BattleMech Technical Readout
Name/Model: Super Wasp ((NGTM-1R's Mech)) SWSP-1A
Designer: The Grand Poobah
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 35
Configuration: Biped BattleMech
Era/Year: Civil War / 3065
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 5,777,460 C-Bills
Battle Value: 959
Chassis: Endo Steel Endo Steel
Power Plant: SearcyWorks XL 210 XL
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: SearcyWorks LiftLight
Jump Capacity: 180 meters
Armor: SearcyWorks Plate Light with CASE
Armament:
1 SearcyWorks Hardlight Advanced-3 ER Large Laser
1 Guided Technologies 2nd Gen Streak SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Tek BattleCom II
Targeting & Tracking: SearcyWorks T&T Type 2 with Beagle Active Probe
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Overview:
The Super Wasp has been a long time coming. Though originally intended to be released
alongside the Super Stinger in 3042, the Super Wasp was delayed when a critical fault in its
structure was discovered. The Clan Invasion halted its release again in 3049 as the
production line set up to produce it was rapidly converted to Super Stinger production. The
Super Wasp was again about to be released in 3055 when a Nova Cat raid demolished the
production line. After repairs, the production line was retooled for another design.
Finally, in 3065, the SWSP-1A Super Wasp began to walk out of the SearcyWorks factory on
Pesht.
Capabilities:
As 35-ton BattleMechs go, the Super Wasp stands out in no particular combat area. It can do
almost anything a Light 'Mech is supposed to do, and do it fairly well. Nearly every
MechWarrior has some familiarity with the original Wasp, and the Super Wasp, like the other
Super-series designs, reproduces the look and feel of its parent design almost perfectly.
Unlike the Wasp, however, the Super Wasp is both tough abd well-armed. It mounts 100 percent
of its theoretical armor, and CASE protects its SRM ammo. It does, however, mount an XL
engine. SearcyWorks engineers are quick to point out that if you've lost an entire side
torso, you're probably doomed anyways, so it will not matter if the engine was XL or not.
For weapons, the Super Wasp has a Victory Nickel Alloy ER Large Laser, of AS7-K Atlas fame,
and a Streak SRM-4 launcher for close-in work, giving it more than twice the firepower of
the Wasp. The laser gives it excellent range, while the Streak launcher engages short-range
targets. Finally, the 'Mech mounts a Beagle Active Probe, allowing it to serve yeoman
scouting duties or offer protection to larger BattleMechs in urban operations.
Deployment:
The Super Wasp is still relatively new: approximately forty-eight have been produced, not
counting prototypes and custom one-offs from the SearcyWorks Customization Department. The
Pesht Armored Calvary absorbed only one lance of the Super Wasp, already having a large
number of very similar Super Stingers. Wolf's Dragoons has bought a lance, surprisingly, and
is reportedly pleased with the design. The remainder are scattered in ones and twos in
Combine and Federated Suns regiments, primarily those loyal to Prince Victor.
Variants:
A popular variant, often requested from the Customization Department, replaces the ER Large
Laser with an ER PPC, the Streak SRM-4 with a Guardian ECM Suite, and tacks on a
head-mounted ER Small Laser. This turns the Super Wasp into a slightly slow, but powerful,
dedicated scout 'Mech.
The original Super Wasp configuration, the one intended to be released in 3046 alongside the
Super Stinger, mounts an SRM-6 and its ammunition. However, only three of them exist.
Notable MechWarriors:
Lieutenant Marcus Winters, of the Pesht Armored Calvary, and his Super Wasp are most famous
for having single-handedly destroyed a Mad Cat Prime during thr Ghost Bears invasion of the
Combine. In addition he has six other kills (two Dashers, two Razorbacks, one Dart, and one
Stilleto), and three-fourths credit on an AWS-9M Awesome.
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Equipment Mass
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Internal Structure: Endo Steel 2.00
Engine: 210 XL 4.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks (Double): 11 [22] 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 119 7.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 17
Center Torso (rear): 5
R/L Torso: 8 12
R/L Torso (rear): 4
R/L Arm: 6 12
R/L Leg: 8 16
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Weapons and Ammo Location Critical Tonnage
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2 Jump Jets CT 2 1.00
CASE RT 1 0.50
Streak SRM 4 RT 1 3.00
Streak SRM 4 (Ammo 25) RT 1 1.00
Beagle Active Probe LT 2 1.50
ER Large Laser LA 2 5.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 27
TP: BM, SZ: 1, TMM: 2, MV: 12"j
Damage: (S) 2 / (M) 2 / (L) 1, OV: 0
Armor (A): 4, Structure (S): 2
Specials: CASE, PRB, RCN
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