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                 BattleMech Technical Readout

Name/Model:         Apollo APL-1JJ
Designer:           Dr. B, Banzai
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            15
Role:               Ambusher
Configuration:      Biped BattleMech
Era/Year:           Star League / 2780
Rules (Current):    Standard
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         986,700 C-Bills
Battle Value:       405

Chassis:              Irian Chassis Class 15 
Power Plant:          DAV 90 90 
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Riese-230
Armament:             
    2 I.W.W. Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Irian Longtalker II
Targeting & Tracking: Wasat Aggressor

================================================================================================
Overview:
    The Unification War of the late 26th century only served to prove how expensive modern
    combat could be. Individual combat vehicles such as BattleMechs and AeroSpace Fighters cost
    millions of H-Bills each (the C-Bill had not yet been established as the universal unit of
    currency), and paying the costs to field a single regiment or wing became an arduous
    undertaking indeed.
    Each House responded to the problems in slightly different ways; some built fewer but larger
    and more expensive units, others built greater numbers of cheaper ones. One of House Marik's
    solutions was to cut the cost of select weapons of war by designing and constructing less
    expensive, but roughly comparable, versions. Decreasing the size, protection, and firepower
    only slightly could have a substantial impact on the overall unit price, especially when
    multiplied over several hundreds or thousands of units.
    In a controversial and highly-publicized action of the 2590s, Lord Marik chose ultralight
    BattleMechs as replacements for the Recon Lances of several front-line 'Mech regiments.
    Declaring the smaller 'Mechs would save millions, the League's leader gained almost instant
    support from an overtaxed general public tired of financing the Unification War. At the
    time, the military was outraged by the blatant cost-cutting measures, which they claimed
    would lead to unnecessary MechWarrior fatalities.
    To comply with Lord Marik's proclamation and 'Mech specifications, Irian BattleMechs
    Unlimited was given the go-ahead and manufacturing began.
    During the First and Second Succession Wars, many thousands of Apollos were destroyed and
    probably less than 2000 still exist. Despite its losses, the charges that this design was
    too thinly shielded and lightly armed have not been proven to everyone's satisfaction. It
    remains in service among many rear-area House units and mercenaries; some have been sighted
    as far away as the Federated Suns and Draconis Combine.

Capabilities:
    Despite the initial grumblings of Marik military leaders and MechWarriors, the APL is an
    excellent model, exceeding all design specifications. The Apollo is the lightest BattleMech
    chassis Irian ever fabricated, but has been a sturdy frame on which to build one of the more
    successful ultralight 'Mechs. The DAV 90, among the most reliable fusion engines ever built,
    lives up to its reputation.
    The Irian Longtalker II, though hardly as powerful as the E.A.R.communications system, is a
    fine unit with very good range and clarity. However, the controls are more complicated than
    on most other sets, and green MechWarriors occasionally activate the wrong circuit, leading
    to a breakdown in battlefield communication and control.
    Two other weaknesses exist: the Voelkers machine gun, and the lack of jump jets. The
    Voelkers has been used on other 'Mechs with success (perhaps most notably on the
    Thunderbolt), but the feed mechanism in this installation is more delicate than it should
    be, and the weapon has a habit of jamming after a sharp blow to the center torso.
    The absence of jump jets, omitted to save tonnage (and money), is a major annoyance for many
    Recon Lance MechWarriors. Accustomed to having more maneuverability, piloting a Apollo
    forces them to plan their movement more carefully, consuming precious pre-battle seconds.
    This is a complaint often heard but rarely acted on, although a few Apollos are believed to
    have been modified and now carry at least a couple of jets.
    In fact, except for the jump jets, this BattleMech's performance is often compared favorably
    with the STG-3R Stinger. The 'Mechs have almost identical engine performance, the same
    quantity of armor similarly distributed, and armament that is roughly equivalent; the Apollo
    is actually the better-armed of the two. Upon realizing the Apollo cost about 30 percent
    less to produce than the Stinger, Lord Marik's decision to economize may not have been such
    a difficult one, after all.

Deployment:
    When the First Succession War began, most every Lord pessimistically assumed every Lord's
    hand was against him. There were alliances, to be sure, but lingering doubts remained in the
    minds of many.
    One deadly battle, on the mountainous outskirts of Solomonville, involved a company of
    Steiner Commandos and medium tanks, opposed by a lance of Apollos and a two-company
    combined-arms team of light tanks and mechanized infantry. Aware of the other's presence but
    unsure of the enemy's size and exact composition, Marik garrison commander Kenneth Stoddard
    chose to use his Apollos as a mobile reserve. (The Steiner Commandos had not yet been
    dispatched from the DropShip.) After pinpointing the attackers' location, both conventional
    forces slammed into each other with the defending Marik garrison holding a slim advantage.
    Noticing the absence of any attacking 'Mechs, a reassured Stoddard sent his own lance out to
    improve the odds. Unluckily, Steiner Colonel Erwin Robard selected the moment to commit the
    Commando company. Ejecting from the orbiting DropShip to make a high-altitude atmospheric
    entry, the Lyran Commonwealth's BattleMechs opened fire almost as they hit the ground.
    Though the stunned Marik Apollo pilots gave a good account of themselves, the odds and
    tactical situation were now irreversibly against them. No prisoners wore taken.
    The defenders lost all units, including the lance of Apollos. In turn, the attackers, lost
    two Commandos from failed drops, two Commandos from Apollo attacks, and approximately two
    platoons of tanks. As other battles took place elsewhere on the planet, the Free Worlds
    League was finally forced to retreat. The Lyran Commonwealth took control of the system and
    held it for a number of years.

Variants:
    APL-1JJ Apollo

Notable MechWarriors:
    Lieutenant Harry ''Wild Hare" Tourmaline
    A Recon Lance leader with House Marik's Stewart Dragoons, Tourmaline has a completely
    justified reputation for being a little crazy. A wild-looking fellow with fierce black eyes,
    he enjoys single 'Mech patrols deep into enemy territory. Tourmaline pilots an Apollo called
    the White Rabbit, but painted in a mottled pattern of browns, grays, and whites. He has six
    kills to his credit.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  1.50                     
Engine:                                     90 Fusion                  3.00                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 3                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  1.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   48                     3.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              6       
    Center Torso:                       5              6       
    Center Torso (rear):                               2       
    R/L Torso:                          4              6       
    R/L Torso (rear):                                  2       
    R/L Arm:                            2              4       
    R/L Leg:                            3              5       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          0.50             
Jump Jet                                                  RT                1          0.50             
Jump Jet                                                  LT                1          0.50             
Medium Laser                                              RA                1          1.00             
Medium Laser                                              LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 13
TP: BM,  SZ: 1,  TMM: 2,  MV: 12"/6"j
Damage: (S) 1 / (M) 1 / (L) 0,  OV: 0
Armor (A): 2,  Structure (S): 1
Specials: ENE, JMPW1