The Avatar should be the face of OMNI pain that the IS is able to give back to Clanners in spades. The original Avatar suffered from a lower than optimal speed for combating such opponents, as well as lower than average armor, and a lack of more modern survival options when dealing with clan opponents. IS mechs almost always trade away speed for more armor and weapons tonnage, but the Avatar III seeks to fix that small detail. Boasting heavier armor than the previous version, more speed, and a more focused arrangement on ranged firepower; the Avatar III seeks to combat clan mechs with a bit of their own game, with the added advantage of better armor versus most clan opponents.
Speed is life, armor is soul, and firepower is heart, the Avatar III seeks to blend the best of all worlds. While suffering from IS 3 box-side-engine XL-itis, the design does make extensive use of CASE II in all variants to help appease the gods of Dice.
The variants take from experience, what has been learned, over a century of combat with a variety of clan opponents. If you must, close range, but longer range allows for you to whittle them down more. Your armor is more precious than theirs, and the firepower that an IS mech can bring never seems to really be as effective as clan equivalent mechs.
The Primary variant is a take on the original Avatar, with an LBX 10 and dual LRM 10s for long range, a pair of ERMLs add in medium range capabilities, and a pair of S-XPLasers help to defend against infantry. Heat, as long as you avoid firing the S-XPLasers, isn't a problem.
The first true variant focuses on mixing ranges, with effective long range firepower, of a sort, and a much heavier punch at short range. an UAC-10 with dual LPPCs helps with longer ranged opponents, while a pair of SRM-6s and a pair of ERSLs helps to control short range. the UAC 10 is central to the primary armament, spend it's ammunition wisely.
The second variant focuses on short range mixed with some long range. Flexible MML-9s provide the only ranged capabilities, while a pair of ERMLs can be added into mid range. A pair of MVSPLasers and S-XPLasers helps to sort out short range. Using the Pulsies with the MML-9s at short range will certainly help to disrupt your enemies armor distributions quickly.
The third variant is based off of the Falconer design employed against Jade Falcon, it simply harnesses the designs primary boomsticks, a GR and ERPPC to a single ERML.
While the design lacks all of the firepower of the original, it does have better heat dissipation and much better armor distribution.
The fourth variant is designed to emulate the Rakshasa, but with better anti infantry capabilities, to that end the original MPLaser has been replaced with a pair of S-XPLasers, and a CASE II subsystem protects LRM ammo. Dual ERLLs and ERMLs certainly help to keep this variant alive.
Avatar III AV-III-M
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 18,337,333 C-Bills
Battle Value: 896
Chassis: Unknown Endo-Steel
Power Plant: Unknown 350 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
31.0 tons of pod space.
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 107 points 3.50
Internal Locations: 1 HD, 2 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 350 15.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 200 12.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 30
Center Torso (rear) 11
L/R Torso 15 20
L/R Torso (rear) 10
L/R Arm 11 20
L/R Leg 15 25
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Loadout Name: Primary Cost: 20,468,708
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,655
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 12(24) 1.00
CASE II Locations: 1 LT 1.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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2 ER Medium Lasers RA 10 2 2.00
LB 10-X AC LA 2 6 11.00
LRM-10 RT 4 2 5.00
LRM-10 LT 4 2 5.00
2 Small X-Pulse Lasers CT 6 2 2.00
@LB 10-X (Slug) (10) LT - 1 1.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@LRM-10 (24) LT - 2 2.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
5 3 4 2 0 3 0 Structure: 3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/1
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Loadout Name: Alfa Cost: 20,414,521
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,700
Equipment Type Rating Mass
--------------------------------------------------------------------------------
CASE II Locations: 1 LT 1.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Light PPCs RA 10 4 6.00
Ultra AC/10 LA 4 7 13.00
SRM-6 RT 4 2 3.00
SRM-6 LT 4 2 3.00
2 ER Small Lasers CT 4 2 1.00
@Ultra AC/10 (20) LT - 2 2.00
@SRM-6 (30) LT - 2 2.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 17
5 4 4 2 0 3 0 Structure: 3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, SRM 1/1/0
================================================================================
Loadout Name: Beta Cost: 20,959,583
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,529
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 2.00
CASE II Locations: 1 LT, 1 RT 2.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium VSPL RA 7 2 4.00
ER Medium Laser RA 5 1 1.00
Medium VSPL LA 7 2 4.00
ER Medium Laser LA 5 1 1.00
MML-9 RT 5 5 6.00
MML-9 LT 5 5 6.00
2 Small X-Pulse Lasers CT 6 2 2.00
@MML-9 (SRM) (11) RT - 1 1.00
@MML-9 (LRM) (13) RT - 1 1.00
@MML-9 (LRM) (13) LT - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 15
5 4 4 1 0 3 1 Structure: 3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: Capa Cost: 20,538,833
Tech Rating/Era Availability: E/X-X-E-A BV2: 2,130
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LT, 2 RT 5.00
Heat Sinks: Double Heat Sink 12(24) 1.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.00
Gauss Rifle LA 1 7 15.00
ER Medium Laser CT 5 1 1.00
@Gauss Rifle (16) LT - 2 2.00
Free Critical Slots: 10
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 21
5j 3 3 3 0 3 0 Structure: 3
Special Abilities: OMNI, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: Dela Cost: 20,506,958
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,775
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 15(30) 4.00
Heat Sink Locations: 2 RT, 1 LA, 1 RA
CASE II Locations: 1 LT 1.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 2 5.00
ER Medium Laser RA 5 1 1.00
ER Large Laser LA 12 2 5.00
ER Medium Laser LA 5 1 1.00
LRM-10 RT 4 2 5.00
LRM-10 LT 4 2 5.00
2 Small X-Pulse Lasers CT 6 2 2.00
@LRM-10 (24) LT - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18
5 3 3 2 0 3 2 Structure: 3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, IF 1