A little while ago, the discussion in a certain thread half-inspired me to look at ways to potentially improve the intro-level stock Assassin. The problem was that there just wasn't much to work with without turning it into either yet another medium laser boat or else making it into something that's not really an Assassin anymore -- the 'Mech spends way too much of its tonnage on its mobility with pretty much everything else as an afterthought, but that flaw is also pretty much what defines it.
Then the point came up that it was supposed to be a "harasser". Well, as far as I'm concerned that's still merely a polite way of saying "something that has to settle for merely annoying its targets because it can't actually reliably kill them"...but it did make a part of my brain go "hmmm..." and ponder ways in which the 'Mech might be tuned for that specific role, and here's the pretty simple and obvious field refit that came out of that.
Model: ASN-21A Assassin
Type: Biped BattleMech
Technology Base: Inner Sphere
Rules Level: Introductory
Mass: 40 tons
Internal Structure: Standard 4 t
Myomer: Standard (-) --
Cockpit: Standard (H5) 3 t
Engine: 280 Standard Fusion (CT6) 16 t
Walking MP: 7
Running MP: 11
Gyro: Standard (CT4) 3 t
Jump Jets: 7 Standard (LT3/CT1/RT3) 3.5 t
Jumping MP: 7
Heat Sinks: 10 Single (-) --
Lower Arm/Hand Actuators: LLA LH RLA
Armor: 72 pts Standard (-) 4.5 t
IS Armor
Head 3 8
Center Torso 12 12/4
Left/Right Torso 10 10/2
Left/Right Arm 6 6
Left/Right Leg 10 6
Equipment:
LRM 5 (LT1) 2 t
LRM 5 (RT1) 2 t
Medium Laser (RA1) 1 t
@LRM 5 (24, RT1) 1 t
--------
6 t
========
40 t
BV: 818
Cost: 3,756,013 C-bills
The "21A" designation isn't anything particularly official; chances are that if you tried to order one in-universe, the factory representative in question would look at you funny until you explained yourself. It's just that any given 'Mech variant should have some ID tag, and while this is clearly not a stock ASN-21 anymore I also don't think it necessarily rates a whole new number, especially with a later foundtech model already running around with a claim to the 23.
In terms of combat effectiveness, this variant doesn't really break new ground; it's still an Assassin, fundamentally underarmored and undergunned. However, I like to think that the increased focus on long-range fire does make it a better "harasser" overall; it's now officially there to pelt enemies with small LRM flights over hopefully safe distances until the bin runs dry (which it will do faster than before, but I don't consider that a big drawback on a design this fragile, especially when it also means doubling the output per turn in the first place), then take advantage of its mobility to disengage and return home to reload and get its next assignment. The medium laser on this model is now strictly for self-defense.
Is a 40-ton 7/11/7 BattleMech the most efficient way to deliver a single ton of LRM ammo? Hmmm...no, probably not. ;) Stat-wise it's basically just a fat, more expensive Valkyrie that's traded off protection for speed, after all. But as I said, this is intended as a field refit; a "this is how a unit might modify an Assassin they've already been stuck with to get more use out of it" kind of deal, not a major factory variant. As such, pure design efficiency takes a bit of a back seat.