The second Mech I designed for the optimum use of hand-held weapons.
Minuteman GSW-2A
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3056
Cost: 7,179,807 C-Bills
Battle Value: 1,536
Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h (64.8 km/h)
Maximum Speed: 86.4 km/h (97.2 km/h)
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-10
1 Medium Pulse Laser
2 Medium Lasers
1 Beagle Active Probe
1 C3 Computer (Slave)
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 91 points 3.00
Internal Locations: 3 LT, 2 RT, 5 LA, 4 RA
Engine: Fusion Engine 275 15.50
Walking MP: 5 (6)
Running MP: 8 (9)
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 11 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
TSM Locations: 1 CT, 2 LT, 3 RT
Armor: Standard Armor AV - 184 11.50
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 18 28
Center Torso (rear) 7
L/R Torso 13 19
L/R Torso (rear) 7
L/R Arm 9 18
L/R Leg 13 26
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Equipment Location Heat Critical Mass
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Guardian ECM Suite RT 0 2 1.50
Beagle Active Probe LT 0 2 1.50
C3 Computer (Slave) LT 0 1 1.00
Medium Pulse Laser HD 4 1 2.00
LRM-10 RL 4 2 5.00
2 Medium Lasers LL 6 2 2.00
@LRM-10 (24) RT - 2 2.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5j 2 2 1 0 2 1 Structure: 5
Special Abilities: TSM, PRB, RCN, C3S, ECM, CASE, MHQ1, SRCH, ES, SEAL, SOA, IF 1
As with the Armsman, the Model 55 pods are intended as ready weapons, while the Model 110's are for when the mech has time to heat up, and get usage of the TSM.
Model 55 AF: 8 (.5 tons)
Type A Equipment - Narc Launcher, ammo (Narc) 12
Type B Equipment - 2 SRM 4s, ammo (SRM)25
Type C Equipment - 2 LRM 5s, Ammo (LRM)24
Latter down the time line
Type D Equipment - MRM10, Ammo (MRM)48
Type E Equipment – STREAK SRM4, Ammo (SRM)25
Model 110 AF: 16 (1 ton)
Type A Equipment - LRM 15, ammo (LRM)24
Type B Equipment - 2 STREAK SRM6s, ammo (STREAK)15
Type C Equipment - Hatchet, LRM 10, ammo (LRM)12
Type D Equipment - Ultra AC 5, ammo (AC)20
Latter down the timeline
Type E Equipment – 3 MRM 10s, Ammo (MRM) 24
Type F Equipment - RAC/2, ammo (RAC)90
Type G Equipment – Heavy Rifle, ammo (Rifle)12
As a note the 110 pods would be favored, not only for the heavier weapon load, but for the simple fact, without TSMs, dropped pods can not be 'stolen' (and used against friendlies) on the battlefield.