BattleMech Technical Readout
Name/Model: Shogun SHG-2E
Designer: Catalyst Game Labs
Source(s): Record Sheets: Succession Wars
Record Sheets: 3050 Upgrades Unabridged, Inner Sphere
Record Sheets: 3050
Technology: Inner Sphere
Technology Rating: D
Tonnage: 85
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Succession Wars / 3005
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard (Extinct)
Total Cost: 7,744,100 C-Bills
Battle Value: 1,823
Chassis: Standard
Power Plant: 255 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard with CASE
Armament:
1 PPC
2 LRM 15s
2 SRM 6s
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Produced by Mitchell Vehicles shortly before the fall of the Star League, the Shogun was the
heaviest 'Mech ever to carry jump jets until the Marauder was modified to jump. It was
intended for fighting in cities and close terrain, where it can traverse buildings, rubble,
and other obstacles more quickly than other 'Mechs. The Shogun is also capable of
delivering the devastating, if dangerous, Death from Above attack. The Shogun has performed
well in combat, often landing unexpectedly behind or amid enemy 'Mechs, damaging them, and
departing. The Dragoons use the Shogun this way, though its role as a straight assault
'Mech has not been neglected.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 8.50
Engine: 255 Fusion 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Single): 17 7.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 248 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 40
Center Torso (rear): 11
R/L Torso: 18 28
R/L Torso (rear): 8
R/L Arm: 14 22
R/L Leg: 18 36
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Jump Jet CT 1 1.00
CASE RT 1 0.50
LRM 15 (Ammo 8) RT 1 1.00
PPC RT 3 7.00
SRM 6 RT 2 3.00
SRM 6 (Ammo 15) RT 1 1.00
CASE LT 1 0.50
LRM 15 (Ammo 8) LT 1 1.00
SRM 6 LT 2 3.00
SRM 6 (Ammo 15) LT 1 1.00
LRM 15 RA 3 7.00
LRM 15 LA 3 7.00
Jump Jet RL 1 1.00
Jump Jet LL 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 42
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 2 / (M) 3 / (L) 3, OV: 1
Armor (A): 8, Structure (S): 7
Specials: CASE, IF1, SRM1/1
Distribution
Name/Model: Shogun SHG-2E
Technology: Inner Sphere
Tonnage: 85
Configuration: Biped BattleMech
==================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4.LRM 15 4. Heat Sink 4.LRM 15
5.LRM 15 5. Sensors 5.LRM 15
6.LRM 15 6. Life Support 6.LRM 15
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Heat Sink 1. Fusion Engine 1.SRM 6
2. Heat Sink 2. Fusion Engine 2.SRM 6
3. Heat Sink 3. Fusion Engine 3.PPC
4.SRM 6 4. Gyro 4.PPC
5.SRM 6 5. Gyro 5.PPC
6. SRM 6 (Ammo 15) 6. Gyro 6. SRM 6 (Ammo 15)
1. LRM 15 (Ammo 8) 1. Gyro 1. LRM 15 (Ammo 8)
2. CASE 2. Fusion Engine 2. CASE
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Heat Sink 5. Roll Again
6. Roll Again 6. Jump Jet 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Heat Sink 5. Heat Sink
6. Jump Jet 6. Jump Jet
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
The Shogun has heavy armor and weaponry. It can run hot but thats nothing that can´t be solved with a little bit fire discipline. After 8 turns you have to be close though because of the small LRM ammo bins. Now you can bring the SRM´s to bear and use your JJ´s best.
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Member Review - Blackhand : 29-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Okay, up until the second you run out of LRM ammo your an assault mech. At which point a 50 tonner out guns you. So its a toss up. How lucky do you really feel.
I'd prefer a ER Large Laser and some more ammo for those launchers though if I could finangle it.
Use it at medium range and hope for the quick kill.
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Member Review - -Mud : 28-Feb-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
This 'mech is the original design; it is also not 100 tons, but 85. It's a solid assault design for the most part, although the ammo supply is a bit limited. Also, this 'mech will function best as long-range fire support for the most part, although the SRMs provide good close-in defense against anything that gets too close.
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Member Review - DarkAdder : 11-Feb-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
You either hate this mech, because the weapons arent even upgraded, or you love it because its a 100 ton mech. The weapons are that way for a reason. They work.
The LRMs can kick out a total of 30 points of damage, the only thing better would be a pair of LRM 20s. The PPC is nifty when the target starts to get close enough, letting this mod do a direct 10 points.
At close range, the SRMs kick in. If every one of them hits, thats 24 points of damage. Even assault mechs cringe at having to take that much abuse. The missiles are good for flensing armor off the target, giving the PPC a chance to punch through and hit one of the crunchy bits of the target.
The only bad part to this one is that its an ammo addict. Once your missiles are gone, you had better have an escape route or two ready to go.
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