BattleMech Technical Readout

Type/Model: Baldur BLD-4R
Tech: Inner Sphere / 3070
Config: Biped BattleMech
Rules: Level 2, Standard design
   
Mass: 80 tons
Chassis: Chariot V Light Endo Steel
Power Plant: 320 Pitban XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Lexington Heavy Lifters Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: Glasgow CASE Standard
Armament:
2 Sutel Precision Line Large Pulse Lasers
1 Doombud LRM 20
2 Guided Technologies 2nd Gen Streak SRM 6s
Manufacturer:    Defiance Industries
   Location:    Hesperus II
Communications System:    TharHes Juno 5R
Targeting & Tracking System: TharHes Ares-9


Overview:

An assault mech for the Lyran Commonwealth, the Baldur is a symbol of the battered nation's resurgence, as the god Baldur signified rebirth and growth in Norse mythology.
A deadly close range combat mech, the Baldur is a fine bodyguard unit for other Lyran mechs like the Salamander and the Fafnir.

Capabilities:

The Baldur uses a great deal of cutting edge technology in its construction. A Pitban extra light engine frees up enough space for the mech's awesome weaponry, ranging from the twin large pulse lasers to the deadly streak racks to the LRM 20 launcher.
Four Lexington Lifters enable the Baldur to jump 120 meters, key to its ability to close in with enemies to bring the streak racks and the pulse lasers into action.
Heavily armored, and with CASE prtecting the vulnerable ammunition loads, the Lyrans are placing their hopes on the Baldur to defend them against the all extrenal agressors.

Deployment

Baldurs have appeared in the Arcturan Guards and the Alliance Guard regiments. With the Lyran and Royal Guards back to full strength, it is now the turn of other LCAF units to receive the impressive bulk of the Lyran production lines.


Type/Model: Baldur BLD-4R
Mass: 80 tons
Equipment:   Crits Mass
Internal Structure: 122 pts Endo Steel 14 4.00
   (Endo Steel Loc: 1 HD, 4 LA, 3 RA, 2 CT, 2 LL, 2 RL)
Engine: 320 XL 12 11.50
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Heat Sinks: 12 Double [24] 0 2.00
Gyro:   4 4.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA+H 15 .00
Armor Factor: 224 pts Standard 0 14.00

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 25 37
  Center Torso (Rear):   10
  L/R Side Torso: 17 26/26
  L/R Side Torso (Rear):   8/8
  L/R Arm: 13 22/22
  L/R Leg: 17 28/28

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Large Pulse Laser RA 10   2 7.00
1 Large Pulse Laser LA 10   2 7.00
1 LRM 20 RT 6 12 7 12.00
   (Ammo Loc: 2 LT)
1 Streak SRM 6 RT 4 30 4 6.50
   (Ammo Loc: 2 LT)
1 Streak SRM 6 LT 4   2 4.50
CASE Equipment: LT     1 .50
4 Standard Jump Jets:     4 4.00
   (Jump Jet Loc: 2 LT, 2 RT)
TOTALS:   34   72 80.00
Crits & Tons Left:       6 .00

Calculated Factors:
Total Cost: 18,606,721 C-Bills
Battle Value: 1,512
Cost per BV: 12,306.03
Weapon Value: 2,017 / 1,782 (Ratio = 1.33 / 1.18)
Damage Factors:    SRDmg = 29; MRDmg = 15; LRDmg = 5
BattleForce2: MP: 4J,   Armor/Structure: 6/3
    Damage PB/M/L: 5/4/1,   Overheat: 2
    Class: MA,   Point Value: 15
    Specials: if

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