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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Miami ("Project Faith") FTH-PC3R
Designer:           Krulla_Chief
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  F
Tonnage:            45
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         7,032,790 C-Bills
Battle Value:       1,222

Chassis:              Endo Steel
Power Plant:          225 Light Fusion
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            Standard
    Jump Capacity:    150 meters [210 meters]
Armor:                Standard with CASE
Armament:             
    1 ER Large Laser
    1 Medium Laser
    1 MML 5
    1 Small Pulse Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown with Beagle Active Probe

================================================================================================
Overview:
    When D&K Creation Studios successfully created a command platform in the Assault chassis
    Cantata, they knew they had to capitalize on creating in house units that could easily
    utilize the C3 Master system in the chassis. In this regard, their BattleMech Engineering
    teams came up with multiple designs, with the Miami being one of them.
    
    More importantly, while its sister chassis in the Hotline was to be a Brawler unit, the
    Miami was to be a forward element scout, designed to locate the enemy for the rest of the
    Lance it was working with and then quickly reposition to favorable approaches towards the
    aggressor.

Capabilities:
    The initial idea behind the Hotline was at first for it to be mounting a 270 rated engine,
    but this was quickly scrapped as a cost cutting measure. Instead, the design team for this
    mech realized that a 225 rated Light Fusion Engine as well as its Endo-Steel internals would
    allow far more weaponry to play with as well as make the 'Mech far more appealing for those
    worried about profit margins.
    
    Furthermore, to make the mech a far more effective jumper to make up for the at-tonnage low
    speed, it was decided to give the 'Mech a Partial Wing System, to allow it a gliding
    distance of 210 meters so it could quickly egress if the situation should call for it.
    
    First, for protection, it was decided that 8 tons of standard armor was an acceptable amount
    for its design profile. Secondly, only the ten internal mounted Double Heat Sinks were
    mounted on the mech, meaning that if the Mechwarrior piloting it is not careful, they could
    easily run over the redline.
    
    For its primary weaponry, it was decided that a combination of an MML-5 with two tons of
    ammo protected by CASE and an ER Large Laser were the perfect pairing for the 'Mech's
    intended use. The MML-5 would allow the 'Mech to bring increasingly dangerous barrages as it
    got closer in, while still allowing it to pepper enemies not in line of sight. The ER Large
    Laser, meanwhile, was decided upon to allow the machine to skirmish at range toward far
    larger targets as its allies closed in, while still remaining a deadly tool in far more
    cramped battlefields.
    
    For backup weaponry, should the 'Mech's arm or torso mounted weaponry be damaged, it was
    decided that a standard Medium Laser and a Small Pulse Laser would be needed. The Center
    Torso mounted medium laser was decided upon by the team to allow the mech to still skirmish
    somewhat reliably as it reconnoitered with allied 'Mechs while damaged, while the Head
    mounted small pulse laser was decided upon so the 'Mech could deal with any infantry
    elements it came across in its scouting duties.
    
    Finally, besides the C3 Slave the system was built in mind, it was decided to give it a
    Beagle Active Probe, so that its scouting purpose was actually something it could be useful
    for beyond just line of sight hunting.
    
    Of note is that unlike many other D&K Creation Studios products, it does not mount any kind
    of Anti-Missile system. While it would have to worry about missile attack compared to its
    sister 'Mechs, it was a sacrifice made so that its intended role as a Scout and Skirmisher
    could shine.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                  225 Light Fusion              7.50                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                               5 [7]                                             
Heat Sinks (Double):                         10 [23]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  128                     8.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      14             17       
    Center Torso (rear):                               4       
    R/L Torso:                         11             16       
    R/L Torso (rear):                                  4       
    R/L Arm:                            7             14       
    R/L Leg:                           11             15       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Small Pulse Laser                                         H                 1          1.00             
Jump Jet                                                  CT                1          0.50             
Medium Laser                                              CT                1          1.00             
Beagle Active Probe                                       RT                2          1.50             
C3 Slave                                                  RT                1          1.00             
CASE                                                      LT                1          0.50             
MML 5                                                     LT                3          3.00             
MML 5 (Ammo 20) [SRM]                                     LT                1          1.00             
MML 5 (Ammo 24) [LRM]                                     LT                1          1.00             
Partial Wing                                            LT/RT               8          3.50             
ER Large Laser                                            RA                2          5.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 32
TP: BM,  SZ: 2,  TMM: 2,  MV: 10"/14"j
Damage: (S) 3 / (M) 2 / (L) 2,  OV: 0
Armor (A): 4,  Structure (S): 2
Specials: C3S, CASE, IF0*, JMPS1, MHQ1, PRB, RCN