BattleMech Technical Readout
Name/Model: Drudge E7 (Med Pulse)
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 100
Configuration: Biped OmniMech
Era/Year: Star League / 2780
Rules (Current): Standard
Rules (Era): Unavailable
Rules (Year): Unavailable
Total Cost: 13,450,000 C-Bills
Battle Value: 2,303
Chassis: Standard
Power Plant: 300 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard with CASE II
Armament:
1 Rotary AC/5
9 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
Another configuration where we have to ask "Why? Why would you highlight this
configuration?" It not really that good. Slow with rather miserable range, the
opertunities for this configuration to shine are not terribly common you would think. Until
you realize that dense built up terrain can help slow down front line forces. So of course
our enemies want to fight there.
Capabilities:
So, the elephant in the room, its an Eviscerator. The original model. Once upon a time
there was a 95 ton mech with a top speed of around 60kph. It had 10 medium pulse lasers, a
rac-5, and finally a targeting computer. It also had plenty of armor, though a bit weak in
the rear in favor of "front towards enemy." It was expensive with its XL engine but overall
a very nice battering ram that had to be respected. Then the laws of physics changed or
something and getting its weapon systems to integrate with the targeting computer became
impossible. Attempts to use alternative weapons were tried but the design never reached the
same tier of devastation again. Meanwhile the paradigm of doctrine shifted. Medium pulse
lasers and targeting computers remained in vouge, but their delivery platforms became both
faster and tougher.
Which finally brings us to the Drudge which is not in the faster and tougher category. The E
(Energy. And it's about time someone ordered we break away from Clan tradition in
configuration labeling. There will need to be a good chunk of updating files, and the Tank
mafia is refusing to stop using their Prime designations but that's politics I guess.) 7th
listing as mentioned before is strongly based on the Eviscerator. Jump Jets attempt to make
up for the lost ground speed, while the loss of a medium laser and targeting computer is a
straight downgrade. Despite being not as good, it's still a strong mix of weapons., if you
can get it into range. Which can be done, but requires the right kind of battlefield to
make it worthwhile. Those environments include: Cities, tunnels, heavy forests, and the
occasional bad lands. All of these environments will tend to break up line of sight until
only short range engagements are possible. Which is where this configuration shines.
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Fusion 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 20 [40] 10.00
Gyro: XL 1.50
Cockpit: Standard 3.00
Armor Factor: 296 18.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (rear): 15
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 37
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Weapons and Ammo Location Critical Tonnage
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CASE II RA 1 1.00
Rotary AC/5 RA 6 10.00
Rotary AC/5 (Ammo 60) RA 3 3.00
9 Medium Pulse Lasers LA 9 18.00
Jump Jet RL 1 2.00
2 Jump Jets LL 2 4.00
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Alpha Strike Statistics
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Point Value (PV): 58
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 8 / (M) 8 / (L) , OV: 0
Armor (A): 10, Structure (S): 8
Specials: CASEII, OMNI
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