Randy Sparks was the last man standing when his platoon took down a Kurita Wasp on the Lyran front during the 4th Succession War. Mustering out with his prize, he completed MechWarrior training on Solaris VII then set about fixing the thing while employed with one of the smaller stables. Trading the damaged engine and gyro of the Wasp for a set intended for a Hornet, Randy used the freed tonnage to install more armor and machine guns. Hiring a medic and a half dozen AsTechs from one of the local tech schools, he struck out on his own. Taking a cue from his name, he chose to load tracer ammunition into his ammo bin, and "SPARKS" is now the name of his 'mech as well. He aims for twilight duels for maximum visual effect.
SPARKS started its existence as a Kurita pattern Wasp, with a Machine Gun in the torso vice the SRM launcher in the leg. Randy added five more machine guns across the upper body of the machine, including the arms. He also relocated and cut down the size of the ammunition storage. As a result, SPARKS only carries six salvos for the full array. The tracers make quite a display whether they hit or not, and Randy has acquired a small following on the independent Class II circuit. He's a little over six months ahead of payroll at the moment, still hoping for that legendary "big break".
Wasp - SPARKS WSP-1Kish
Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-D
Production Year: 2818
Dry Cost: 1,209,184 C-Bills
Total Cost: 1,209,369 C-Bills
Battle Value: 453
Construction Options: Fractional Accounting
Chassis: 1A Type 3 Standard
Power Plant: Hermes 100 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Rawlings 52
Jump Capacity: 150 meters
Armor: Durallex Light Standard Armor
Armament:
1 Diverse Optics Type 2 Medium Laser
6 Machine Guns
Manufacturer: Irian Battlemechs Unlimited, Kali-Yama Weapons Industries, Defiance Industries
Primary Factory: Shiro III (IBMU), Kalidasa (KYWI), Furillo (Defiance)
Communications System: Duotech 65
Targeting and Tracking System: RadCom TXX
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 33 points 2.000
Engine: Fusion Engine 100 3.000
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Single Heat Sink 10 0.000
Heat Sink Locations: 2 LT, 2 RT, 1 LL, 1 RL
Gyro: Standard 1.000
Cockpit: Standard 3.000
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 69 4.312
Internal Armor
Structure Factor
Head 3 9
Center Torso 6 10
Center Torso (rear) 2
L/R Torso 5 8
L/R Torso (rear) 2
L/R Arm 3 6
L/R Leg 4 8
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Machine Guns RT 0 2 1.000
2 Machine Guns LT 0 2 1.000
Medium Laser RA 3 1 1.000
Machine Gun RA 0 1 0.500
Machine Gun LA 0 1 0.500
@MG (37) CT - 1 0.185
Free Critical Slots: 28
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
5j 2 1 0 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA
"TO&E"
MechWarrior Randy Sparks (3 Gunner/3 Pilot, double duty as Tech)
Medic Amanda Jones (Admin)
6 AsTechs (technically infantry)
I used Campaign Ops with 1,500,000 C-Bills as the basis for the "unit". The "infantry squad" was bought armed with knives, and auto-rifles were purchased "aftermarket" along with basic body armor and a couple of vibroblades. The crew lives on the floor above the shop where SPARKS is maintained. The shop has just enough room for the 'mech, repair platform and stairs up to the living quarters. The rent is low enough nobody complains about the drafty conditions.
This is truly the minimally manned unit: the MechWarrior doubles as the Tech, the Medic counts for required Admin purposes, and the six AsTechs are needed to maintain the 'mech. Even a Colonial Marshal couldn't go below this number.