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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Tunneller TNL - 3R
Designer:           ZaneOlric
Source(s):          Custom Mordel.Net Units
Technology:         Clan (Mixed)
Technology Rating:  F
Tonnage:            100
Role:               Skirmisher
Configuration:      Quad BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Experimental
Rules (Era):        Experimental
Rules (Year):       Experimental
Total Cost:         39,583,333 C-Bills
Battle Value:       2,170

Chassis:              Reinforced
Power Plant:          400 XL
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  [108 kph] 
Jump Jets:            Standard
    Jump Capacity:    60 meters
Armor:                Ferro-Lamellor
Armament:             
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Tunneler TNL-3R was originally designed to be used as a combat engineer, capable of
    weapon towing, trench plowing, and building demolition.  The latter of these proved to be
    its true calling when a TNL-2R was employed to smash through urban walls being used as cover
    by opponsing forces.  A new version of the mech was commissioned for the specific purpose of
    being used as a battering ram to break open enemy fortifications.

Capabilities:
    TNL-3R is equipped with a multitude of defenses, designed to withstand withering weapons
    fire before and after it reaches its target.  First amongst these is its Reinforced
    Structure, enabling the mechs internals to withstand the heavy shocks of collision.  This is
    supplemented with Ferro-Lamillar armor and stolen plans for Inner Sphere grade "Spikes" that
    allow the mech to suffer negligible damage from any impact.  Lastly, the experimental Ram
    Plate is employed to allow for maximum effectiveness of these charges.
    
    These high levels of defense originally limited its speed.  The design originally called for
    the use of TSM to help address this, but this option was abandoned as the mech struggled to
    produce the heat required to catalyse the TSM's incredible strength.  Instead, the slow
    speed was remedied by including both a Supercharger and MASC system.  This allowed the now
    100 ton mech to be capable of reaching just over 100km/hr when pushed.  The design was
    finisehd by the inclusion of jump jets to allow for even greater bursts of speed and the
    ability to catch unprepared mechwarriors off guard.

Deployment:
    It is best deployed against heavily fortified bases or emplacements, made to resist heavy
    fire before destroying whatever armarments or barricades are preventing its allies from
    advancing.  It needs to be followed up closely by other mobile mechs or forces as the TNL-3R
    lacks any form of traditional weaponry and can have its incredible defenses worn out quickly
    should it become surrounded.  Pilots and generals need to make sure that it is given enough
    room to gain momentum to ensure that its impacts have enough of a punch to cleave through a
    given target.

Variants:
    TNL-2R "Echidna" was created using Triple Strength Myomer, as its role of heavy lifting and
    digging put enough strain on the engine to generate the appropriate heat to catalyse the
    TSM.  However, this proved unreliable in combat scenarios and relegated the design for
    non-combat operations.

Notable MechWarriors:
    Luigi Gonzaga was originally an engineer in the TNL-2R version of the mech when he became
    trapped in a crossfire.  He saved his allies by clearing a path for retreat and eventually
    became instrumental in outmaneuvering the defenders.  His actions were largely the
    inspiration for the TNL-3R and he was granted authorization to become among its first pilots
    when the mech reached production.  Since then he has taken this admitidly simple tool and
    made it a masterpiece, clearing fields of walls, soldiers, and any mech caught in his way.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Reinforced                20.00                     
Engine:                                       400 XL                  26.50                     
    Walking MP:                                 4                                               
    Running MP:                               6 [10]                                            
    Jumping MP:                                 2                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  308                    22.00                     
    Type:                                 Ferro-Lamellor                                        

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             45       
    Center Torso (rear):                              10       
    R/L Torso:                         21             34       
    R/L Torso (rear):                                  8       
    R/L Front Leg:                     21             40       
    R/L Rear Leg:                      21             40       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Spikes (IS)                                               CT                1          0.50             
Jump Jet                                                  RT                1          2.00             
Spikes (IS)                                               RT                1          0.50             
Supercharger                                              RT                1          3.00             
Jump Jet                                                  LT                1          2.00             
MASC                                                      LT                4          4.00             
Ram Plate                                                 *                 3         10.00             
Spikes (IS)                                               LT                1          0.50             
Spikes (IS)                                              RFL                1          0.50             
Spikes (IS)                                              LFL                1          0.50             
Spikes (IS)                                              RRL                1          0.50             
Spikes (IS)                                              LRL                1          0.50             

* Ram Plates occupy 1 critical slot in each torso location

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 64
TP: BM,  SZ: 4,  TMM: 2,  MV: 12"/4"j
Damage: (S) 0 / (M) 0 / (L) 0,  OV: 0
Armor (A): 12,  Structure (S): 10
Specials: CR, ENE, JMPW2, MEL