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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Panther MKII
Designer:           Delta
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            35
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3050
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         5,293,800 C-Bills
Battle Value:       1,756

Chassis:              Standard
Power Plant:          175 XL
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            Standard
    Jump Capacity:    150 meters
Armor:                Ferro-Fibrous
Armament:             
    1 ER PPC
    2 ER Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown with ECM Suite
Targeting & Tracking: Unknown with Active Probe

================================================================================================
Overview:
    The Panther MKII is a clan machine, and its roll is quite several, acually. While not an
    omnimech, it is somewhat of a frontline mech, usually used in urban situations because of
    its equipment. Yet most Panther MKIIs find themselves as garrison mechs. It was devloped in
    2820 by Clan Wolf, and quickly found itself in use among all clans.
    
    
    
    The Panther MKII is different from its standard Panther. It dosen't mount the missile rack
    in its chest, has no hands, and has 2 medium lasers, and its head is differently designed.
    However, the weight and concept of a light mech with a PPC for urban combat remains the same
    (and like the original, it packed a good punch in open terrain, too).

Capabilities:
    This Panther MKII carriers an ER PPC in its right arm as its signature weapon. While the
    clans are not meele fighters, this Panther's PPC barrel is heavily reinforced, and inner
    sphere warriors who have captured these machines have noted it for the PPC's sturdiness,
    enough to strike an enemy mech many times and still be quite fireable. In its other arm with
    the hand, 2 ER Medium Lasers provide fire support, as well as being good weapons to
    themselves. These are mounted behind the hand, so not to get in the way of manipulation of
    objects (or in the captured mechs case, whacking someone/thing).
    
    
    
    An ECM Suite and Active Probe make it a good recon mech if it wasn't for its fairly slow
    speed. However, when paired with its jumpjets, it makes for a deadly city fighting
    combination, the electric measures/countermeasures disable enemy sensors and detect hidden
    ones, the jumpjets provide mobility to flank the enemy or just get in its minimum range, and
    the ERPPC does the dirty work with the lasers.
    
    
    
    Ferrofiberous armor saves weight and 14 double coolers ensures the mech doesnt fry and
    overload, but this Panther MKII still has some heat problems, especially when jumping and
    alpha striking.

Deployment:
    Most of these mechs are in clan garrisons and some frontline units. However, the DCMS is
    rumored to control a whole company of these, and there is supposed to be a handful in the
    FedCom, and a few in FWLM. Since they are clan machines, the ones in the Inner Sphere are
    usually assigned to experienced units.

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Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  3.50                     
Engine:                                       175 XL                   3.50                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         14 [28]                   4.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  119                     6.50                     
    Type:                                 Ferro-Fibrous                                         

                                    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       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ECM Suite                                                 H                 1          1.00             
Active Probe                                              CT                1          1.00             
Jump Jet                                                  CT                1          0.50             
ER PPC                                                    RA                2          6.00             
2 ER Medium Lasers                                        LA                2          2.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 33
TP: BM,  SZ: 1,  TMM: 2,  MV: 10"j
Damage: (S) 3 / (M) 3 / (L) 2,  OV: 0
Armor (A): 4,  Structure (S): 2
Specials: ECM, ENE, PRB, RCN