BattleMech Technical Readout
Name/Model: Gunslinger GUN-1ERD
Designer: Catalyst Game Labs
Source(s): ForcePack Record Sheets: Northwind Highlnders
Record Sheets: Clan Invasion
Record Sheets: 3055 Upgrade
Record Sheets: 3055 Upgrades Unabridged
Record Sheets: 3055 & 3058
Record Sheets Volume 6, 3055 'Mechs
Technology: Inner Sphere
Technology Rating: E
Tonnage: 85
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3053
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 16,582,013 C-Bills
Battle Value: 2,286
Chassis: Star League XT
Power Plant: VOX 255 XL
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: HildCo Model 12
Jump Capacity: 60 meters
Armor: Kevlar 5000
Armament:
2 Poland Main Model A Gauss Rifles
2 Defiance P5M Medium Pulse Lasers
4 Defiance B3M Medium Lasers
1 Defiance A5L Small Laser
Manufacturer: Defiance Industries, Independence Weaponry
Primary Factory: Hesperus II (DI), Quentin (IW)
Communications: Nashan Quartet ComSy with Guardian ECM Suite
Targeting & Tracking: Nashan Diana Mark II with Beagle Active Probe
================================================================================================
Overview:
The Clan invasion created some strange bedfellows. The Federated Commonwealth's and Draconis
Combine's mutual non-aggression pact and intelligence-sharing quickly evolved into a
quasi-union of the two Great Houses. In the same spirit of cooperation, engineering teams
from both realms also traveled to help the Free Rasalhague Republic relocate its single
'Mech factory. These teams had already dealt with each other on previous occasions, creating
an amicable working environment.
The Gunslinger BattleMech was not something the teams planned to design when talk
around the table turned to the Clans and the weapons that would stop them. As an exercise,
the two groups tabled their opinions and then justified them. After a few such informal
sessions, the engineers realized that they had plenty to say about the weapon of choice. The
Gunslinger was designed as a mobile assault platform, capable of crippling a Clan 'Mech at
the extended ranges at which the Omnis can fight.
Capabilities:
The Gunslinger's designers avoided assigning the 'Mech a specific weapons configuration,
instead relying on generic attributes of a weapons class to make a more versatile design.
This enabled the team to localize much of the electronics, weapon makes, and models, and to
reduce the dependence on a particular piece of equipment.
The first consideration was the dual Gauss cannon, the only weapons that could equal
ranges and compare favorably in damage to Clan equipment. The Kurita delegation voiced their
admiration of the Katana, and the 85-ton weight class.
When secondary weapons were discussed, Kurita engineers swore by the old medium lasers
that championed efficiency of design. An F-C technician persuaded everyone on the use of
medium pulse lasers to protect the rear of the 'Mech, and want so far as to place them in
the Gunslinger's feet. The weapon spread was akin to a BattleMaster, a favorite among all
present.
The Gunslinger's speed had been consciously set at 32 kph. To improve on
terrain-handling, massive jump jets were planned for the legs. The jump distance would be
only 60 meters, but it would still let the 'Mech bypass most dangerous terrain features.
For protection, the 'Mech was armored to near maximum. Even with 15.5 tons of armor,
the great 'Mech seemed fragile when subjected to combat simulations against Clan units.
The final blueprints were duplicated, and each group received a copy before they
returned home. It was a solemn parting, as word had been received of the Clan attack on
Luthien. Each team promised to pursue the production of plans as soon as possible.
Deployment:
The first Federated commonwealth Gunslinger walked off the East Wing BattleMech line at
Defiance Industries on December 5, 3053. The Draconis Combine had hoped to have the first
'Mech out of the Quentin factory doors by the same time, but difficulties with the twin
Gauss cannon have kept the 'Mech from receiving final clearance.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 8.50
Engine: 255 XL 6.50
Walking MP: 3
Running MP: 5
Jumping MP: 2
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 248 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 34
Center Torso (rear): 19
R/L Torso: 18 25
R/L Torso (rear): 11
R/L Arm: 14 25
R/L Leg: 18 32
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Small Laser H 1 0.50
Beagle Active Probe CT 2 1.50
Gauss Rifle (Ammo 24) RT 3 3.00
Guardian ECM Suite RT 2 1.50
2 Medium Lasers RT 2 2.00
Gauss Rifle (Ammo 16) LT 2 2.00
2 Medium Lasers LT 2 2.00
Gauss Rifle RA 7 15.00
Gauss Rifle LA 7 15.00
Jump Jet RL 1 1.00
Medium Pulse Laser RL (R) 1 2.00
Jump Jet LL 1 1.00
Medium Pulse Laser LL (R) 1 2.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 48
TP: BM, SZ: 4, TMM: 1, MV: 6"/4"j
Damage: (S) 5 / (M) 5 / (L) 3, OV: 0
Armor (A): 8, Structure (S): 4
Specials: ECM, JMPW1, PRB, RCN, REAR1/1/-
Distribution
Name/Model: Gunslinger GUN-1ERD
Technology: Inner Sphere
Tonnage: 85
Configuration: Biped BattleMech
================================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.Gauss Rifle 4. Small Laser 4.Gauss Rifle
5.Gauss Rifle 5. Sensors 5.Gauss Rifle
6.Gauss Rifle 6. Life Support 6.Gauss Rifle
1.Gauss Rifle 1.Gauss Rifle
2.Gauss Rifle 2.Gauss Rifle
3.Gauss Rifle 3.Gauss Rifle
4.Gauss Rifle 4.Gauss Rifle
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. XL Engine 1. XL Engine 1. XL Engine
2. XL Engine 2. XL Engine 2. XL Engine
3. XL Engine 3. XL Engine 3. XL Engine
4. Medium Laser 4. Gyro 4. Medium Laser
5. Medium Laser 5. Gyro 5. Medium Laser
6. Gauss Rifle (Ammo 8) 6. Gyro 6.Guardian ECM Suite
1. Gauss Rifle (Ammo 8) 1. Gyro 1.Guardian ECM Suite
2. Roll Again 2. XL Engine 2. Gauss Rifle (Ammo 8)
3. Roll Again 3. XL Engine 3. Gauss Rifle (Ammo 8)
4. Roll Again 4. XL Engine 4. Gauss Rifle (Ammo 8)
5. Roll Again 5.Beagle Active Probe 5. Roll Again
6. Roll Again 6.Beagle Active Probe 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Jump Jet 5. Jump Jet
6. Medium Pulse Laser (R) 6. Medium Pulse Laser (R)
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
This assault has heavy armor and tremendous firepower but an XL engine in such a slow machine is rather wasted as are all that fancy electronics. As a brand new design not based on an old one ES would have been a good choice. Rip out the electronics, that superfluous small laser and maybe the rearfiring pulse lasers to put in a standard engine and a third JJ.
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Member Review - Titus : 17-Jun-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
This is a solid choice....no big design errors but nothing too spectacular (except for twin gauss rifles!). The armor protection is good and the gauss rifles have plenty of ammo to let you decapitate mechs all day long. The medium lasers are good backup weapons and you can fire them without overheating. I actually think that placing the rear firing pulses in the legs instead of the torso was a good idea. If someone gets behind you, you can torso twist to hit them with a gauss rifle and still hit them with the medium pulses. If the pulses were in the torso, they'd probably never get used, since it's better to torso twist and fire a gauss. I don't like the jumpjets being one movement point short, but they can still be useful for jumping over water, trees, rough terrain, etc. The max armor and the lack of explosive ammo make up for the XL engine. This is a solid choice to fill out just about any lance.
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Member Review - Knightrunner : 29-Jul-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Not bad, but it has several flaws. The active probe isn't very useful on such a slow mech- by the time you've sniffed someone out, they're already on top of you. Another jump jet would be much more useful. The pulses in the legs are actually a good idea- assaults of this time period are vulnerable to elementals. I'd much rather have a critical hit to the laser than a leg actuator. As for anti-personnel pods? A complete waste of tonnage- they would detract from the mech rather than improve it. The speed is fine for; the jets are more for positioning in emergencies than anything else (wasteful though it is to only mount 2). The firepower is great, and the XL a minimal drawback with no explosive ammo (although it could have been downgraded to standard easily). It tries to do too much on its own, but a lance of these should give any clanner pause.
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Member Review - bladewind : 03-Jun-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
This is a nice machine but i will personally strip the 2 JJs. Those things take up too much tonnage to be of use plus a not so impressive 60 meter hop isn't going to do much.
After that you can actually carry more stuff that you will really need.
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Member Review - Blackhand : 24-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
0.50
Comment:
This mech is expensive, and desperately needing something to make it worth buying. throwing an XL into a mech to make it move that slow is a waste. Its got lots of firepower but no way to chose its ranges. And the fact your crippled with pulses you'll never get to use because your opponent probably isn't stupid enough to let you get close enough to use them.
Keep for show, but please don't ever use one in a battle.
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"Fear is that little darkroom where negatives are developed." - Michael Pritchard