ProtoMech Technical Readout
Name/Model: Manticore 1
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 9
Configuration: Biped ProtoMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 909,142 C-Bills
Battle Value: 299
Chassis: ProtoMech
Power Plant: 55 ProtoMech Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: ProtoMech
Armament:
1 Heavy Medium Laser
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
An example of second generation protomech design, the Manticore was intended as a harder
hitting alternative to the Minotaur. It was never widely adopted. The conceptual flaws in
its design lead to it being quickly phased out as better 2nd generation designs absorbed its
niche.
Capabilities:
Compared to the Minotaur the Manticore is faster, harder hitting, and better armored. Which
on paper looks good. But then the compromises that let it reach those achievements come
into play.
For speed, while yes the ground speed is improved, it does so by removing the jump jets.
Given any of the broken terrain features mechs are supposed to operate in, and that
advantage is quickly lost.
Firepower is also technically better. Mounting the new, at the time, Heavy Medium Laser
gave the Manticore amazing stopping power equivilent to heavy autocannons. Backed up with
an SRM system, the classic can opener and cluster shot combination was complete. There's
just one tiny catch, the range of both of those systems was only 60% of the Minotaur's ER
Medium Lasers. And the Manticore is not exactly fast, especially by Clan standards. The
inaccuracy of Heavy lasers and limited ammo supply (to a much lesser extent) also ate into
the supposed superiority in firepower.
The only thing the Manticore was clearly superior in was armor. Full coverage on the Vital
bits that were likely to take damage was prioritized as it was on all second generation
protomechs. This does leave the primary sensors and main gun exposed, but those locations
on a Protomech are unlikely to be hit. Also unlikely to survive even if they were armored.
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Equipment Mass (kg)
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Internal Structure: ProtoMech 900
Engine: 55 ProtoMech Fusion 1,500
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (ProtoMech): 7 1,750
Cockpit: ProtoMech 500
Armor Factor: 39 1,950
Type: ProtoMech
Internal Armor
Structure Value
Head: 2 2
Torso: 9 18
Main Gun: 1 1
R/L Arm: 2 4
Legs: 5 10
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Weapons and Ammo Location Mass (kg)
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Heavy Medium Laser MG 1,000
SRM 4 T 1,000
SRM 4 (Ammo 10) T 400
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Alpha Strike Statistics
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Point Value (PV): 11
TP: PM, SZ: 1, TMM: 1, MV: 8"
Damage: (S) 2 / (M) 2 / (L) 0
Armor (A): 1, Structure (S): 1
Specials:
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