BattleMech Technical Readout
Name/Model: Aparctias X "Dolman"
Designer: magical_savior
Source(s): Custom Mordel.Net Units
Technology: Clan (Mixed)
Technology Rating: F
Tonnage: 85
Role: Juggernaut
Configuration: QuadVee OmniMech
Era/Year: Dark Age / 3147
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 32,769,166 C-Bills
Battle Value: 1,711
Chassis: "Combat Wombat" Endo Steel
Power Plant: Vlar ClanTech 255 XL
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Cruising Speed: 43.2 kph
Flanking Speed: 64.8 kph
Armor: ProtecTech Light
Armament:
1 Streak LRM 15
1 LB 10-X AC
1 Light PPC (IS)
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Q2 Block 9
Targeting & Tracking: Optisight-12
================================================================================================
Overview:
When Clan Hell's Horses attempted to recover thinly-defended Wolf Empire systems along their
corridor to Terra, they brushed rather unfortunately against the Rasalhague Dominion. Having
just finished the development of the Quadvee, the Horses were eager to test their invention
against whoever would oppose them.
Perhaps they should have held back somewhat, as their "wunderwaffe" proved to be less than
intimidating. On Weingarten and Gunzburg, the Dominion held them off fairly handily - while
taking isorla and claiming their rights as victors. However, the Horses proved mostly
victorious at New Oslo, St. John and Unzmarkt, and borders were shifted - the success of the
Quadvee was difficult to refute completely.
The Clan Ghost Bear brass was less than enthused at the concept of the Quadvee. Though the
Horses offensive received grudging respect for effectiveness, they had absolutely no
intention of adopting their blasphemous ground-LAM. The KungsArmé, however, was deeply
inspired by the Quadvee and the ability it had to mitigate the weaknesses of conventional
armor divisions and vehicles. Even poorly-armored Arion Quadvees were somehow able to
withdraw in good order from losing battles; conventional vehicles would have suffered defeat
in detail - and at times they did.
Using the effective Boreas and later Notos as a template, the Dominion began a project to
develop their own Quadvee with resiliency and support as a goal. Feeling that the main
weaknesses of Quadvees were related to insufficient use of terrain and the natural
exploitation of the battlefield, they created a unit to do that as thoroughly as possible.
While they had workshopped several names for the design, the one that stuck was a tribute
and insult to the Boreas - another Greek name for the North Wind, Aparctias. The meaning,
"from the Bear," showed their resolution to demonstrate the "correct" way to use this
technology.
Capabilities:
As an Assault Quadvee with nearly 95% armor coverage, the durability of the Aparctias is
considered stellar. While the speed can leave something to be desired, it is still capable
of keeping up with a battle line in Vehicle Mode and able to move quite freely on paved
surfaces and urban combat. ... Eventually.
The vehicle is low-slung and intimidatingly dense; even in Battlemech Mode the design seems
to carry gravitas. However, the geometries of the wheels in vehicle mode and legs in 'mech
mode, while enabling the 'mech to hug and exploit terrain, makes rapid acceleration
difficult. The unit was initially designed to take advantage of frequent transformations
during combat with specialized weapon stabilization systems to compensate during
reconfiguration; these systems were only partially successful.
The cockpit is on the turret instead of being split; they had intended the unit to be able
to move in any direction in both Quad and Wheeled modes. A combined dual cockpit has the
gunner seat at the front, with the driver seat mounted in the center of the 'mech on a
stabilized command chair which is able to face in whatever direction the pilot designates as
forward to avoid disorientation during maneuver while moving.
The tonnage available for pods is quite large, enabling quite a hefty amount of hardware to
be brought into combat. However, physical space is in short supply. Most variants favor
ballistic-heavy and missile-based designs to avoid the bulk of additional heat sinks for
energy weapons. As the most frequent uses of the Aparctias are anticipated to be defensive
and planetary, ammunition dependence is not considered a problem.
Deployment:
The Aparctias is currently rather rare, and mostly found on worlds at the edges of the
Dominion. The reduced crew needs compared to conventional tanks and vehicles, and
surprisingly low maintenance requirements for a borderline experimental creation, have
earned it a place there where it is highly valued by armor regiments and cavalry. It can
fill gaps in vehicle formations by adapting equipment, and components are simple to pull off
and replace.
Variants:
Prime - This variant is frequently used by Clan duelists despite the Spheroid accessories.
The Aparctias Prime is a mid-ranged brawler equipped with a Clan UAC/10, ATM 9, LAC/5, and
Laser AMS. All weapons carry two tons of ammo for reasonable endurance; it has proven
effective in combat despite the risks of malfunction and the easy heat management ensures it
remains capable.
A - A sniper variant used for powerful fire support, the Aparctias A brings a Clan Gauss
Rifle, ERPPC, and LRM-15 to the table. These weapons have been supplemented with a Light TAG
and all explosive components are protected with CASE II; all weapons bring two tons of
ammunition for endurance and flexibility. The only common variant with all-Clan equipment,
it is somehow unpopular with the Clan tank divisions that receive this unit's otherwise
exemplary supporting fire.
B - An extremely accurate anti-air and city defense tool, the Aparctias B is equally capable
of engaging enemies on the ground. It carries two Clan Large Pulse Lasers, and two LAC/5's
with two tons of ammunition. Supplementary equipment is an Active Probe for scouting into
buildings for hidden units.
C - An indirect fire support missile boat, the Aparctias B brings three LRM-15 launchers,
two LAC/2 autocannons, and two Medium Lasers. The missile launchers carry four tons of
munitions, and the Light Autocannons have two tons in total. Special equipment is
supplemented with a Remote Sensor Dispenser, enabling the unit to spot its' own indirect
fire.
F - An anti-vehicle and anti-Battle Armor unit, the Aparctias F is a mixed-range urban tank
that takes advantage of the Quadvee's ability to mount Double Heat Sinks. It is armed with
2x Clan ER Large Lasers, 2xClan SRM-6 with two tons of ammo, one Plasma Rifle with a single
ton of ammunition, and a Medium Variable Speed Pulse Laser with no additional special
equipment... Except for three DHS over the stock loadout to somehow tame the massive heat
output it can be capable of.
H - A heavy hitter's fever dream, the H variant is an "odd duck" to say the least that uses
a surprising combination of weapons. It carries one ER Large Pulse Laser, two Improved Heavy
Medium Lasers, two Heavy Small Lasers, and two Spheroid RAC/2's with two tons of ammunition.
There are no additional heatsinks and no place to put them, at times making the H an
extremely toasty machine.
J/K - The Aparctias J, unofficially referred to as the K or Joker for using looted DCMS
equipment, is an urban destruction wrecker that is unpopular both with Spheroid and Clan
forces of the Dominion. It comes equipped with 2xMRM-20, 2xClan Medium Pulse Lasers, 2xClan
Small Pulse Lasers, an ECM, and a C3 Slave unit. It is capable of jumping 90 meters, and the
MRM missiles are somehow carefully calibrated to converge fire for maximum accuracy. Many
pilots will trade the C3 and ECM for Apollo FCS when it is available; the MRMs have two tons
of ammunition.
S - Frequently marked with graffiti tags for the local currency, the Aparctias S is the most
expensive variant known to be fielded - and by quite a margin. It carries a Large VSP Laser,
a Snub PPC, a Clan Mech Mortar 8 with two tons of ammunition, and a Supercharger. It can
jump 90 meters, and is much more popular for urban combat than the J despite the price tag.
U - An extremely rare variant intended for underwater combat in coastal regions, the
Aparctias U is equally functional on land and at sea. It wields a Heavy PPC with PPC
Capacitor, Clan ER Large Laser, LRM-10, and LRT-10 with one ton of ammunition each. Given
the inherent lethality of underwater combat, the goal of the design was to turn an armor
breach chance into an armor breach certainty. Pod-mounted HarJel has been attempted to be
installed into the vulnerable torso locations, but tests so far have proven unsuccessful.
X "Dolman" - The variant Aparctias X is an infrequently used unit favored by commanders and
mixed armor divisions. It is relatively lightly armed with a Clan LB 10-X Autocannon, Streak
LRM-15, Light PPC, and equipped with three tons of Communications Equipment for force
coordination.
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Equipment Mass
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Internal Structure: Endo Steel 4.50
QuadVee Conversion Eqpt: 9.00
Engine: 255 XL 6.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Double): 10 [20] 0.00
Gyro: Compact (IS) 4.50
Cockpit: QuadVee 4.00
Armor Factor: 264 16.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 39
Center Torso (rear): 12
R/L Torso: 18 27
R/L Torso (rear): 9
R/L Front Leg: 18 33
R/L Rear Leg: 18 33
================================================================================================
Weapons and Ammo Location Critical Tonnage
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Communications Equipment (3 tons) CT 3 3.00
LB 10-X AC RT 5 10.00
LB 10-X AC (Ammo 10) RT 1 1.00
LB 10-X AC (Ammo 10) [Cluster] RT 1 1.00
Light PPC (IS) LT 2 3.00
Streak LRM 15 LT 3 7.00
Streak LRM 15 (Ammo 16) LT 2 2.00
QuadVee Wheels * 4 6.00
* QuadVee Wheels occupy 1 critical slot in each leg
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 45
TP: BM, SZ: 4, TMM: 1, MV: 6"qw
Damage: (S) 3 / (M) 3 / (L) 3, OV: 0
Armor (A): 9, Structure (S): 5
Specials: CASE, FLK1/1/1, MHQ3, OMNI, QV, RCN, TUR(3/3/3, FLK1/1/1)
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