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                 BattleMech Technical Readout

Name/Model:         Medusa MDS-5T0N3
Designer:           ArcticDesigns53
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            85
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3119
Rules (Current):    Experimental
Rules (Era):        Experimental
Rules (Year):       Unavailable
Total Cost:         18,942,150 C-Bills
Battle Value:       2,679

Chassis:              Medusa Structure 5 
Power Plant:          Snow Raven 255 XL
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Nemean MK II Ballistic-Reinforced
Armament:             
    4 Stonemaker Type 4 Plasma Rifles
    2 Raven Standard Medium Pulse Lasers (C)
    2 Defiance B3M Medium Lasers
    2 Raven Alliance ER Small Lasers (C)
Manufacturer:         Sfyri Armaments Incorporated
    Primary Factory:  Plant Olympus
Communications:       Ajax Broadcasting Advanced Extended
Targeting & Tracking: "Hades" CT-44

================================================================================================
Overview:
    The Medusa was created with one goal in mind: to overwhelm the enemy's heat dissipation
    system. They originally planned to use Hardened armor, but found that it would be much too
    difficult to produce, and much to expensive to produce themselves. They instead went with
    Ballistic Reinforced Armor combined with a Blue Shield system, granting them almost the same
    protection. So they continued to work on the design, until they ran into a bottleneck: all
    of their inner sphere technology was too bulky to make the mech effective, even after
    increasing the mech's weight by 20 tons. So, they went looking for a supplier of clan level
    technology. Sfyri's own government, the Federated Suns, did not have the technology that
    Sfyri needed. Clan Seafox swiftly offered the required tech, but the terms and conditions
    were simply unacceptably predatory. So they turned to the only power they thought might be
    able to help: The Raven Alliance. They quickly entered into talks to gain the technology
    they needed. Liking the design, but disliking the Blue shield system, the Raven's offered to
    get them their supplies of hardened armor if they would use it to create a variant of the
    Medusa, and that they would get the entire first production run of.
    
    The Medusa is an intimidating physical design. It's torso is very similar to that of a
    Sagittaire, but the designers wove the Blue Shield System into the chassis in such a way
    that it appears to have snakes, much like that of the mech's namesake. It's arms are like
    that of a Penetrator, with the medium laser and medium pulse lasers slung under the Plasma
    Rifles. The legs of the mech are a mix of Penetrator and Flashman.

Capabilities:
    The Medusa's was designed around it's main weapon, the Plasma Rifles. The goal was to turn
    enemies into stationary rocks, due to the heat overload inflicted upon them, hence the name
    of Medusa. They placed 4 Plasma Rifles into the design, one of each arm and one on each of
    the mech's shoulders. They chose to make the arms flippable because they wanted a 360 degree
    firing arc for the weapons. They also originally planned to place shoulder turrets on the
    mech, but were unable to do it due to lack of space internally for the turret mechanism.
    They included a medium laser and clan medium pulse lasers under each arm as a backup weapon,
    but because they are mounted directly on the plasma rifles, their cooling jackets quickly
    detiorate, making them run much hotter than usual. The armaments were rounded out by a pair
    of rear mounted Clan ER Small Lasers to increase the rear facing firepower of the mech. One
    of the more interesting inclusions on the mech is the same Targeting and Tracking system
    that is available to the Stalker, which handles best significantly better than equivalent
    designs, allowing the hot running mechs to run ever so slightly cooler.
    
    The offensive systems are only half the story however, as the mech's renowned defensive
    systems are a major part of its success. The Ballistic Reinforced armor halves the incoming
    damage of autocannons and missiles attacks, essentially neutering mechs like the King Crab
    and Archer, while the Blue Shield Particle Field Disruptor halves the incoming damage of
    PPCs, making one of the most powerful weapon families in the Inner Sphere an afterthought.
    However, Lasers continue to be as deadly as ever to the Medusa, and though it has thick
    armor playing, it's main defence is the heat it can inflict on its rivals using the Plasma
    Rifles, forcing hot running energy mechs to limit their fire.
    
    Lastly, the mech was designed to help coordinate with other units, with advanced
    communications equipment found in mechs such as the archer.

Deployment:
    Unfortunately for Sfyri Armaments, the first test of the prototype Medusa happened two days
    after construction was finished on it. It had just finished it's shakedown tests when
    pirates where detected in system, demanding that Sfyri turn over all mechs in their position
    or risk their factory being destroyed. They refused, and instead deployed the Medusa and
    their two lances of their security forces to defend the volcanic facilities. The Medusa test
    pilot, one retired AFFS Major Jacob Keit, took command of the defense of the facility. He
    placed his mech in an area with a number of lava flows, and had the rest of his mechs hide
    in ambush. When the company of pirate mechs appeared, they only saw a new mech, one with an
    intimidating visage, and bristling with armaments. They advanced slowly, expecting a trap.
    They fired salvos of missiles and autocannon shells, as well as PPc fire. They were shocked
    when they did very little damage to the Medusa's armor. When Major Keith returned fire, he
    did heavy damage and overheated the mechs from range, and once a number of them were
    shutdown due to the heat, the ambush was launched, with the two lances of battlemechs
    closing on the rear of the pirate mechs 's formation, focusing fire on the shutdown mechs,
    and when possible, pushing pirates into the lava flows. The quickly reducing pirates pushed
    towards the Medusa, trying to take it down to allow them a clear line of escape. Though
    pressed hard, Major Keith's Battlemech did not fall, and he had a part in almost every kill
    that occured, usually shutting down a mech before the security forces eliminated it. Even
    still, he managed to single handedly eliminate an entire lance of the enemy mechs. Only 3
    pirates survived to surrender. Sadly, though his Medusa was still standing at the end of the
    battle, Major Jacob Keith would die in his cockpit of overheating, as his life support
    system was hit during the fighting. His Medusa was retired to perfect condition and is now
    preserved in the Sfyri head office as a memorial.

Variants:
    After completing the initial production run of the Medusa, Sfyri Armaments worked with Raven
    Alliance Scientists to create the MDS-5TON3-H, which used hardened armor, stripped out the
    Blue Shield, and introduced the Shoulder Turrets to the design. Everything else remained the
    same, except that the shoulder mounted Plasma Rifles and rear mounted ER Small laser were
    mounted in the turret.
    
    After complaints about the lack of ammunition for the launchers, Sfyri Armaments created the
    MDS-5T0N3-E, which installed additional ammunition storage by stripping out the Medium Pulse
    Lasers.
    
    The MDS-6TON3 followed in the -H's footsteps by using shoulder turrets, but also replaced
    the shoulder mounted Plasma Rifles with clan Plasma Cannons. In order to make up for the
    loss of direct damage, they stripped out the Medium Pulse Lasers for Clan Er Large Lasers.
    This design also lost the Er Small Lasers. There was also an MDS-6TON3-H which is identical,
    but uses Hardened Armor.
    
    The MDS-7T0N3-H is unique in the Medusa line in that it doesn't have a corresponding variant
    without the -H moniker. It's sister variant was scrapped after the main armaments, the TSEMP
    Cannon, proved to interfere with the workings of the Ballistic Reinforced Armor and the Blue
    Shield system. So it was scrapped, but the -H continued forward, as it was required by
    contract. When the first batch was completed, Sfyri was faced with possible bankruptcy
    because they had set up production lines expecting the 7TON3 would be a success, but when
    that failed to materialize, they realized they'd be in immense financial debt, and liable to
    being dissolved. The Raven's, not wanting to lose a valuable partner, allowed them to sell
    half of the first production run of the MDS-7TON3-H, so long as the Raven's received a 15%
    kickback from the sales and the full promised amount of battlemechs later down the road. The
    MDS-7T0N3-H returns to the use of Medium Pulse lasers, but rips out the shoulder mounted
    Plasma rifles in favor of a pair of the TSEMP cannons. They also have shoulder mounted
    turrets. While undergunned compared to other variants, the TSEMP Cannons can wreak havoc on
    a mech's systems, and possible shutdown a mech in a single shot.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  8.50                     
Engine:                                     255 XL (C)                 6.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                       16 [32] (C)                 6.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  240                    20.00                     
    Type:                              Ballistic-Reinforced                                     

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             33       
    Center Torso (rear):                               8       
    R/L Torso:                         18             29       
    R/L Torso (rear):                                  7       
    R/L Arm:                           14             28       
    R/L Leg:                           18             31       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser (C)                                      RT (R)              1          0.50             
Plasma Rifle                                              RT                2          6.00             
Plasma Rifle (Ammo 20)                                    RT                2          2.00             
ER Small Laser (C)                                      LT (R)              1          0.50             
Plasma Rifle                                              LT                2          6.00             
Plasma Rifle (Ammo 20)                                    LT                2          2.00             
Medium Laser                                              RA                1          1.00             
Medium Pulse Laser (C)                                    RA                1          2.00             
Plasma Rifle                                              RA                2          6.00             
Blue Shield PFD                                           *                 7          3.00             
Medium Laser                                              LA                1          1.00             
Medium Pulse Laser (C)                                    LA                1          2.00             
Plasma Rifle                                              LA                2          6.00             

* Blue Shield PFD occupies 1 critical slot in each location except the Head

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 46
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 5 / (M) 5 / (L) 0,  OV: 2
Armor (A): 8,  Structure (S): 5
Specials: BRA, ENE, HT2/2/-, REAR1/1/-