IndustrialMech Technical Readout
Name/Model: Minuteman MNT-3MN
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 50
Role: Ambusher
Configuration: Biped IndustrialMech
Era/Year: Jihad / 3080
Rules (Current): Standard
Rules (Era): Experimental (Extinct)
Rules (Year): Experimental (Extinct)
Total Cost: 2,010,938 C-Bills
Battle Value: 662
Chassis: Industrial
Power Plant: 150 Fuel Cell
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Heavy Industrial
Armament:
1 Medium Rifle
2 LRM 5s
1 SRM 4
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The Minuteman MilitiaMech was designed as a low cost unit to provide minor worlds and
settlements some modicum of protection. Although not a full BattleMech, the firepower of the
machine can cause trouble for pirates and other raiders, especially when grouped together in
lances.
Capabilities:
Eight tons of heavy industrial plate armor provided very adequate protection for this
machine, but it cannot stand up to the punishment from many real BattleMechs. It?s weapon
load is similar, with a pair of five packs of long-range missiles mounted one per side
torso, and a four pack of short-range missiles in the center torso. Each type of missile
launcher is fed by a single ton of ammunition placed in the left torso. The right arm mounts
an old medium rifle, which is fed by two tons of ammo placed in the right torso. Although
not as effective against modern armor compounds, this weapon can still cause some damage and
is far simpler to maintain than more modern autocannons. Finally, as an anti-infantry
measure, a PIR of machine guns are mounted in the left arm, and are fed from a half-ton of
ammunition also mounted in the same location.
Unfortunately, as a relatively simple industrial design, the Minuteman is not powered by a
fusion core. Instead, a small fuel cell engine is mounted; which only provided enough power
to reach a maximum ground speed of 54 kph. This is generally enough for its duties, but not
allow the machine to compete with faster designs.
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Equipment Mass
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Internal Structure: Industrial 10.00
Engine: 150 Fuel Cell 7.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Single): 4 3.00
Gyro: Standard 2.00
Cockpit: Industrial (Adv. FCS) 3.00
Armor Factor: 128 8.00
Type: Heavy Industrial
Internal Armor
Structure Value
Head: 3 8
Center Torso: 16 20
Center Torso (rear): 8
R/L Torso: 12 15
R/L Torso (rear): 6
R/L Arm: 8 10
R/L Leg: 12 15
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Weapons and Ammo Location Critical Tonnage
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Ejection Seat H 1 0.50
SRM 4 CT 1 2.00
LRM 5 RT 1 2.00
Medium Rifle (Ammo 18) RT 2 2.00
LRM 5 LT 1 2.00
LRM 5 (Ammo 24) LT 1 1.00
SRM 4 (Ammo 25) LT 1 1.00
Medium Rifle RA 2 5.00
2 Machine Guns LA 2 1.00
Machine Gun (Ammo 100) LA 1 0.50
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Alpha Strike Statistics
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Point Value (PV): 21
TP: IM, SZ: 2, TMM: 1, MV: 6"
Damage: (S) 2 / (M) 2 / (L) 1, OV: 0
Armor (A): 4, Structure (S): 4
Specials: AFC, ES, FC, IF1
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