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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Raijin RJN101-C
Designer:           Catalyst Game Labs
Source(s):          Record Sheets: 3055 Upgrades Unabridged
                    Record Sheets: Upgrades
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            50
Configuration:      Biped BattleMech
Era/Year:           Civil War / 3062
Rules (Current):    Standard (Extinct)
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         10,935,000 C-Bills
Battle Value:       1,389

Chassis:              Standard
Power Plant:          300 XL
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Standard
    Jump Capacity:    180 meters
Armor:                Ferro-Fibrous
    1 Large Pulse Laser
    1 Streak SRM 6
    3 ER Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    ComStar designed the Raijin to refit depleted Com Guard units in the aftermath of Tukayyid.
    Not content to rely on the Com Guard's stockpile of Star League-era BattleMechs on Terra,
    Precentor Martail Focht wanted a new 'Mech whose technology would be unfamiliar to both the
    Inner Sphere and the Clans.
    One of the first 'Mechs to be built at Krupp Armaments Works in Germany since the
    Amaris occupation forces razed the factory after the coup three centuries earlier, the
    Raijin rolled off the line in six months. Jerome Blake had ordered the Krupps facility
    rebuilt after Stefan Amaris's defeat-he then mothballed the factory and several other large
    'Mech plants, confident that these facilities could be quickly reactivated should ComStar
    need them. The speed with which the Krupp plant produced the Raijin testifies to the wisdom
    of Blake's planning.

    An all-purpose 'Mech, the Raijin moves fast, has excellent jump capability and carries
    impressive firepower centered around an extended-range PPC. Mounted on the external housing
    of the Raijin's right shoulder, the PPC gives the Raijin high-energy firepower with an
    extended reach. As a potential edge against the Clans, the designers outfitted the Raijin
    with several Rawlings 60 jump jets. According to Precentor Martial Focht's analysis of Clan
    OmniMechs, the Clans rarely deploy jump-capable machines.
    The Raijin originally mounted a one-shot Holly SRM pack opposite the PPC. Concealed on
    the torso, this SRM pack was heavily insulated to prevent detection by IR scanning.
    MechWarriors used this hidden weapon at close ranges to devastating effect against an
    unprepared enemy. Recent models of the Raijin come equipped with a standard SRM-6 rack for
    more staying power.
    The bulk of the Raijin's medium- to short-range firepower rests in three medium pulse
    lasers mounted in the 'Mech's left arm. Though these weapons and the ER PPC generate
    excessive heat, their reliability gives this 'Mech a deadly short-range punch.
    The Holly SRM Streak pack mounted in the Raijin's right torso has proven to be the
    'Mech's only design problem; the angle of the launcher tends to jam the loading mechanism.
    Techs have made field modifications to Raijins already deployed, however, and the Krupp
    plant has corrected the problem on new machines.
    Thin armor is the Raijin's only weak point; a few well-placed shots can easily cripple
    it. However, the Raijin is less vulnerable than opponents might expect. Though its designers
    clearly intended the mobile Raijin to keep opposition at a distance, the 'Mech has enough
    firepower to destroy any enemy that gets too close.

    Most of the Raijins built thus far have been shipped to ComStar's Eight Army and deployed in
    the 85th and 167th Divisions

Equipment                                                             Mass                      
Internal Structure:                          Standard                  5.00                     
Engine:                                       300 XL                   9.50                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 6                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  152                     8.50                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             20       
    Center Torso (rear):                               7       
    R/L Torso:                         12             16       
    R/L Torso (rear):                                  6       
    R/L Arm:                            8             14       
    R/L Leg:                           12             22       

Weapons and Ammo                                       Location          Critical     Tonnage   
2 Jump Jets                                               CT                2          1.00             
Improved C3 Computer                                      RT                2          2.50             
Large Pulse Laser                                         RT                2          7.00             
Streak SRM 6                                              LT                2          4.50             
Streak SRM 6 (Ammo 15)                                    LT                1          1.00             
3 ER Medium Lasers                                        LA                3          3.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

Alpha Strike Statistics                                             
Point Value (PV): 34
TP: BM,  SZ: 2,  TMM: 2,  MV: 12"j
Damage: (S) 3 / (M) 3 / (L) 0,  OV: 1
Armor (A): 5,  Structure (S): 2
Specials: C3I, MHQ2