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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Jackrabbit JKR-1V
Designer:           mud
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            25
Configuration:      Biped BattleMech
Era/Year:           Star League / 2750
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         1,992,500 C-Bills
Battle Value:       585

Chassis:              Endo Steel
Power Plant:          150 Fusion
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Ferro-Fibrous
Armament:             
    1 LRM 10 w/ Artemis IV FCS
    1 Medium Laser
    1 Machine Gun
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    When Amaris took control of the Terra and a large portion of the Terran Hegemony, he gained
    control of the heart of the Star League's manufacturing infrastructure, giving his Rim
    Worlds forces access to the newest prototypes being developed for the SLDF.
    
    
    
    The Jackrabbit was a product of Skobel MechWorks on Terra.  It was originally meant to serve
    in the ranks of the SLDF, but none were ever deployed by Kerensky's army.  The entire
    production run fell into the hands of Amaris' Rim Worlds forces, and were used against the
    SLDF in the war that followed.

Capabilities:
    The Jackrabbit was an unorthodox light 'mech for its time, although some light 'mechs
    developed in later eras, especially the Valkyrie, have followed its configuration.
    
    
    
    The weapons chosen give the Jackrabbit a flexible strike envelope.  A Delta Dart LRM-10
    launcher equipped with Artemis targeting gear gives the Jackrabbit a long range punch
    capable of disabling a light 'mech.  A Magna medium laser is carried for dealing with
    armored opponents that get in under the LRM's effective range, and a Sperry Browning machine
    gun provides point defense against ambushing infantry.
    
    
    
    The Jackrabbit's speed allowed it to operate as a scout or raider, and in a pitched fight
    its LRMs were useful in support of heavier elements.

Deployment:
    The Jackrabbit was a stable in Stefan Amaris' light lances, and saw heavy action in all
    phases of the war against the SLDF.  A considerable number of Jackrabbit's survived the war,
    but General Kerensky refused to use the design.  Most of the surviving specimens were
    preserved by Comstar, and were later converted into the Nexus design during the 31st
    century.

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Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 1.50                     
Engine:                                     150 Fusion                 5.50                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 0                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   71                     4.00                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                       8             11       
    Center Torso (rear):                               3       
    R/L Torso:                          6              8       
    R/L Torso (rear):                                  3       
    R/L Arm:                            4              5       
    R/L Leg:                            6              8       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
LRM 10 w/ Artemis IV FCS                                  RT                2          5.00             
LRM 10 (Ammo 12)                                          RT                1          1.00             
Machine Gun                                               RT                1          0.50             
Machine Gun (Ammo 100)                                    RT                1          0.50             
Medium Laser                                              LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 19
TP: BM,  SZ: 1,  TMM: 2,  MV: 12"
Damage: (S) 2 / (M) 2 / (L) 1,  OV: 0
Armor (A): 2,  Structure (S): 2
Specials: IF1