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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Gunslinger GUN-1ERD Wildcard
Designer:           VeronTheVillain
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            85
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3058
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         18,485,200 C-Bills
Battle Value:       2,067

Chassis:              Star League XT 
Power Plant:          VOX 255 XL
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            HildCo Model 12 
    Jump Capacity:    90 meters
Armor:                Kevlar 5000 with CASE
    2 LB 20-X ACs
    1 ER Large Laser
    1 ER Medium Laser
Manufacturer:         Defiance Industries, Independence Weaponry
    Primary Factory:  Hesperus II (DI), Quentin (IW)
Communications:       Nashan Quartet ComSy with Guardian ECM Suite
Targeting & Tracking: Nashan Diana Mark II with Beagle Active Probe

    The Clan invasion created some strange bedfellows. The Federated Commonwealth's and Draconis
    Combine's mutual non-aggression pact and intelligence-sharing quickly evolved into a
    quasi-union of the two Great Houses. In the same spirit of cooperation, engineering teams
    from both realms also traveled to help the Free Rasalhague Republic relocate its single
    'Mech factory. These teams had already dealt with each other on previous occasions, creating
    an amicable working environment.
    The Gunslinger BattleMech was not something the teams planned to design when talk
    around the table turned to the Clans and the weapons that would stop them. As an exercise,
    the two groups tabled their opinions and then justified them. After a few such informal
    sessions, the engineers realized that they had plenty to say about the weapon of choice. The
    Gunslinger was designed as a mobile assault platform, capable of crippling a Clan 'Mech at
    the extended ranges at which the Omnis can fight.

    The Gunslinger's designers avoided assigning the 'Mech a specific weapons configuration,
    instead relying on generic attributes of a weapons class to make a more versatile design.
    This enabled the team to localize much of the electronics, weapon makes, and models, and to
    reduce the dependence on a particular piece of equipment.
    The first consideration was the dual Gauss cannon, the only weapons that could equal
    ranges and compare favorably in damage to Clan equipment. The Kurita delegation voiced their
    admiration of the Katana, and the 85-ton weight class.
    When secondary weapons were discussed, Kurita engineers swore by the old medium lasers
    that championed efficiency of design. An F-C technician persuaded everyone on the use of
    medium pulse lasers to protect the rear of the 'Mech, and want so far as to place them in
    the Gunslinger's feet. The weapon spread was akin to a BattleMaster, a favorite among all
    The Gunslinger's speed had been consciously set at 32 kph. To improve on
    terrain-handling, massive jump jets were planned for the legs. The jump distance would be
    only 60 meters, but it would still let the 'Mech bypass most dangerous terrain features.
    For protection, the 'Mech was armored to near maximum. Even with 15.5 tons of armor,
    the great 'Mech seemed fragile when subjected to combat simulations against Clan units.
    The final blueprints were duplicated, and each group received a copy before they
    returned home. It was a solemn parting, as word had been received of the Clan attack on
    Luthien. Each team promised to pursue the production of plans as soon as possible.

    The first Federated commonwealth Gunslinger walked off the East Wing BattleMech line at
    Defiance Industries on December 5, 3053. The Draconis Combine had hoped to have the first
    'Mech out of the Quentin factory doors by the same time, but difficulties with the twin
    Gauss cannon have kept the 'Mech from receiving final clearance.

Equipment                                                             Mass                      
Internal Structure:                          Standard                  8.50                     
Engine:                                       255 XL                   6.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  255                    16.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             40       
    Center Torso (rear):                              14       
    R/L Torso:                         18             26       
    R/L Torso (rear):                                 10       
    R/L Arm:                           14             28       
    R/L Leg:                           18             32       

Weapons and Ammo                                       Location          Critical     Tonnage   
ER Medium Laser                                           H                 1          1.00             
C3 Slave                                                  CT                1          1.00             
Jump Jet                                                  CT                1          1.00             
CASE                                                      RT                1          0.50             
ER Large Laser                                            RT                2          5.00             
Jump Jet                                                  RT                1          1.00             
LB 20-X AC (Ammo 10)                                      RT                2          2.00             
LB 20-X AC (Ammo 5) [Cluster]                             RT                1          1.00             
CASE                                                      LT                1          0.50             
Guardian ECM Suite                                        LT                2          1.50             
Jump Jet                                                  LT                1          1.00             
LB 20-X AC (Ammo 10)                                      LT                2          2.00             
LB 20-X AC (Ammo 5) [Cluster]                             LT                1          1.00             
LB 20-X AC                                              RA/RT               11        14.00             
LB 20-X AC                                              LA/LT               11        14.00             
Beagle Active Probe                                       RL                2          1.50             

Alpha Strike Statistics                                             
Point Value (PV): 46
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 3 / (M) 3 / (L) 1,  OV: 1
Armor (A): 9,  Structure (S): 4
Specials: C3S, CASE, ECM, FLK2/2/-, MHQ1, PRB, RCN