BattleMech Technical Readout
Name/Model: Lurker LKR-002
Designer: Toxic_Toast
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 100
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 25,654,000 C-Bills
Battle Value: 2,834
Chassis: Standard
Power Plant: 300 Light Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard with CASE II
Armament:
1 Improved Heavy Gauss Rifle
2 LRM 20 w/ Artemis IV FCS (C)
1 Small X-Pulse Laser
Manufacturer: StarCorps Industries
Primary Factory: Son Hoa
Communications: Unknown with Angel ECM Suite
Targeting & Tracking: Unknown with Bloodhound Active Probe
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Overview:
The IlClan era would represent a new era of Independence for Son Hoa, and in the wake of
gaining independence from the Lyran Commonwealth StarCorps Industries would expend critical
resources expanding its facilities on the planet. New lines of mech production would be
opened and new markets for product export would be explored. The culmination of this furious
burst of activity would be the development of the Lurker LKR-001. A 100 ton battle-mech,
designed to be an ambush predator, taking advantage of some of the best IS tech available.
It would feature a squat wide design similar to its 100 ton stable mate, the King Crab. Its
cockpit would be positioned towards the front and top of the mech, while its arms would be
similar to the missile arm found on the Zeus. The LKR-001 would be followed by the LKR-002 a
modest upgrade to the original design thanks to the assistance of Clan Seafox. The original
MRM 20’s of the LKR-001 would be replaced with two imported Clan LRM 20’s enhanced with
airtimes IV while the Light ferro armor of the original design would be removed in favor of
19 tons of standard plate.
Capabilities:
Quirks: Barrel-fisted (RA, LA), Stable, Difficult to Maintain
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Equipment Mass
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Internal Structure: Standard 10.00
Engine: 300 Light Fusion 14.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 11 [22] 1.00
Gyro: Compact 4.50
Cockpit: Standard 3.00
Armor Factor: 304 19.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 48
Center Torso (rear): 11
R/L Torso: 21 34
R/L Torso (rear): 8
R/L Arm: 17 34
R/L Leg: 21 42
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Weapons and Ammo Location Critical Tonnage
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Small X-Pulse Laser H 1 1.00
CASE II CT 1 1.00
Improved Heavy Gauss Rifle CT/RT 11 20.00
CASE II RT 1 1.00
Angel ECM Suite LT 2 2.00
Bloodhound Active Probe LT 3 2.00
Improved Heavy Gauss Rifle (Ammo 12) LT 3 3.00
CASE II RA 1 1.00
LRM 20 w/ Artemis IV FCS (C) RA 4 5.00
LRM 20 (Ammo 12) (C) RA 2 2.00
CASE II LA 1 1.00
Chameleon LPS * 6 0.00
LRM 20 w/ Artemis IV FCS (C) LA 4 5.00
LRM 20 (Ammo 12) (C) LA 2 2.00
* Chameleon LPS occupies 1 critical slot in each location except the Head and Center Torso
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Alpha Strike Statistics
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Point Value (PV): 66
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 6 / (M) 6 / (L) 6, OV: 0
Armor (A): 10, Structure (S): 5
Specials: AECM, BH, CASEII, IF2, RCN, STL
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