Author Topic: Yakuza special: Hunchpanther  (Read 764 times)

mbear

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Yakuza special: Hunchpanther
« on: 17 August 2020, 08:18:12 »
Hunchpanther yakuza

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/C-E-D-D
Production Year: 3132
Dry Cost: 3,866,875 C-Bills
Total Cost: 3,866,875 C-Bills
Battle Value: 1,321

Chassis: Unknown Standard
Power Plant: Unknown 200 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
Armament:
    2  PPCs
    5  Medium Lasers
    1  Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Yakuza crime families in the Draconis Combine have used their connections in
the Ghost Regiments to acquire several 'Mech chassis. Due to the Ghosts putting
their needs first however, the chassis are usually of late Succession Wars or
early Clan Invasion types. This is seen by all as right and proper as the
Ghosts must remain ready to support the Dragon.

Obviously limited in their ability to acquire military spec hardware through
legitimate channels, the yakuza are forced to use weapons and equipment cast
off by the DCMS. This frequently means MRMs and other less effective weapons.

In this model, the large autocannon mount has been repurposed to house two
Lord's Light PPCs salvaged from Panther 'Mechs. Three extra medium lasers were
also installed: One in the center torso and one more in each arm.

This refit is only viable because of the double heat sinks that the yakuza have
acquired somehow.

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             Fusion Engine                200                       8.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    Heat Sink Locations: 2 LT, 2 RT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 160                 10.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           26       
                                 Center Torso (rear)                  5         
                                           L/R Torso     12           20       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     8            16       
                                             L/R Leg     12           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Medium Lasers                              RA        6         2         2.00
2 Medium Lasers                              LA        6         2         2.00
2 PPCs                                       RT        20        6        14.00
Medium Laser                                 LT        3         1         1.00
Small Laser                                  HD        1         1         0.50
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 13
4          4       4       2       0      2     1   Structure:  4
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

 

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