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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Longbow LGB-13C "merc mod"
Designer:           wingmaker
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            85
Role:               Missile Boat
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         20,068,646 C-Bills
Battle Value:       1,577

Chassis:              Standard
Power Plant:          340 XL
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard with CASE II
Armament:             
    6 MML 7s
    3 ER Small Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    Artemis IV is a great system, when: You have the ammo for it.
    You have techs that know how to maintain it.
    You can afford the star tonnage, and maintenance time,
    AND, this is about big and, you are fighting against forces that do not have too much ECM.
    When the campaign is long, and you don't have any fancy ammos of any kind, or only the kinds
    that's not Artemis compatible anyways...
    In those cases, a simpler approach is, well, simpler.
    And tinkers well, they will tinker.
    This is what mercenaries do, they make do.
    They adapt. They learn.
    And sometimes, if we're lucky, we learn from them, the easy way.
    After all is said and down, it was still a mercenary group who did develop the first MML
    technology, in he first place, was it not?
    They should be trusted to know what to do with it.
    So, here is what they have done with it.

Capabilities:
    Less damaging overall than its predecessor, but not effected by any ECM. Anti missile
    systems however, do still, but not to a extreme degree due to its generous sending of 6x
    groups of misses instead a smaller number of larger groups.
    The added ammo is an obvious advantage, and may have even be needed to offset the loss of
    Artemis's inherently superior efficiency.
    Extensive added armour has replaced the Artemis, and case II systems give it a bit more
    zombie quality that private owner, who does not have te resources to replace assault mechs,
    particular not in the middle fo campaign, well, he needs every bit of edge he can get.
    In that regard, this so called "downgrade", really makes the grade.
    And "It makes it home. That means you do to."

Deployment:
    While having great slogans really did help deployment, the funny part was what actually
    happened. Wild rumours, abounded, that the manufactures were having a shortage of Artemis
    launchers, and in trying to make the rumours go away, no amount of truth telling could
    dispel the rumour.
    Especially not after one mistake in shipping resulted in the new mechs going out in place of
    the old ones, that were ordered, which gave the rumourmongers all the fuel they need to work
    themselves into a complete and total tizzy.
    It all worked out in favour the company, who sold out of the 13c, eventually, on rumours it
    was going to be unavailable. Rumors which were able to prove themselves true in the most
    profitable way imaginable. Ramping up overproduction on the older model while keeping the
    newer models production numbers down to a moderate and cost effective limited release was
    much cheaper than the expected retooling of up to half of the main manufacturing line to
    accommodate the new model. In the end, the as looked god the manufactures looked god, adn
    everyone was happy.  Kits were even made available for "mercs" who wanted it all, the mech
    with Artemis, which they could strip off and sell , during the " price emergency"
    speculators expected, lol, and of course accommodate the increases in ammo and armour. In
    some cases, just having the written instructions for this mod are all that was actually
    required, as one makes do as one must with what one has on hand.

Variants:
    Since mercs do what they do, and you can't tell them what to do there are a lot of variants
    of this.
    Variants, of a variant, of a variant.
    Some increase the laser arrays, sometime with dramatic number of medium or medium pulse
    lasers, giving the mech the 2 things it did not have before, a hefty alpha strike, and an
    effective ammo independent back up weapon system. 7 martell mediums is something no one can
    afford to ignore. a similar weight in Medium pulses give you some security against your
    lighter faster class of mech muggers.

Notable MechWarriors:
    Too soon to report.
    
    Only more time will tell,
    if this mech will be able,
    to make its charioteers great,
    or vice versa,
    or not.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  8.50                     
Engine:                                       340 XL                  13.50                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         12 [24]                   2.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  248                    15.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             35       
    Center Torso (rear):                               8       
    R/L Torso:                         18             29       
    R/L Torso (rear):                                  7       
    R/L Arm:                           14             28       
    R/L Leg:                           18             34       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser                                            H                 1          0.50             
2 ER Small Lasers                                         CT                2          1.00             
CASE II                                                   RT                1          1.00             
MML 7                                                     RT                4          4.50             
MML 7 (Ammo 28) [SRM]                                     RT                2          2.00             
MML 7 (Ammo 17) [LRM / Semi-Guided]                       RT                1          1.00             
MML 7 (Ammo 17) [LRM]                                     RT                1          1.00             
CASE II                                                   LT                1          1.00             
MML 7                                                     LT                4          4.50             
MML 7 (Ammo 14) [SRM / Inferno]                           LT                1          1.00             
MML 7 (Ammo 14) [SRM]                                     LT                1          1.00             
MML 7 (Ammo 34) [LRM]                                     LT                2          2.00             
2 MML 7s                                                  RA                8          9.00             
2 MML 7s                                                  LA                8          9.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 44
TP: BM,  SZ: 4,  TMM: 1,  MV: 8"
Damage: (S) 5 / (M) 4 / (L) 3,  OV: 1
Armor (A): 8,  Structure (S): 4
Specials: CASEII, IF2, LRM-/2/2, SRM4/2