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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Ranger (Recon) 11-R
Designer:           Malaki59
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            50
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3052
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         6,399,500 C-Bills
Battle Value:       1,629

Chassis:              Molly Endo Steel
Power Plant:          Key 250 
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  [97.2 kph]
Jump Jets:            Cronic 
    Jump Capacity:    150 meters
Armor:                ENUFF
    1 ER PPC
    3 Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       String-N-Cup with Guardian ECM Suite
Targeting & Tracking: MK I Eyeball with Beagle Active Probe

    Built off the frame of the Grunt, the Ranger was originally a competing design for the
    contract. Built to be highly durable and ammo-independent, the design team believed the
    higher level of mobility would seal the deal. However, it was not so. Instead the designs
    were combined and used to make a medium-weight mech that was more capable of handling
    riskier scouting assignments deep behind enemy lines.

    Weighing in a standard 50 tons, the mech is the same weight as its other two siblings which
    were being built at the time. The Ranger boasts an eighty-five percent similarity to its
    brother the Grunt. This allows parts to be freely swapped between them. The ranger uses the
    same engine, internal structure, and TS musculature. Allowing it to run at a standard rate
    of 86.4 kph with bursts up to 97.2 kph. This allows it to outrun anything it can't outgun.
    The Grunt's UAC-5, ammo, and case were traded in for an ERPPC. Extending its striking range,
    increasing the Ranger's knock-out power while also freeing the Ranger of its ammo
    dependency. Where the mech really shines is with it's high tech and sophisticated electronic
    suite.  The ranger carries both an ECM suite and a Beagle active probe.  Making the Ranger
    excel when it comes down to electronic warfare situations. It also ensures the range can
    find the enemy before they can find him. The ER-medium lasers were switched out for three
    standard medium lasers due to complications with the current model of ER Medium lasers
    causing electromagnetic feedback and constantly knocking out the mechs sophisticated
    electronics suite. Finally, the Ranger kept the Grunt's Hatchet so that the Ranger can
    quickly convince anything that may catch it, to just let it go.
    This mech has the following quirks.
    Protected Actuators: imposes a penalty on both battle armor units and conventional infantry
    units attempting to make Leg or Swarm attacks against the BattleMech.
    Rugged (2): May go three times as long without needing maintenance,
    Poor Cooling Jacket (3): Each medium laser generates 1 extra heat per shot.

    The 11-R Ranger is an expensive scouting unit but has found quite a bit of success when it
    comes to rapid deployment situations. It can often be found relentlessly harassing the enemy
    flanks and supply lines.

Equipment                                                             Mass                      
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                     250 Fusion                12.50                     
    Walking MP:                                 5                                               
    Running MP:                               8 [9]                                             
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  152                     9.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             22       
    Center Torso (rear):                               5       
    R/L Torso:                         12             18       
    R/L Torso (rear):                                  5       
    R/L Arm:                            8             16       
    R/L Leg:                           12             19       

Weapons and Ammo                                       Location          Critical     Tonnage   
Jump Jet                                                  CT                1          0.50             
Medium Laser                                              CT                1          1.00             
Guardian ECM Suite                                        RT                2          1.50             
Medium Laser                                              RT                1          1.00             
Beagle Active Probe                                       LT                2          1.50             
Medium Laser                                              LT                1          1.00             
ER PPC                                                    RA                3          7.00             
Hatchet                                                   LA                4          4.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             
Triple-Strength Myomer                                    --                6          0.00             

Alpha Strike Statistics                                             
Point Value (PV): 36
TP: BM,  SZ: 2,  TMM: 2,  MV: 10"j
Damage: (S) 2 / (M) 2 / (L) 1,  OV: 1
Armor (A): 5,  Structure (S): 4
Specials: ECM, ENE, MEL, PRB, RCN, TSM