BattleMech Technical Readout
Name/Model: Wolfkiller ((WildWeasels's Mech)) MCT-1D1
Designer: The Grand Poobah
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Configuration: Biped BattleMech
Era/Year: Civil War / 3062
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 15,748,250 C-Bills
Battle Value: 1,901
Chassis: MISFIT MCT-X Endo Steel
Power Plant: Shelby-Ford Cobra 300 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: MISFIT Angel Series 4
Jump Capacity: 120 meters
Armor: Durallex Heavy with CASE
Armament:
1 Mydron Model RC Rotary AC/5
2 Diverse Optics Type 30 Large Lasers
2 Diverse Optics Type II ER Medium Lasers
1 Magna 400P Medium Pulse Laser
3 Holly-5 LRM 5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Dalban VirtuTalk
Targeting & Tracking: Federated Hunter Mk. III
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Overview:
The Wolfkiller was originally dreamed up in late 3050, after the first information had come
through about the Clans and their weapons of war. The Mad Cat, later to be known as the
Timber Wolf, was perhaps the most feared OmniMech amongst the Clans' arsenal in the eyes of
the Inner Sphere nations. MISFIT sought to duplicate the OmniMech's capabilities as much as
possible with their own design, but refocused its energies into implementing Omni technology
as a general rule in its products rather than focus on a single BattleMech, so the project
was put on the backburner for several years.
As conflicts came and went, and the Federated Suns' desire for expensive OmniMechs waned,
MISFIT decided to resurrect the Mad Cat project they had long since idled. With the Civil
War approaching, the engineers at MISFIT knew that more war material would be necessary.
Unfortunately, almost the entire current product line at the time consisted exclusively of
OmniMechs. MISFIT decided to turn back to the more traditional BattleMech, and the reborn
MCT-D1 Wolfkiller was the first in that effort.
Taking a page from the earlier Rakshasa, a design that MISFIT's engineers believed was a
poor attempt to mimic the Clan Timber Wolf, the R & D crew went to even greater lengths to
duplicate the look and feel of the original Clan design. The work done is so close to the
original, many on-board warbook systems have mistaken the Wolfkiller for the authentic
Timber Wolf. This is due to the extensive research and study put into captured salvage and
intact Timber Wolves back in the initial Clan invasion. One major innovation the MISFIT crew
made was the inclusion of hands on the inside of the arms assemblies, allowing the
Wolfkiller to use a club, pick up material, and fight more effectively in a close-combat
situation.
Capabilities:
The Wolfkiller is slower than its parent design by twenty-five percent of its maximum speed,
but it still keeps the newer design in good stead amongst other Inner Sphere designs of
similar weight. Four MISFIT Angel jump jets are mounted in the torsos and legs to mitigate
this speed deficiency and add some mobility to the Wolfkiller, granting it a maximum jumping
distance of 120 meters. Using the tried-and-true Shelby-Ford Cobra 300 extralight engine and
endo steel composites for the chassis, there is more than enough mass left over for a full
weapons package.
The single deficiency is purported to be the heat exchange system, as the Wolfkiller's
twelve double-strength heat sinks can only handle a single burst of the main guns once
without the 'Mech's heat scale going off the board. Originally, the MCT-D class was to mount
extended-range large lasers in the arms, but because of the heat issues, and the inability
to mount triple-strength myomer to take advantage of the Wolfkiller's heat issues, standard
heavy lasers were used instead. Almost fifteen tons of standard Durallex armor make sure
that only the heaviest weapons will make a huge initial impact on the 'Mech's sturdy frame,
and CASE protects all ammunition reloads.
The current D1 model carries paired Diverse Optics lasers in each arm, one each of the heavy
and medium variety, with the mediums extended-range types. A single Magna 400P medium pulse
laser resides in the head for additional close-combat potential. The 'Mech's true firepower
comes from its torso weapon assemblies, namely the Mydron Medium Rotary cannon in its right
torso and the triple mount of Holly LRM-5 Narc-enabled racks in its left torso. Both
ammo-reliant systems are supplied with two tons of ammunition, and each torso has cellular
ammo storage equipment to guard against explosions, saving both the pilot and a large amount
of the 'Mech in case of such an event. The original D1X prototype carried a Mydron Medium
Ultra cannon in place of the newer rotary style in 3052.
Deployment:
Unlike previous MISFIT offerings, the Wolfkiller has been available to all customers for
purchase, although most requests have come from mainly mercenary outfits, the DCMS, and the
AFFS, as well as other units previously fielding Rakshasas.
Variants:
Two variants of the Wolfkiller exist, the D2 and D3 models. the D2 replaces the rotary
cannon with a quad-mount of LRM launchers like those found in the left side of the D1, and a
fourth is added to the left torso missile box. It is apparent that this model is intended
for longer-ranged combat.
The D3 version replaces the left torso LRM racks with another rotary cannon as found in the
right torso of the D1. Additionally, the head-mounted pulse laser is replaced with a pair of
extended-range medium lasers from Diverse Optics, identical to those found in the arms. In
order to fit the second rotary autocannon, the jump jets of the D1/D2 models had to be
removed.
MISFIT also offers to replace the laser or part of the laser array in order to install a C3
slave unit in its "DC" subclass.
Lastly, the "new" Wolfkiller has inspired the Skunkworx/MISFIT design team to create a
"Wolfkiller-lite" in the form of the 55-ton Wolfkit medium BattleMech.
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Equipment Mass
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Internal Structure: Endo Steel 4.00
Engine: 300 XL 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 231 14.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (rear): 12
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 24
R/L Leg: 16 32
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Medium Pulse Laser H 1 2.00
2 Jump Jets CT 2 2.00
CASE RT 1 0.50
Rotary AC/5 RT 6 10.00
Rotary AC/5 (Ammo 40) RT 2 2.00
CASE LT 1 0.50
3 LRM 5s LT 3 6.00
LRM 5 (Ammo 48) LT 2 2.00
ER Medium Laser RA 1 1.00
Large Laser RA 2 5.00
ER Medium Laser LA 1 1.00
Large Laser LA 2 5.00
Jump Jet RL 1 1.00
Jump Jet LL 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 39
TP: BM, SZ: 3, TMM: 1, MV: 8"j
Damage: (S) 3 / (M) 4 / (L) 1, OV: 2
Armor (A): 8, Structure (S): 3
Specials: CASE, IF1
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