BattleMech Technical Readout
Name/Model: Piranha Ripper
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Clan (Mixed)
Technology Rating: F
Tonnage: 20
Role: Striker
Configuration: Biped BattleMech
Era/Year: Jihad / 3072
Rules (Current): Standard
Rules (Era): Advanced
Rules (Year): Unavailable
Total Cost: 3,283,240 C-Bills
Battle Value: 879
Chassis: Endo Steel
Power Plant: 160 XL
Walking Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Fibrous
Armament:
2 Improved Heavy Medium Lasers
4 AP Gauss Rifles
3 Flamers
6 Light Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Variants:
Although slower than most versions, the ?Ripper? Piranha can be even more deadly than most
other models. Designed for maximum carnage, this model uses several mass saving pieces of
tech to provide for the maximum weapons package possible on 20 tons. The type 160 extra
light fusion core slows it down to a maximum of just under 130 kph, but the increased range
of most of its weapons makes up for this. The small cockpit makes the design slightly more
difficult to control, but the intuitive cockpit layout makes up for most of this (quirk:
Easy to Pilot). The extra-light gyro, a development taken from the Inner Sphere, provides
even more mass for weapons, and the ferro-fibrous armor all but maximized protection on its
frame while also provided a bit of extra mass for the weapons.
And the weapons do not disappoint. Although they have much shortage range than their
extended range brethren, the improved heavy medium lasers in each arm hit as hard as an
Inner Sphere-model PPC, clan ER or pulse large laser or a type 10 autocannon. A combined hit
from these lasers can knock an unprepared MechWarrior flat, and pose a serious danger to
most BattleMechs. As to the rest of the package, gone are the extended range small laser and
dozen machine guns. In their place are a quartet of the new AP Gauss Rifles, a half dozen
light machine guns and a trio of terrifying flamers. Combined, these weapons can chew
through most BattleMechs, tanks, and battle armor. And what they can do to conventional
infantry has at times been considered to be a war crime in and of itself.
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Equipment Mass
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Internal Structure: Endo Steel 1.00
Engine: 160 XL 3.00
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0.00
Gyro: XL (IS) 1.00
Cockpit: Small 2.00
Armor Factor: 67 3.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 9
Center Torso (rear): 3
R/L Torso: 5 8
R/L Torso (rear): 2
R/L Arm: 3 6
R/L Leg: 4 7
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Weapons and Ammo Location Critical Tonnage
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Flamer H 1 0.50
Light Machine Gun (Ammo 100) H 1 0.50
2 AP Gauss Rifles RT 2 1.00
AP Gauss Rifle (Ammo 40) RT 1 1.00
Flamer RT 1 0.50
3 Light Machine Guns RT 3 0.75
2 AP Gauss Rifles LT 2 1.00
AP Gauss Rifle (Ammo 40) LT 1 1.00
Flamer LT 1 0.50
3 Light Machine Guns LT 3 0.75
Improved Heavy Medium Laser RA 2 1.00
Improved Heavy Medium Laser LA 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 33
TP: BM, SZ: 1, TMM: 3, MV: 16"
Damage: (S) 4 / (M) 4 / (L) 0, OV: 0
Armor (A): 2, Structure (S): 1
Specials: CASE, HT1/-/-
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