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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Ostgard OTG-12R
Designer:           WestRider
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            50
Role:               Striker
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         11,659,000 C-Bills
Battle Value:       1,585

Chassis:              Endo Steel
Power Plant:          350 XL
Walking Speed:        75.6 kph  
Maximum Speed:        118.8 kph 
Jump Jets:            Standard
    Jump Capacity:    210 meters
Armor:                Laser Reflective
Armament:             
    4 Medium X-Pulse Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Ostgard was developed as a bodyguard unit for Ostscouts, as improving technology made
    speed a less and less certain defense for the fragile lighter Mechs.

Capabilities:
    While not quite as fast as the Ostscout, and certainly not as fast as some of the Mechs that
    threaten them, it was hoped that the 350XL engine on the Ostgard would provide sufficient
    speed to let it keep itself interposed between its ward and threats to them. Seven Jump Jets
    spread across the torsos allow it to reasonably pace the Scout even in broken terrain, and
    can provide an immense advantage against ground-bound threats.
    Laser Reflective Armor was chosen to counter the Pulse Lasers common on Scout hunters, while
    its own X-Pulse Lasers should give it equal or better range than most of the weapons on
    major threats. Against hunters like the Gunsmith that mount Reflective Armor of their own,
    the Actuator Enhancement system will give it a much better chance of landing kicks that will
    be devastating against the brittle plate.
    Thirteen Double Heat Sinks will manage the heat from the advanced lasers adequately while
    running, but MechWarriors must exercise care when jumping lest the heat get out of control.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                       350 XL                  15.00                     
    Walking MP:                                 7                                               
    Running MP:                                 11                                              
    Jumping MP:                                 7                                               
Heat Sinks (Double):                         13 [26]                   3.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  128                     8.00                     
    Type:                                Laser Reflective                                       

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             18       
    Center Torso (rear):                               5       
    R/L Torso:                         12             16       
    R/L Torso (rear):                                  5       
    R/L Arm:                            8             11       
    R/L Leg:                           12             16       

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Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          0.50             
3 Jump Jets                                               RT                3          1.50             
2 Medium X-Pulse Lasers                                   RT                2          4.00             
3 Jump Jets                                               LT                3          1.50             
2 Medium X-Pulse Lasers                                   LT                2          4.00             
Actuator Enhancement System                               RL                2          1.50             
Actuator Enhancement System                               LL                2          1.50             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 36
TP: BM,  SZ: 2,  TMM: 3,  MV: 14"j
Damage: (S) 3 / (M) 3 / (L) 0,  OV: 0
Armor (A): 4,  Structure (S): 2
Specials: ENE, RFA