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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Metropole MTP-M8
Designer:           ZaneOlric
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      QuadVee BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         14,971,000 C-Bills
Battle Value:       1,572

Chassis:              Etna Quadvee 100x 
Power Plant:          200 Fusion
Walking Speed:        21.6 kph  
Maximum Speed:        32.4 kph  
Jump Jets:            Swingline X-1000 
    Jump Capacity:    60 meters
Cruising Speed:       32.4 kph  
Flanking Speed:       54 kph    
Armor:                StarGuard III with CASE II
Armament:             
    2 MRM 30s
Manufacturer:         Etna Industries
    Primary Factory:  Unknown
Communications:       Achernar Standard
Targeting & Tracking: Unknown

================================================================================================
Overview:
    Known for experimental designs and reverse-engineering Clan technologies, Etna Industries
    was able to create their own version of conversion gear and looked to introduce Quadvee
    'mechs to the Inner Sphere market.  The engineers saught to create a 100-ton Assault mech
    that would out shine any comparison to its Clan counterparts with superior armor and
    weaponry.  Initial attempts to design such a platform were unsuccessful, until the team
    began taking inspiration from an unlikely source: the Urbanmech.
    
    Now dubbed the "Metropole", the wheeled Quadvee was designed for close quarter Urban Combat.
    Its mech form was abysmally slow with a cruising speed of 21.6 km/h and top speed of only
    32.4 km/h.  However, this disadvantage was largely nulified in vehicle mode where it could
    reach a up to 54km/h on flat ground or even 64.8km/h on paved streets.  Additionally, both
    modes had substantially shorter profiles than most Assault Class mechs, letting it use
    buildings as cover.  With a mech's maneuverability over obstacles and a vehicles speed for
    repositioning, the Metropole was built to be the ultimate urban warfare specialist.

Capabilities:
    Needing a light weight powerplant that would take up the minimal amount of room in an
    already cramped quadvee design, Etna engineers utilized Jalastar Aerospaces version of the
    GM 200 Fusion Engine, one often employed on Panpour-built Aircrafts.  This also led to the
    utilization of 18.5 tons of Starguard III standard armour to further save on internal space.
    Another areospace inclusion was IMB SYS 3740 Targeting and trackign system, one that proved
    compact and robust for its design.  The final space saving and weight reduction measure was
    the employment of the Archernar Standerd communicaiton system.
    
    Filling up all this extra weight and room are two Mydron Tornado Rapid Autocannon 5s,
    weapons that can sweep a street clear of any oposition in mere seconds.  Taking advantage of
    the Quadvee's 360 degree turret for all torso mounted weaponry, these threaten to destroy
    even flanking threats trying to penetrate its modest flank armor.  To ensure that these
    potent weapons can get in range, a single Swingline X-1000 Jump Jet is employed to allow its
    'mech form to more easily scale over ruble and other obstacles.

Deployment:
    The MTP-I5 thrives in close ranged combat.  Making use of its vehicle mode and any paved
    roads can let this otherwise ponderous mech be surprisingly agile.  Meanwhile, barriers such
    as rivers or heavy rubble that would normally stop a wheeled vehicle are easily navigated by
    its Mech mode.  It can also use its jump jet to gain brief height advantages over
    unsuspecing enemies before hiding behind low cover in its vehicle mode.  These dualities of
    locomotion can also act as back ups to one another, should the Hardened stabalizing gyro or
    semi-fragile feels take too many hits.
    
    With the inclusion of 7 tons of CASE II protected ammo, Mech warriors can be rather liberal
    with their fire rate when using the RAC/5s.  It is important to note that these weapons can
    be prone to jamming and it may be beneficial to continue firing with one of these weapons
    than attempting to unjam infront of a point blank enemy target.  Using the Vehicle mode to
    hide behind low cover to unjam one or both weapons at the same time will help minimize the
    danger of doing this in a combat zone.

Variants:
    MTP-J7: One issue of the I5 version was encountering was that a singular jump jet was
    proving insufficient for positioning in many urban zones.  This was remedied by removing one
    ton of ammo and one ton of armor to allow for that missing part to be added. While still not
    fast, the additional mobility proved useful despite the loss of durability.  Additionally,
    the new internal layout proved far more efficienct and would become the standard going
    forward.  BV2.0: 1,830.  Cost: 17,260,000.
    
    MTP-J9: Seeking to create a more affordable version of the Metropole, it was clear a
    major expense was the Hardened Gyro standard in most versions. The J9 removes this and
    instead equips an additional 2 tons of armor (19.5 total).  This saved roughly 25% in
    production cost and had the added boon of making the machine far easier to maintain. BV2.0:
    1,841.  Cost: 13,105,000
    
    MTP-K2: A natorious issue of the RAC/5 were their inability to focus damage where
    needed, meaning their impressive damage was often distributed far too widely to properly dig
    into enemy systems.  In an attempt to fix this, designers stripped the J9's jump jets and
    returned to the original 18.5 tons of armor inorder to implement a Compact Gyroscope and
    Targeting Computer.  With this advancement, the Rotary AC/5 became substantially more deadly
    weapons though the loss of jump jets did hurt the mechs ability to navigate many
    battlefields.  BV2.0: 1,829. Cost: 14,770,000
    
    MTP-K6: The compact gyro proved an extremely effective addition to the Metropole, not
    as durable as the hardened gyro but far less likely to sustain damage as well.  This led ot
    the revisiting the -J series double jump jets, removing the targeting computer inorder to
    allow for the internal space and weight needed for their inclusion.  The resulting product
    proved well rounded and outgrew even the I5 in popularity and sales.  BV2.0: 1,819.  Cost:
    14,890,000
    
    MTP-L3: After numerous complaints of weapon jams while using the Rotary AC/5, the L3
    was commissioned to instead make use of the LB 20-X AC.  Thanks to the inovations of the -K
    series compact gyro, these weapons managed to fit just barely, but were limited to three
    tons of standard munitions and one ton of cluser rounds.  The remaining space only allowed
    for the inclusion of a singular jump jet, but there was enough overall weight savings for
    the addition of half a ton of armor (19 total). The loss of damage potential but increased
    reliability meant that while it never replaced the I5, it was a popular choice for many
    commanders.  BV2.0: 1,766.  Cost: 16,150,000.
    
    MTP-M8: After the success of the L3 using a new weapon system, Etna Industries began
    experimenting with other alternatives, finding success with a pair of MRM-30s and three tons
    of ammo to feed them.  These far lighter weapons required the addition of two additional
    heat sinks to keep cool but still left enough room for two jump jets, a light TAG, and C3
    slave computer.  These later two options proved a perfect pairing for the Metropole,
    designed for getting into close quarter combat and able to mark enemies for allied systems
    while also now able to hit distant targets marked by allies in its network.  This proved
    highly popular among city commanders that employed indirect fire systems regularly, leading
    to the M8 reaching consistent production.  BV2.0: 1,572.  Cost: 14,971,000.

Notable MechWarriors:
    Matthew Plog and Steven "Abraxas" Cross were
    the mech warrior test pilots who's feedback and vision is credited for the Metropoles
    design.  When Etna Industries was raided by clan forces upset with the theft of their
    technology, it was these two co-pilots that were largely responsible for the continued
    surival of the corporation and all of its employees.  Awarded an MTP-S1 for their efforts,
    they would continue as stalwart defenders within the Federated Suns for many years

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
QuadVee Conversion Eqpt:                                              10.00                     
Engine:                                   200 Fusion (C)               8.50                     
    Walking MP:                                 2                                               
    Running MP:                                 3                                               
    Jumping MP:                                 2                                               
    Wheeled Cruise MP:                          3                                               
    Wheeled Flank MP:                           5                                               
Heat Sinks (Double):                       12 [24] (C)                 2.00                     
Gyro:                                        Compact                   3.00                     
Cockpit:                                   QuadVee (C)                 4.00                     
Armor Factor:                                  296                    18.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             40       
    Center Torso (rear):                               9       
    R/L Torso:                         21             34       
    R/L Torso (rear):                                  8       
    R/L Front Leg:                     21             38       
    R/L Rear Leg:                      21             39       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
C3 Slave                                                  RT                1          1.00             
Jump Jet                                                  RT                1          2.00             
Light TAG (C)                                             RT                1          0.50             
MRM 30                                                    RT                5         10.00             
CASE II (C)                                               LT                1          0.50             
Jump Jet                                                  LT                1          2.00             
MRM 30                                                    LT                5         10.00             
MRM 30 (Ammo 24)                                          LT                3          3.00             
QuadVee Wheels (C)                                        *                 4          7.00             

* QuadVee Wheels occupy 1 critical slot in each leg

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 46
TP: BM,  SZ: 4,  TMM: 0,  MV: 4"qw/4"j
Damage: (S) 4 / (M) 4 / (L) 0,  OV: 0
Armor (A): 10,  Structure (S): 8
Specials: C3S, CASEII, LTAG, MHQ1, QV, TUR(4/4/-, LTAG)