.2 -
67-CG
Sub Tanks -
1
This loadout is ideal for hit and run tactics (lots of proximity weapon options) and also works well indoors. The 67-CG option gives pilots some armour chewing options against light class 2nd gens and 1st gen machines and is very efficient on ammunition. The only drawback here is the lack of a hard-hitting main weapon. This loadout guarantees hits, even against heavy armour (proximity weapons are not affected by distance modifiers) but can take a little longer to do serious damage. Pilots taking this loadout should be familiar with effective slidestepping techniques if they want to hold their ground against heavier foes.