So, the Kintaro is a beast. Fast, tough, and enough SRMs to destabilize the big mechs. Take that same concept and give it an increase to stability damage with SRMs, and it's obvious how to make the Archer into the same build, but with more power. If your mech driver has 2 specialization in Tactics, the Archer can operate that turn early, just like if it were a Kintaro. Gunnery specialization isn't necessary, as this mech is best used to knock down other mechs early so your laser boat or stomper can coup-de-grace the fallen opponent. If you use Defense and Cover effectively, it keeps it alive. Adjustments: As you like. Making that SRM4 into an SRM6 and dropping 1ML is doable, which would give you a shield arm. Pros: 1120 Armor lets this walking missile rack soak damage, and heat is easy to manage. Loads of stab damage on the enemy. Cons: The Kintaro does all this as a medium, earlier in the turn, 2JJs barely contribute, no shield arm unless you do the above-mentioned adjustment.