BattleMech Technical Readout
Name/Model: Vulcan VL-6T
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 40
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 7,244,300 C-Bills
Battle Value: 1,129
Chassis: Endo Steel
Power Plant: 240 XL
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Pitban Model 9
Jump Capacity: 180 meters
Armor: Light Ferro-Fibrous
Armament:
1 Plasma Rifle
1 Medium X-Pulse Laser
2 Light AC/2s
Manufacturer: Coventry Metal Works, Nimakachi Fusion Products Ltd.
Primary Factory: Coventry (CMW), Tematagi (NFPL)
Communications: Hartford 200S
Targeting & Tracking: Hartford TA10
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Overview:
The need for a strong anti-infantry 'Mech with offensive capabilities was realized during
the battles against Stefan the Usurper. In many conflicts, especially urban combat, infantry
could render smaller 'Mechs inoperative. To solve this problem, MatherTechno Inc. introduced
the VL 2-T Vulcan.
This BattleMech reached the front line during General Kerensky's landings on Earth,
where it earned a reputation as a tough urban fighting machine. Its flamer system, machine
gun, and heavy armor performed effectively against infantry. The autocannon system was
originally designed as an anti-'Mech system, but served well in city fighting.
Capabilities:
The Vulcan is fully equipped with jump jets, making it unique in urban warfare and
threatening to larger BattleMechs. Also, its rear-mounted jets are specially vented to
reduce heat in its rear areas.
The Vulcan's weaponry systems include the reliable Armstrong autocannon. Though
introduced as an anti-'Mech measure, it was used more as an anti-building measure when more
and more Vulcans found themselves stationed in city areas.
The Vulcan's armor is not very strong, but does provide more than ample protection
against most smaller weapons. This 'Mech is rarely assigned without some larger BattleMech
support in an all-out fight. As the actual alignment of the 'Mech is narrow and difficult to
target, it is difficult to hit in combat. Many MechWarriors have commented that the Vulcan
looks like a scarecrow's clothes hung out to dry.
The absence of manipulative hands is the 'Mech's only drawback. Though not a major
hindrance, it does limit its close combat capabilities against other 'Mechs.
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Equipment Mass
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Internal Structure: Endo Steel 2.00
Engine: 240 XL 6.00
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks (Double): 10 [20] 0.00
Gyro: XL 1.50
Cockpit: Small 2.00
Armor Factor: 93 5.50
Type: Light Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 8
Center Torso: 12 15
Center Torso (rear): 6
R/L Torso: 10 10
R/L Torso (rear): 4
R/L Arm: 6 8
R/L Leg: 10 10
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Weapons and Ammo Location Critical Tonnage
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3 Jump Jets RT 3 1.50
Light AC/2 RT 1 4.00
3 Jump Jets LT 3 1.50
Light AC/2 (Ammo 45) LT 1 1.00
Light AC/2 (Ammo 45) [Flechette] LT 1 1.00
Medium X-Pulse Laser LT 1 2.00
Plasma Rifle RA 2 6.00
Plasma Rifle (Ammo 20) RA 2 2.00
Light AC/2 LA 1 4.00
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Alpha Strike Statistics
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Point Value (PV): 25
TP: BM, SZ: 2, TMM: 2, MV: 12"j
Damage: (S) 3 / (M) 3 / (L) 0*, OV: 0
Armor (A): 3, Structure (S): 2
Specials:
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