Destrier DTR-6D
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 2750
Cost: 8,581,033 C-Bills
Battle Value: 1,651
Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 Rotary AC/5
1 ER Medium Laser
1 Medium R-e Laser
2 MML-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
Named due to it's quad-legged layout, and heavily armored nature, for the
Terran medieval warhorse, the Destrier is one of the Feerated Sun's newest
designs. One that - fittingly, when looking at its namesake - will immediately
be plunged into the fires of war in resisting the Draconis Combine's invasion
push.
Capabilities:
Deliberately forgoing an expensive, and relativey easy to mission kill,
extra-light reactor, or even the somewhat more protected light reactor that
debuted last century, the Destrier sticks with a tried and true standard to
allow for a degree of survivability not often seen since the Succession Wars.
This is matched to a compact gyroscope, nestled just below the reactor's core,
making for a very tough target to take out. Or at least, it would be, if the
designers hadn't been forced to put the primary magazine in a huge drum placed
just behind the core of the Destrier. The massive ammunition stockpile for its
turreted rotary autocannon could potentially be a huge liability for the 'Mech,
but at least it's designers were aware of the problem and used the most
advanced cellular ammunition storage protection currently available to shield
it.
As mentioned above, the Destrier's primary weapon is a large bore rotary
autocannon, set into an armored turret, near the back of the torso. This allows
for full 360 degrees of rotation, while putting out punishing amount of
firepower to be leveled against a target. While not a substitute for a
targeting computer, extra care was taken to make the Destrier into an extremely
stable firing platform, as rotary cannons are notorious for being unwieldy when
placed into a 'Mech turret. The added shock absorbers in its legs and pelvis,
along with a somewhat enlarged recoil suppression system alieviate the issue
entirely, but can be rather time intensive when maintenance is required. While
not a concern when dealing with hostiles at the same scale as itself, these
added systems are somewhat exposed to smaller and more nimble foes, such as
Battle Armor, or the occasional infantry platoon willing to take the big risk
of swarming it.
Twin quintuple-tubed multi-role missile launchers can be found on either side
of the reverse D-shaped torso behind armored shutters like those on the Stalker
or Catapult. A modest ammo bin for them allows for roughly two minutes worth of
fire if split between two separate missile typess, or almost four minutes if
set to a single type. While not quite as well protected as the autocannon
shells, the addition of standard CASE was a given from the beginning.
It is with the Destrier's energy weapons that the 'Mech shows it's cutting edge
design. While it's extended range laser has become the new standard across the
board since the original Clan invasion, it is the NAIS designed 're-engineered'
laser that takes the point of pride in the Destrier. Built specifically to
punch equally through any of the modern armors being fielded, such as the
super-heavy armor found on the DCMS's new elite units, it can quickly bore
holes through them that no other weapon system as yet can.
Design Quirks:
Stabilized Weapon (RAC/5)
Difficult to Maintain
Exposed Actuators
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 115 points 3.50
Internal Locations: 1 HD, 4 LT, 1 RT, 2 FLL, 2 FRL, 2 RLL, 2 RRL
Engine: Fusion Engine 280 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Gyro: Compact 4.50
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Standard Armor AV - 232 14.50
CASE Locations: 1 LT 0.50
CASE II Locations: 1 CT 1.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 34
Center Torso (rear) 9
L/R Torso 15 22
L/R Torso (rear) 8
L/R Front Leg 15 30
L/R Rear Leg 15 30
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(T) Rotary AC/5 RT 1 6 10.00
MML-5 RT 3 3 3.00
ER Medium Laser RT 5 1 1.00
MML-5 LT 3 3 3.00
Medium R-e Laser LT 7 2 2.50
@MML-5 (LRM) (48) LT - 2 2.00
@Rotary AC/5 (60) CT - 3 3.00
(A) Quad Mech Turret RT - 1 1.50
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 17
4 5 4 1 0 3 0 Structure: 6
Special Abilities: CASE, CASEII, SRCH, ES, SEAL, SOA, IF 1