BattleMech Technical Readout
Name/Model: Clockwork Castle CC-2
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 100
Configuration: Quad BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 9,406,667 C-Bills
Battle Value: 3,080
Chassis: Endo-Composite
Power Plant: 200 Fusion
Walking Speed: 21.6 kph
Maximum Speed: 21.6 kph
Jump Jets: Standard
Jump Capacity: 30 meters
Armor: Hardened
Armament:
1 Hyper-Assault Gauss 40
1 ER Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with ECM Suite
Targeting & Tracking: Unknown with Advanced Targeting Computer
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Overview:
Just for the record, do not attempt time travel along the negative t axis. It causes
unpredictable consequences. And better yet, unless you get really lucky you'll never be
able to tell the difference. We got lucky once, and it eventually lead us to a number of
interesting discoveries involving alternative timelines, timevtravel, and multi-dimentional
interactions. The short form of all that science sums up to: Don't. Results are
unpredictable and can break things. The problem of course is, you can't exactly warn people
in alternative timeliness to not do the thing. So every once in awhile something weird
happens. The only difference now is we at least have a record of previous universes and can
usually track down the idiots futzing with reality.
Capabilities:
So what does all that about the ephemeral nature of reality have to do with mechs? The
latest victim of minor shifts in reality. For us the Clockwork Castle is an air defense
platform sent in with the other Clockwork. It uses more advanced weapons then usual in a
bid to maximize its anti-air umbrella. Speed is limited, and they have a tendency to simply
go prone once they land. Armor is nearly maximized since they tend to be the vanguard unit.
They take the lumps from air defense and air cover in a bid to clear out the air cover once
they land.
Variants:
It's the history backup retrieved from its hyperspace fold that is more interesting.
Apparently in the previous reality iHGRs could be turret mounted on mechs, and the Clockwork
Castle was one of the few mechs to make use of this ability. The mission role in that case
was to be the "Distraction Carnifex." The oversized gun, combined with the apparent easy
target would draw fire, while the hardened armor would shrug off said fire. The goal was
either to break things with its gun, or create a bubble of safety other Clockwork could use
as an anchor point to pivot around. This is similar to the secondary use of our Clockwork
Castles, but with an added edge of psychology built in. HAGs are nice but they do lack the
authority of the iHGR.
Also we were able to pin down the cause of the reality distortion. A small fleet of ships
popped up near Clan Space. Reality detectors show the universe rippled from them. Rodeo
Class Corvettes have been dispatched to round them up. I wonder what their story will be.
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Equipment Mass
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Internal Structure: Endo-Composite 7.50
Engine: 200 Fusion 8.50
Walking MP: 2
Running MP: 2
Jumping MP: 1
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 2.00
Cockpit: Robotic 8.00
Armor Factor: 312 39.00
Type: Hardened
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 50
Center Torso (rear): 11
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Front Leg: 21 40
R/L Rear Leg: 21 39
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Weapons and Ammo Location Critical Tonnage
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ECM Suite H 1 1.00
Jump Jet CT 1 2.00
ER Large Laser RT (T) 1 4.00
Hyper-Assault Gauss 40 RT (T) 10 16.00
Quad Turret RT 1 2.00
Hyper-Assault Gauss 40 (Ammo 18) LT 6 6.00
Targeting Computer LT 4 4.00
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Alpha Strike Statistics
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Point Value (PV): 72
TP: BM, SZ: 4, TMM: 0, MV: 2"j
Damage: (S) 5 / (M) 4 / (L) 4, OV: 0
Armor (A): 21, Structure (S): 8
Specials: CASE, CR, ECM, FLK3/3/3, RBT, TUR(5/4/4, FLK3/3/3)
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