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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Clockwork Castle CC-2
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            100
Configuration:      Quad BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Experimental
Rules (Era):        Experimental
Rules (Year):       Experimental
Total Cost:         9,406,667 C-Bills
Battle Value:       3,080

Chassis:              Endo-Composite
Power Plant:          200 Fusion
Walking Speed:        21.6 kph  
Maximum Speed:        21.6 kph  
Jump Jets:            Standard
    Jump Capacity:    30 meters
Armor:                Hardened
Armament:             
    1 Hyper-Assault Gauss 40
    1 ER Large Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown with ECM Suite
Targeting & Tracking: Unknown with Advanced Targeting Computer

================================================================================================
Overview:
    Just for the record, do not attempt time travel along the negative t axis.  It causes
    unpredictable consequences.  And better yet, unless you get really lucky you'll never be
    able to tell the difference.  We got lucky once,  and it eventually lead us to a number of
    interesting discoveries involving alternative timelines, timevtravel, and multi-dimentional
    interactions.  The short form of all that science sums up to: Don't.  Results are
    unpredictable and can break things.  The problem of course is, you can't exactly warn people
    in alternative timeliness to not do the thing.  So every once in awhile something weird
    happens.  The only difference now is we at least have a record of previous universes and can
    usually track down the idiots futzing with reality.

Capabilities:
    So what does all that about the ephemeral nature of reality have to do with mechs?  The
    latest victim of minor shifts in reality.  For us the Clockwork Castle is an air defense
    platform sent in with the other Clockwork.  It uses more advanced weapons then usual in a
    bid to maximize its anti-air umbrella.  Speed is limited, and they have a tendency to simply
    go prone once they land.  Armor is nearly maximized since they tend to be the vanguard unit.
    They take the lumps from air defense and air cover in a bid to clear out the air cover once
    they land.

Variants:
    It's the history backup retrieved from its hyperspace fold that is more interesting.
    Apparently in the previous reality iHGRs could be turret mounted on mechs, and the Clockwork
    Castle was one of the few mechs to make use of this ability.  The mission role in that case
    was to be the "Distraction Carnifex."  The oversized gun, combined with the apparent easy
    target would draw fire, while the hardened armor would shrug off said fire.  The goal was
    either to break things with its gun, or create a bubble of safety other Clockwork could use
    as an anchor point to pivot around.  This is similar to the secondary use of our Clockwork
    Castles, but with an added edge of psychology built in.  HAGs are nice but they do lack the
    authority of the iHGR.
    
    Also we were able to pin down the cause of the reality distortion.  A small fleet of ships
    popped up near Clan Space.  Reality detectors show the universe rippled from them.  Rodeo
    Class Corvettes have been dispatched to round them up.  I wonder what their story will be.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo-Composite               7.50                     
Engine:                                     200 Fusion                 8.50                     
    Walking MP:                                 2                                               
    Running MP:                                 2                                               
    Jumping MP:                                 1                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Robotic                   8.00                     
Armor Factor:                                  312                    39.00                     
    Type:                                    Hardened                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             50       
    Center Torso (rear):                              11       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Front Leg:                     21             40       
    R/L Rear Leg:                      21             39       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ECM Suite                                                 H                 1          1.00             
Jump Jet                                                  CT                1          2.00             
ER Large Laser                                          RT (T)              1          4.00             
Hyper-Assault Gauss 40                                  RT (T)              10        16.00             
Quad Turret                                               RT                1          2.00             
Hyper-Assault Gauss 40 (Ammo 18)                          LT                6          6.00             
Targeting Computer                                        LT                4          4.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 72
TP: BM,  SZ: 4,  TMM: 0,  MV: 2"j
Damage: (S) 5 / (M) 4 / (L) 4,  OV: 0
Armor (A): 21,  Structure (S): 8
Specials: CASE, CR, ECM, FLK3/3/3, RBT, TUR(5/4/4, FLK3/3/3)