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                 BattleMech Technical Readout

Name/Model:         Pangolin PGL-3Z
Designer:           ZaneOlric
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         94,217,000 C-Bills
Battle Value:       3,632

Chassis:              Reinforced
Power Plant:          300 XXL
Walking Speed:        32.4 kph  
Maximum Speed:        43.2 kph  [54 kph]  
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Hardened with CASE II
Armament:             
    2 LRM 20 w/ Artemis IV FCS (C)
    2 ER Medium Lasers (C)
    1 Improved Heavy Medium Laser (C)
    1 Laser Anti-Missile System (C)
    1 ER Small Laser (C)
    1 Small Laser
    2 Light Machine Guns (C)
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown with Angel ECM Suite
Targeting & Tracking: Unknown

================================================================================================
Overview:
    Etna industries saught to create the ultimate wall, a mech capable of moving onto a mission
    objective and daring other mechs to take it.  Using reverse-engineered clan technology, they
    were largely successful in this effort, forging the Pangolin.  With more armor than the
    entire mass of a light mech and a reinforced structure underneath this behemoth is capable
    of withstanding a headshot from an AC/20.  While on the slower end of Assault Classes, it
    still maintaines enough speed that it won't fall too far behind other foces, acting as an
    anchor against the turbulent forces of a battlefield.

Capabilities:
    The PGL-1N is equipped with 38.0 tons of hardened armor and a reinfoced structure to grant
    it an unmatched level of durability on the battlefield, though this comes at the cost of its
    speed.  In order to regain some of this and allow the Muur to lift heavier loads it was also
    equipped with Triple Strength Myomer.  This also makes its two Claws absolutely devastating
    and while its armor makes it clumsy, it can often only take a single hit from these giant
    weapons to deal critical daamge to an enemy.
    
    Earlier versions of the mech struggled with being pelted by long range fire and being unable
    to retaliate, inevitably losing a drawn out fight without ever posing any real threat.  This
    led to the PGL-1N to be equipped with six LRM-5 systems and four tons of ammo, letting it
    threaten even distant targets while it protects strategic points.  This is supplemented by
    an Improved Heavy Small laser and two ER Medium Laser for heat modulation.  To deal with
    flanking units, it is equipped with a rear mounted Improved Heavy Medium Laser and two light
    machine guns.

Deployment:
    The PGL-1N is best employed for objective securement and choke-point holding.  Thanks to its
    hardened armor and reinforced structure making it nearly immune to unfortunate critical
    hits, it brings a steady, slow consistency to the battlefield.  Even its armarments are
    designed to be well rounded, giving it ability to fight to some extent at all ranges.  This
    allows it to sit in a crucial location and dare enemy forces to try and take it, able to
    return harrassment fire or brawl at close ranges.
    
    Mechwarriors assigned to a Pangolin are reccommended to have heat managment experience
    in-order to properly activate its triple strength myomer as appropriate.  This ability
    represents a 25% speed increase for the mech and being able to do so reliably and knowing
    when that movement will be worthwhile despite the heat penalties on other systems is a
    critical skill.  By doing so, the mech can effectively rip many smaller mechs in half.

Variants:
    PGL-2K: attempting to reduce production cost for the Pangolin to reach wider appeal,
    an attempt was made to create a version using a fusion engine.  However, the loss of power
    crippled its speed to a maximum of 21.6km/h, potentially being outrun by an Urbanmech.
    While it did boast an additional LRM-5 and two additional machine guns, the speed proved too
    repellent to potential pilots, leaving this version abandoned.  BV: 3,009.  Cost:
    12,576,667.
    
    PGL-3R: With reports of the claws being too unwieldy and overkill for melee purposes,
    designers removed them and 4 LRM-5 to upgrade to 2 LRM-20.  Additionally, all LRMs were
    outfited with Artemis 4 systems to make the Pangolin a true long range threat.  It removes
    its Improved Heavy Small Laser and uses teh last of the weight savings to install two
    additional double heat sinks.  BV2.0: 3,342.  Cost: 28,270,000
    
    PGL-3T: Itterating on the 3R, it removes the two extra heat sinks in exchange for a
    single jump jet, giving it a large mobility increase for navigating around terrain.  This
    model proved surprisingly successful on the battlefield and market, with its ability to take
    high ground and being unworried about becoming exposed proving far more effective than
    anticipated by pilots.  BV2.0: 3,468.  Cost: 28,302,000
    
    PGL-3Z: Pushing the 3T concept to it maximum, the designers added a highly expensive
    XXL engine  in order to add two additional jump jets (3 total).  This allowed an incredible
    amount of mobility for a 100 ton mech able to position easily for LRM bombardments or
    surprise enemies with punches that hit like AC/20 shots.  Substantial internal
    reconfiguration allowed for the addtition of an ER small laser and standard small laser for
    heat modulation. Additionally, an Angel ECM Suite and Laser Anti-Missile System were added
    to even further enhance its defenses.. Its cost prevented true mass production, though
    remained profitable with highly rich nobles purchasing it as their personal mech.  BV2.0:
    3,342.  Cost: 92,592,000
    
    PGL-4A: After finding financial success with selling the 3Z as a high end battlemech,
    the 4A returned to the 1N as a base design but upgrading it with an XXL engine.  This
    allowed for its entire forward facing laser suite to be upgraded, now boasting a head
    mounted ER Large Laser to help blow holes open in armor.  Additionally, it was now equipped
    with a torso mounted ER Small Laser, Improved Heavy Small Laser, and Small Laser.  The a
    BV2.0: 2,984 Cost: 90,705,000
    
    PGL-4B: With many customers disappointed that the 4A lacked the jump jets of the 3Z,
    a field refit kit was created to allow for the addition of a single jump jet while
    depelopment was worked on a more purpose built solution.  However, to do this required the
    removal of the 4A's rear mounted weaponry, making it far more exposed to flanking attacks.
    It proved popular enough that a few intentionally built 4B were constructed and sold. BV2.0:
    3,054.  Cost: 90,425,000
    
    PGL-4G: Return to the 1N's weaponry, the 4C maintains its XXL engine and again
    removes one ton of armor and its rear mounted weaponry to upgrade to a total of three jump
    jets.  This gave it the surprising mobility of the 3Z but with an even more threatening
    melee weapon attached.  While not nearly as dangerous at range, this configuration would
    prove particularly popular among its intended audience of rich nobility partly due to its
    cleaner internal layout.  BV2.0: 2,901. Cost: 90,470,000.

Notable MechWarriors:
    Geofree "Dreamer" Paxson: Born in abject poverty, Geofree was deterined to not just
    make something for himself, but make things better for those in his home city.  He started
    as a battlefield looter before being picked up by a mercenary troop salvaging parts for Etna
    Industries.  Eventually he was allowed to train as a mech pilot and eventually became a test
    pilot for their corporate patrons.  This culminated in him being the designated pilot for
    the nearly 100 million c-bill prototype of the PGL-3Z.  That was when word came that his
    home world was under attack by Clan raiders.  "Borrowing" the 3Z and convincing his
    commander that they could make good money hunting the Clan mechs for parts, he would pilot
    the gargantuan creature on his home world and play a pivotal role in its eventual salvation.
    When Etna Industries tracked him down, he was given a surprising amount of liency due to an
    influx of rich patrons asking about the mech.  Geofree was given custody of his Pangolin
    under the condition that neither he or his troop could sell it, instead using it as a
    marketing campaign.  While this took him away from his home town again, Geofree now had the
    money, power, and relations to help his town from a distance, making his hopes come true and
    earning him the nickname "Dreamer".
    
    Note: If you use quirk rules, then the following apply - "Difficult Ejection", "Weak Head
    Armor (one point)", "Rugged (two points)".  For the 3R, 3T, and 3Z variants, replace rugged
    with "Battlefists".

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Reinforced (C)              20.00                     
Engine:                                    300 XXL (C)                 6.50                     
    Walking MP:                                 3                                               
    Running MP:                               4 [5]                                             
    Jumping MP:                                 3                                               
Heat Sinks (Double):                       10 [20] (C)                 0.00                     
Gyro:                                           XL                     1.50                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  304                    38.00                     
    Type:                                  Hardened (C)                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             45       
    Center Torso (rear):                              14       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Arm:                           17             34       
    R/L Leg:                           21             42       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser (C)                                        H                 1          0.50             
ER Medium Laser (C)                                       RT                1          1.00             
LRM 20 w/ Artemis IV FCS (C)                              RT                4          5.00             
2 Light Machine Guns (C)                                RT (R)              2          0.50             
ER Medium Laser (C)                                       LT                1          1.00             
Improved Heavy Medium Laser (C)                         LT (R)              2          1.00             
LRM 20 w/ Artemis IV FCS (C)                              LT                4          5.00             
Angel ECM Suite (C)                                       RA                2          2.00             
CASE II (C)                                               RA                1          0.50             
LRM 20 (Ammo 12) (C)                                      RA                2          2.00             
Light Machine Gun (Ammo 100) (C)                          RA                1          0.50             
CASE II (C)                                               LA                1          0.50             
LRM 20 (Ammo 12) (C)                                      LA                2          2.00             
Laser Anti-Missile System (C)                             LA                1          1.00             
Jump Jet                                                  RL                1          2.00             
Small Laser                                               RL                1          0.50             
2 Jump Jets                                               LL                2          4.00             
Triple-Strength Myomer                                    --                6          0.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 79
TP: BM,  SZ: 4,  TMM: 0,  MV: 4"/6"j
Damage: (S) 4 / (M) 4 / (L) 4,  OV: 2
Armor (A): 20,  Structure (S): 8
Specials: AECM, AMS, CASEII, CR, IF2, JMPS1, REAR1/1/-, TSM