BattleMech Technical Readout
Name/Model: Metropole MTP-K6
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: 14,890,000 C-Bills
Battle Value: 1,819
Chassis: Etna Quadvee 100x
Power Plant: 200 Fusion
Walking Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: Standard
Jump Capacity: 60 meters
Cruising Speed: 32.4 kph
Flanking Speed: 54 kph
Armor: StarGuard III with CASE II
Armament:
2 Mydron Tornado Rotary AC/5s
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-J9 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 8.50
Walking MP: 2
Running MP: 3
Jumping MP: 2
Wheeled Cruise MP: 3
Wheeled Flank MP: 5
Heat Sinks (Double): 10 [20] (C) 0.00
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 38
Center Torso (rear): 13
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Front Leg: 21 38
R/L Rear Leg: 21 38
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 Jump Jets CT 2 4.00
CASE II (C) RT 1 0.50
Rotary AC/5 RT 6 10.00
Rotary AC/5 (Ammo 60) RT 3 3.00
CASE II (C) LT 1 0.50
Rotary AC/5 LT 6 10.00
Rotary AC/5 (Ammo 60) 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): 32
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: CASEII, QV, TUR(4/4/-)
Distribution
Name/Model: Metropole MTP-K6
Technology: Inner Sphere (Mixed)
Tonnage: 100
Configuration: QuadVee BattleMech
==============================================================================================
Left Front LegHeadRight Front Leg
1. Hip 1. Life Support (C) 1. Hip
2. Upper Leg Actuator 2. Sensors (C) 2. Upper Leg Actuator
3. Lower Leg Actuator 3. QuadVee Cockpit (C) 3. Lower Leg Actuator
4. Foot Actuator 4. QuadVee Cockpit (C) 4. Foot Actuator
5. Conversion Gear (C) 5. Sensors (C) 5. Conversion Gear (C)
6. QuadVee Wheels (C) 6. Life Support (C) 6. QuadVee Wheels (C)
Left TorsoCenter TorsoRight Torso
1.Rotary AC/5 1. Fusion Engine 1.Rotary AC/5
2.Rotary AC/5 2. Fusion Engine 2.Rotary AC/5
3.Rotary AC/5 3. Fusion Engine 3.Rotary AC/5
4.Rotary AC/5 4. Compact Gyro 4.Rotary AC/5
5.Rotary AC/5 5. Compact Gyro 5.Rotary AC/5
6.Rotary AC/5 6. Fusion Engine 6.Rotary AC/5
1.Double Heat Sink (C) 1. Fusion Engine 1.Double Heat Sink (C)
2.Double Heat Sink (C) 2. Fusion Engine 2.Double Heat Sink (C)
3. Rotary AC/5 (Ammo 20) 3. Jump Jet 3. Rotary AC/5 (Ammo 20)
4. Rotary AC/5 (Ammo 20) 4. Jump Jet 4. Rotary AC/5 (Ammo 20)
5. Rotary AC/5 (Ammo 20) 5. Roll Again 5. Rotary AC/5 (Ammo 20)
6. CASE II (C) 6. Roll Again 6. CASE II (C)
Left Rear LegRight Rear Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Conversion Gear (C) 5. Conversion Gear (C)
6. QuadVee Wheels (C) 6. QuadVee Wheels (C)