BattleMech Technical Readout
Name/Model: Panther PNT-12W
Designer: Winters
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 35
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3050
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 2,915,910 C-Bills
Battle Value: 1,101
Chassis: Endo Steel
Power Plant: 175 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Ferro-Fibrous
Armament:
1 PPC
1 Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
Conflict grows into war and war into opportunity.
It's because of this thought that D. Winters started up Kishin Mech Works.
The new facility at the moment could only build mechs that weighed up to 40 tons. In order
to catch the eye of the Combine, the popular Panther chassis was chosen and a licence was
obtained to produce the mech.
Capabilities:
At the cost of less than half a million c-bills more to produce than the original, multiple
aspects of the beloved Panther design were improved.
Speed and mobility were both increased by around 25%. This was achieved thanks to the weight
saved by switching to an Endo Steel chassis. Further weight was saved by removing the old
freezers and replacing them with the new double strength models. Because of this, designers
were able to avoid the use of the expensive and often fragile XL engines.
After much debate, the old PPC was retained, passing over the new ER PPC for multiple
reasons. One was the heat concern that plagued the current new Panther models. This helped
to ensure that the design was able to cope with the heat burden brought about by the change
in mech's secondary weapon choice.
A large laser replaced the SRM 4 rack. This was done in order to make the Panther more
appealing to garrison units by ridding itself of ammo reliance. The damage potential was
deemed the same, with the laser being far more consistent than the missiles. This also
helped to balance the low PPC range by increasing the secondary weapons, making this model
an excellent mid range fighter.
Unfortunately due to the additional jump jet added, the laser had to be located in the
Panther's left arm.
With the 12W model able to fire both weapons while running at max speed without breaking a
sweat, not having to worry about it's ammo bins running dry or exploding, and by switching
over to the more advanced ferro fibrous armor composites, endurance and durability were both
increased.
Deployment:
Due to the size of the firm, only a handful of 12W models are produced each year, but with
the DCMS rapidly trying to rebuild their forces after the initial clan invasion, all
production runs for the Panther thus far have been purchased.
Thanks to the price tag being under 3 million, the next two slated runs have already been
bought as well.
Produced units have been shipped to various garrisons on worlds near the Smoke Jaguars and
Outworlds Alliance.
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Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 2.00
Engine: 175 Fusion 7.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 2.00
Cockpit: Standard 3.00
Armor Factor: 116 6.50
Type: Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 17
Center Torso (rear): 4
R/L Torso: 8 13
R/L Torso (rear): 3
R/L Arm: 6 12
R/L Leg: 8 15
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Jump Jet CT 1 0.50
PPC RA 3 7.00
Large Laser LA 2 5.00
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 24
TP: BM, SZ: 1, TMM: 2, MV: 10"j
Damage: (S) 2 / (M) 2 / (L) 1, OV: 0
Armor (A): 4, Structure (S): 3
Specials: ENE
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Rating:
4.00
Comment:
That variant is ... strange. Good but strange. The added speed and jumping range is a good choice for a light mech especially if this comes without an XL. The decision to replace the SRM with a large laser is what seems strange to me but it is a good choice. No ammo, more range and more damage potential.
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Member Review - Centurion13 : 09-Dec-2009 08:30
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
The 3050 PNT-10K was a Panther intended to take advantage of the latest PPC technology, as well as Artemis Guidance systems. Unfortunately, they neglected to install double heat sinks and the result was a machine which went from a workable design - a pilot had to watch his heat, but it could be managed with care - into a heat beast with few equals. Simply firing the main gun put the PNT-10K into the red, and with jump jets, it was easy to see why this would not be popular.
This variant has no such issues - it breaks even on heat after firing both main guns and running. Using jump jets might prove to be an issue, but overall it is hard-hitting and for the most part, 'rookie-proof'. The price is right, the combination of nearly maximum armor and fusion engine make for a tough 'Mech, and it really does not involve any cutting edge technology even in 3050.
However... the mission profile for the original Panther was (and is) quite a bit more varied than the one I forsee for the PNT-12W. Those 'puny' SRMs were capable of using a fair selection of ammunition, even CS gas if the Panther was assigned to garrison duty or occupation security patrols - something quite likely, given this machine's tonnage. Furthermore, while it is good on the ground, jump jets add quite a bit of heat and given its warload, the PNT-12W is likely to be using them a lot. The weapons are strongly oriented towards combat with other 'Mechs, combining good range with equally good damage. This is NOT a good thing for a light 'Mech!
Why? Well, as with the Hitman, this machine is too heavily armed for its pilot's own good. These hard-hitting weapons require no reloads and little dependence on supply lines. Unfortunately, it is every green Kuritan 'Mechwarrior's dream, and also his downfall. Yes, he packs an enormous amount of firepower. It encourages many new pilots - and older ones who should know better - to go out on their own and get into more trouble than they can get out of. This is why the Hitman is manned exclusively by seasoned pilots who know their limit - and know when to run.
In combat, despite its armor, this machine will probably have heat issues as hits go internal - only seven of the ten double heat sinks are in the engine. The rest are in vulnerable three-crit slots, presumably in the torsos, which are well-protected but statistically the most likely places for a hit.
The result? If the Panther takes internal hits, there is a good chance the pilot will lose his heat sinks. When they go, the thermal signature of an all-energy big weapon suite will begin to take its toll. If the PNT-12W takes an engine hit, forced withdrawal is probably the wisest option.
Good idea, and a fairly decent writeup, but you need to read up on the deployment and mission profile of the original, and think twice about creating a machine with a fairly narrow application. Is this really what you want a Panther to do? I have no solid suggestions, but if you wanted to keep things neat, lose the jump jets and add MASC. It will give you the speed you need, while keeping the heat reasonable even after taking significant damage.
Steve Satak
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"Only when we are no longer afraid do we begin to live." - Dorothy Thompson