BattleMech Technical Readout

Type/Model: Musketman MSK-01
Tech: Inner Sphere / 3070
Config: Biped BattleMech
Rules: Level 2, Standard design
   
Mass: 55 tons
Chassis: Wellington IV ES Endo Steel
Power Plant: 275 Core Tek Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 HildCo Model 10 Standard Jump Jets
   Jump Capacity: 150 meters
Armor Type: Valiant Lamellor Advanced Ferro-Fibrous
Armament:
1 Grizzard Gauss Rifle
Manufacturer:    Wellington Arms
   Location:    Woodstock
Communications System:    Dalban Series K
Targeting & Tracking System: Dalban HiRez-B


Overview:

Casting about for a standardized design for the private/planetary militia narket, Wellington Arms, a new firm recently founded on Woodstock, finally took inspiration from its namesake's use of the 'scum of the earth'.
The Musketman is designed to be cheaply deployed in large numbers, with relatively poor but well-drilled pilots.

Capabilities:

The primary weapon of the Musketman is the Grizzard Gauss rifle, imported from the Free Worlds League. Capable of a one shot one kill ability at long range, it was the only possible weapon of choice for this mech.
More interesting is the inclusion of a bayonet, or more accurately, a sword on the left arm. The technology for the sword was licensed from Cosby Mech Research Firm, which created the No-Daichi.
Druing normal combat, the sword stays sheathed within specially designed grooves in the arm. When close combat is imminent, the sword will extend out. The effect is akin to the putting on of bayonets in wars of the ancient past.
Five jumpjets provide sufficient mobility for the mech to close with its opponents in almost any terrain, while single heat sinks were installed to save up on cost, which was raised by the use of endosteel and ferro-fibrous armor.

Battle History:

Two companies of Musketmen on Sheratan found themselves facing an assault company of upgraded mechs. The major in charge kept his cool and followed the recommended tactic of ranked line fire.
In just the first minute, the enemy company had lost five mechs to the devastating hail of gauss slugs. The remaining survivors were too busy maneuvering about to return much fire. While eight Musketmen were destroyed, the rest simply closed up their ranks to maintain their formation.
After another minute of nerve wracking weapons exchanges, the major finally gave the order to charge the assault mechs.
The sight of more than a company of sword-wielding mechs charging forward at full speed broke the resolve of the assault company. Turning tail to escape, they were cut down by brutal sword strokes to the rear or by gauss shots.

Variants:

One version replaces the sword with an extra ton of armor and two medium lasers. Another uses extended range medium lasers instead.

Deployment

Wellington Arms will sell the mech only in blocks of twelve. The company claims that this mech is designed to fight together in close packed groups in line formation, in two or three ranks. The first rank would kneel, while the second rank would level its gauss rifles over the shoulder of the first rank Musketmen. A third rank, if present, would serve as backup.
Pilots are drilled incessantly in the kneel, salvo, and advance tactic. They are also trained to stay within the line no matter what, because the firepower of the line depends on the ability of the massed Musketmen to take down their foes quickly.
Once the enemies have been damaged sufficiently, the order might be give for a charge, in which the Musketmen will advance at full speed at the enemy while extending their swords.
At least 150 of these mechs have been deployed, mostly on the Liao/Marik border, the Liao/Davion border, and the Chaos March.


Type/Model: Musketman MSK-01
Mass: 55 tons
Equipment:   Crits Mass
Internal Structure: 91 pts Endo Steel 14 3.00
   (Endo Steel Loc: 6 LT, 8 RT)
Engine: 275 6 15.50
   Walking MP: 5    
   Running MP: 8    
   Jumping MP: 5    
Heat Sinks: 10 Single 0 .00
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 143 pts Ferro-Fibrous 14 8.00
   (Armor Crit Loc: 1 HD, 1 LA, 4 RA, 4 LT, 3 RT, 1 CT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 18 21
  Center Torso (Rear):   7
  L/R Side Torso: 13 16/16
  L/R Side Torso (Rear):   4/4
  L/R Arm: 9 15/15
  L/R Leg: 13 18/18

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Gauss Rifle LA 1 16 9 17.00
   (Ammo Loc: 2 LT)
1 Sword: RA     4 3.00
5 Standard Jump Jets:     5 2.50
   (Jump Jet Loc: 1 CT, 2 LL, 2 RL)
TOTALS:   1   77 55.00
Crits & Tons Left:       1 .00

Calculated Factors:
Total Cost: 5,169,456 C-Bills
Battle Value: 1,417
Cost per BV: 3,648.17
Weapon Value: 600 / 600 (Ratio = .42 / .42)
Damage Factors:    SRDmg = 12; MRDmg = 11; LRDmg = 7
BattleForce2: MP: 5J,   Armor/Structure: 4/5
    Damage PB/M/L: 3/2/2,   Overheat: 0
    Class: MM,   Point Value: 14

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