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Design Overview
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                 BattleMech Technical Readout

Name/Model:         ZZ Melee Hybrid Test
Designer:           ZaneOlric
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            60
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         14,350,560 C-Bills
Battle Value:       1,895

Chassis:              Endo Steel
Power Plant:          360 XL
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Ferro-Fibrous with CASE II
Armament:             
    2 Plasma Rifles
    6 Light Machine Guns (Array mounted) (C)
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown with Advanced Targeting Computer

================================================================================================
Overview:
    It is very tempting to turn a mech with a melee weapon into a "melee mech".  Throw on TSM, a
    Supercharger, and weapons designed for short range.  However, this means that the mechs are
    rather one-note.  They either do their job and win initiative, or they don't and are giant
    paper weights.  This is a mech that tries to have melee, but isn't defined by it.  Of note,
    its a 60 ton mech, a weight class that can be hard to find a niche for, though is handy in
    that it is the "optimal weight" for 6/9 movement with an XL engine.  6/9 can be a bit
    under-appreciated in terms of its flexible mobility, something that can be really handy for
    mechs with melee capabilities.

Capabilities:
    The mechs primary weapons are on its right arm, being two Plasma Rifles.  Thanks to a
    targetting computer, these are solid mid-range weapons with the utility of potentially
    slowing a target by 1-2 MP if they get greedy near you.  This can let you close in with the
    hatchet to add a third, very respectable source of damage that can head cap if your
    extremely lucky.  To dig into enemy criticals are 6 torso-mounted light machine guns split
    between two arrays, handy due to not generating any heat.

Deployment:
    Sometimes the threat of melee is scarier than the weapon itself.  At 12 damage, the Hatchet
    is a head-capper and can take a +4 penalty (+3 after the hatchets natural -1) to-hit inorder
    to use the punch table.  Should you do that?  Probably not.  But the threat of that may be
    enough where your going to have enemies taking bad positions inorder to keep out of melee
    range with you.  Its just powerful enough to play these mind games without going all-in on
    the idea like a TSM Berserker would.
    
    Speaking of TSM, it is left off very intentionally from this mech.  It adds about 20% to the
    mech's BV, though is very tempting by doubling melee hits to 24 damage (able to force a
    PSR), and gets you to 7/11 scout speeds.  But at nealy 400 points, you could almost get an
    extra scout mech for that cost.  But this is why variants exist, so it is listed bellow.

Variants:
    ???-2B: Swaps its dual arrays of LMG for 3 Improved Heavy Small Lasers and 2 Micro pulse
    lasers, freeing up the room for TSM while also providing the heat necessary to activate it
    without needing to shut off heat-sinks.  Also can be used for replacing 1 plasma rifle in
    melee range for some great damage.  BV2.0: 2,270.  Cost: 15,826,560.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo Steel (C)               3.00                     
Engine:                                     360 XL (C)                16.50                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         11 [22]                   1.00                     
Gyro:                                           XL                     2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  201                    10.50                     
    Type:                               Ferro-Fibrous (C)                                       

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      20             32       
    Center Torso (rear):                               8       
    R/L Torso:                         14             23       
    R/L Torso (rear):                                  5       
    R/L Arm:                           10             20       
    R/L Leg:                           14             28       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
3 Light Machine Guns (Array mounted) (C)                  RT                3          0.75             
Light Machine Gun Array Module (C)                        RT                1          0.25             
Targeting Computer (C)                                    RT                3          3.00             
CASE II (C)                                               LT                1          0.50             
3 Light Machine Guns (Array mounted) (C)                  LT                3          0.75             
Light Machine Gun (Ammo 100) (C)                          LT                1          0.50             
Light Machine Gun Array Module (C)                        LT                1          0.25             
Plasma Rifle (Ammo 20)                                    LT                2          2.00             
2 Plasma Rifles                                           RA                4         12.00             
Hatchet                                                   LA                4          4.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 38
TP: BM,  SZ: 3,  TMM: 2,  MV: 12"
Damage: (S) 3 / (M) 3 / (L) 0,  OV: 0
Armor (A): 7,  Structure (S): 3
Specials: CASEII, HT1/1/-, MEL