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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Raijin RJN101-A
Designer:           Catalyst Game Labs
Source(s):          Record Sheets: 3055 Upgrades Unabridged
                    Record Sheets: 3055 & 3058
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            50
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3052
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         9,825,000 C-Bills
Battle Value:       1,350

Chassis:              Krupp 200 
Power Plant:          Vlar 300 XL
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Rawlings 60 
    Jump Capacity:    180 meters
Armor:                Krupp 200 Ferro-Fibrous
Armament:             
    1 Blankenburg 200 ER PPC
    1 Holly SRM 6
    3 Blankenburg Medium Pulse Lasers
    1 Holly Streak SRM 2
Manufacturer:         Krupp Armament Works
    Primary Factory:  Terra (Germany)
Communications:       Exeter Longscan 200
Targeting & Tracking: Garret T12A

================================================================================================
Overview:
    ComStar designed the Raijin to refit depleted ComGuard units in the aftermath of Tukayyid.
    Not content to rely on the ComGuard's stockpile of Star League-era BattleMechs on Terra,
    Precentor Martial 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 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.

Capabilities:
    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 torso, 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 rack 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.

Deployment:
    Most of the Raijins built so far have been shipped to ComStar's Eighth 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:                                  125                     7.00                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             18       
    Center Torso (rear):                               8       
    R/L Torso:                         12             13       
    R/L Torso (rear):                                  6       
    R/L Arm:                            8             13       
    R/L Leg:                           12             13       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 Jump Jets                                               CT                2          1.00             
ER PPC                                                    RT                3          7.00             
Streak SRM 2                                              RT                1          1.50             
Streak SRM 2 (Ammo 50)                                    RT                1          1.00             
SRM 6                                                     LT                2          3.00             
SRM 6 (Ammo 15)                                           LT                1          1.00             
3 Medium Pulse Lasers                                     LA                3          6.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 30
TP: BM,  SZ: 2,  TMM: 2,  MV: 12"j
Damage: (S) 3 / (M) 3 / (L) 1,  OV: 2
Armor (A): 4,  Structure (S): 2
Specials: