BattleMech Technical Readout
Name/Model: Guardsman GRD-2MN
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 40
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3015
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 2,951,527 C-Bills
Battle Value: 877
Chassis: Dorwinion Standard
Power Plant: Nissan 200
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: HildCo Model 12
Jump Capacity: 150 meters
Armor: Starshield A
Armament:
1 Autocannon/5
1 Medium Laser
1 ChisComp 39 Medium Laser
2 Small Lasers
2 Sperry Browning Machine Guns
Manufacturer: Robinson Standard BattleWorks
Primary Factory: Robinson
Communications: Achernar Electronics HICS-11
Targeting & Tracking: Federated Hunter
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Overview:
The late Third Succession War time frame would eventually become recognized as a time of
growth and recovery, as much as it may not have been seen as such by those who lived
through. One of the areas that saw great renaissance was in the field of BattleMechs. For
decades, if not centuries, this had been a field in great decline, but it was during this
period that various houses began producing new designs, from the Cataphract and Raven of the
Capellan Confederation to the Merlin of the Outworlds Alliance, and the Wolfhound of the
Lyran Commonwealth (with the hidden aid of the Federated Suns).
During the period, the Federated Suns also made a new design, intended as more a militia
‘Mech or multi-role soldier unit to supplement other such units or aid in line of battle.
This machine would become known as the Guardsman. Although its heyday last only a few short
decades, some can still be found today, especially on backwoods worlds and in such units.
Capabilities:
Designed to be a cheap, but rugged and versatile unit that is easy to maintain and fairly
easy to pilot, the Guardsman fulfills these requirements adequately, if not spectacularly.
Coming in at less than 3 million C-Bills per unit, most militia units could afford at least
a small force, a less or a company of these units, and the ability to withstand long periods
between maintenance checks, as well as the ease of fixing issues that arose meant that these
would not be “hanger-queens” when they did have to go down for repairs.
They were designed to be decently fast and mobile as well, meaning they could respond
quickly to most situations, and could keep up with the Valkyries that suffused most Suns
units, and keep up decently well with other, slightly faster and more mobile light
BattleMechs.
Their armament would never win many awards, but was sufficient for most roles. Their right
arms sported a pair of medium lasers, while their left mounted a combination of a Type 5
Autocannon and a pair of machine guns. These were backed in each side torso by a short-range
light laser. Combined, these weapons could be a serious danger to many different types of
units, and in a pinch, some specialized munitions could be loaded for the ballistic weapons.
Where the Guardsman is let down in comparison to other units is its relatively light armor.
As per the ancient saying: “Weapons, armor, speed; pick any two.” In the case of the
Guardsman, it’s weapons and speed. Its frame is covered in only 6.5 tons of armored
plating. While this is an adequate amount in many circumstances, it’s not extremely thick
by any stretch of the imagination. In fact, most complaints that have arisen for the design
have been in relation to this deficit.
Deployment:
As indicated before, the Guardsman is mostly sent to militia and other garrison units; most
often away from the front lines. Though it’s never going to likely win any awards, it does
its job in the role intended; which many see as perhaps the highest praise any soldier can
give to his weapons and equipment.
Variants:
Eventually, decades after its introduction, the design of the Guardsman would eventually
evolve into the Watchman and even later, the Sentry, ensuring this able, if not proud,
lineage soldiers on into the next century.
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Equipment Mass
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Internal Structure: Standard 4.00
Engine: 200 Fusion 8.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Single): 10 0.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 104 6.50
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 12 15
Center Torso (rear): 5
R/L Torso: 10 13
R/L Torso (rear): 5
R/L Arm: 6 8
R/L Leg: 10 12
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Weapons and Ammo Location Critical Tonnage
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Jump Jet CT 1 0.50
Small Laser RT 1 0.50
Autocannon/5 (Ammo 20) LT 1 1.00
Machine Gun (Ammo 100) LT 1 0.50
Small Laser LT 1 0.50
2 Medium Lasers RA 2 2.00
Autocannon/5 LA 4 8.00
2 Machine Guns LA 2 1.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 24
TP: BM, SZ: 2, TMM: 2, MV: 10"j
Damage: (S) 3 / (M) 2 / (L) 1, OV: 0
Armor (A): 3, Structure (S): 3
Specials:
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