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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Drudge E6(ER Large Pulse)
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  F
Tonnage:            100
Configuration:      Biped OmniMech
Era/Year:           Star League / 2780
Rules (Current):    Experimental (Extinct)
Rules (Era):        Unavailable
Rules (Year):       Unavailable
Total Cost:         15,127,500 C-Bills
Battle Value:       2,420

Chassis:              Standard
Power Plant:          300 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Standard
Armament:             
    1 Large X-Pulse Laser
    2 ER Large Lasers
    2 Medium X-Pulse Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown with Advanced Targeting Computer

================================================================================================
Overview:
    Do you ever look at a configuration and ask,  "Who hurt you?"  The E6 can be included in
    that category.  It's fairly obvious that the commander was done with dodgy fast things
    existing near their battle lines.

Capabilities:
    The E6 (ER Large Pulse) is several things.  An example of stacking technology to achieve a
    desired effect.  Proof that sometimes it's better to tap into better quality tech.  And a
    Configuration that still falls short compared to other solutions to the same problem.
    
    The effect to be achieved of course is enhanced accuracy as a counter to evasive targets.
    The combination of pulse technology backed by a targeting computer is a well known solution.
    What makes the E6 stand out is the use of Pulse Module technology to combine the benefits
    of pulse technology with the performance enhancing benefits of longer range weapons.
    Backing up the ER Large lasers is a set of Xpulse lasers.  This beefs up the firepower as
    the range closes and insures that the mechs firepower can't be totally neutered by the pulse
    module's lower then preferred system reliability.  TAG is included to assist in calling down
    artillery on the targets position.  Finally a C3 slave is included for the accuracy
    improvement of a network.
    
    The problem of course is that "Clan Tech" Large Pulse lasers exist.  For less heat they get
    more range and damage. You can even fit more of them on the mech. And they have the added
    bonus of not breaking down randomly when you try to use them.  Sure the resources required
    to incorporate Pulse Module's is less, but the basic level of manufacturing tech is the same
    either way.
    
    Finally there is effectiveness.  The alternative to accurate fire is "Dear gridsquare."
    Filling the area an evading target is in with so much overpreasure and shrapnel they can't
    hope to avoid it.  Using artillery to invalidate subtlety is so ingrained in our doctrine
    that even this configuration mounts a TAG, in the head as the final resort weapon, to direct
    copperhead barrages.  Or in dirrect fire a B1 (Thumper)  configuration is expected to output
    more damage over time in a longer range engagement.  This number does start to shift if
    combat becomes more of a medium range brawl, and there are times when the cost of collateral
    damage is high enough it pays to bring the ammo home.  So there is a niche for this
    configuration.  It's just rarely the first choice.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Double):                         21 [42]                  11.00                     
Gyro:                                           XL                     1.50                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  296                    18.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             46       
    Center Torso (rear):                              15       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Arm:                           17             34       
    R/L Leg:                           21             37       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
TAG                                                       H                 1          1.00             
Targeting Computer                                        LT                6          6.00             
2 ER Large Lasers w/ RISC LPM                             RA                6         12.00             
Large X-Pulse Laser                                       LA                2          7.00             
2 Medium X-Pulse Lasers                                   LA                2          4.00             
C3 Slave                                                  RL                1          1.00             
Jump Jet                                                  RL                1          2.00             
2 Jump Jets                                               LL                2          4.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 53
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 4 / (M) 4 / (L) 2,  OV: 1
Armor (A): 10,  Structure (S): 8
Specials: C3S, ENE, MHQ1, OMNI, TAG