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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Piranha Ripper
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Clan (Mixed)
Technology Rating:  F
Tonnage:            20
Role:               Striker
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3072
Rules (Current):    Standard
Rules (Era):        Advanced
Rules (Year):       Unavailable
Total Cost:         3,283,240 C-Bills
Battle Value:       879

Chassis:              Endo Steel
Power Plant:          160 XL
Walking Speed:        86.4 kph  
Maximum Speed:        129.6 kph 
Jump Jets:            None
    Jump Capacity:    None
Armor:                Ferro-Fibrous
    2 Improved Heavy Medium Lasers
    4 AP Gauss Rifles
    3 Flamers
    6 Light Machine Guns
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    Although slower than most versions, the ?Ripper? Piranha can be even more deadly than most
    other models. Designed for maximum carnage, this model uses several mass saving pieces of
    tech to provide for the maximum weapons package possible on 20 tons. The type 160 extra
    light fusion core slows it down to a maximum of just under 130 kph, but the increased range
    of most of its weapons makes up for this. The small cockpit makes the design slightly more
    difficult to control, but the intuitive cockpit layout makes up for most of this (quirk:
    Easy to Pilot). The extra-light gyro, a development taken from the Inner Sphere, provides
    even more mass for weapons, and the ferro-fibrous armor all but maximized protection on its
    frame while also provided a bit of extra mass for the weapons.
    And the weapons do not disappoint. Although they have much shortage range than their
    extended range brethren, the improved heavy medium lasers in each arm hit as hard as an
    Inner Sphere-model PPC, clan ER or pulse large laser or a type 10 autocannon. A combined hit
    from these lasers can knock an unprepared MechWarrior flat, and pose a serious danger to
    most BattleMechs. As to the rest of the package, gone are the extended range small laser and
    dozen machine guns. In their place are a quartet of the new AP Gauss Rifles, a half dozen
    light machine guns and a trio of terrifying flamers. Combined, these weapons can chew
    through most BattleMechs, tanks, and battle armor. And what they can do to conventional
    infantry has at times been considered to be a war crime in and of itself.

Equipment                                                             Mass                      
Internal Structure:                         Endo Steel                 1.00                     
Engine:                                       160 XL                   3.00                     
    Walking MP:                                 8                                               
    Running MP:                                 12                                              
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        XL (IS)                   1.00                     
Cockpit:                                      Small                    2.00                     
Armor Factor:                                   67                     3.50                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                       6              9       
    Center Torso (rear):                               3       
    R/L Torso:                          5              8       
    R/L Torso (rear):                                  2       
    R/L Arm:                            3              6       
    R/L Leg:                            4              7       

Weapons and Ammo                                       Location          Critical     Tonnage   
Flamer                                                    H                 1          0.50             
Light Machine Gun (Ammo 100)                              H                 1          0.50             
2 AP Gauss Rifles                                         RT                2          1.00             
AP Gauss Rifle (Ammo 40)                                  RT                1          1.00             
Flamer                                                    RT                1          0.50             
3 Light Machine Guns                                      RT                3          0.75             
2 AP Gauss Rifles                                         LT                2          1.00             
AP Gauss Rifle (Ammo 40)                                  LT                1          1.00             
Flamer                                                    LT                1          0.50             
3 Light Machine Guns                                      LT                3          0.75             
Improved Heavy Medium Laser                               RA                2          1.00             
Improved Heavy Medium Laser                               LA                2          1.00             

Alpha Strike Statistics                                             
Point Value (PV): 33
TP: BM,  SZ: 1,  TMM: 3,  MV: 16"
Damage: (S) 4 / (M) 4 / (L) 0,  OV: 0
Armor (A): 2,  Structure (S): 1
Specials: CASE, HT1/-/-