BattleMech Technical Readout
Name/Model: Salamander PPR-5S
Designer: Catalyst Game Labs
Source(s): Record Sheets: Jihad
Record Sheets: 3055 Upgrade
Record Sheets: 3055 Upgrades Unabridged
Record Sheets: 3055 & 3058
Record Sheets Volume 6, 3055 'Mechs
Technology: Inner Sphere
Technology Rating: E
Tonnage: 80
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3055
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 17,920,920 C-Bills
Battle Value: 1,769
Chassis: Chariot Type IV Endo Steel
Power Plant: Pitban 320 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Glasgow Limited with CASE
Armament:
3 Doombud LRM 20s
2 Defiance B3M Medium Lasers
Manufacturer: Defiance Industries
Primary Factory: Hesperus II
Communications: TharHes Calliope Hm10
Targeting & Tracking: TharHes Ares -7
================================================================================================
Overview:
"Radical designs for radical times" is the slogan that hangs on the wall of the PPR-5S
Salamander production line at the Defiance Industries plant on Hesperus II. By removing the
appropriate actuators in the 'Mech's left arm, a third LRM-20 rack was installed, giving the
machine a strange, bulging appearance.
Capabilities:
The Salamander weighs 80 tons and is as fast as most 'Mechs in its class. The 'Mech can
achieve a maximum speed of 65 kph but cannot jump. Because of its role in a combat setting,
however, movement is actually a secondary concern.
The radical design of the torso houses two of the three LRM-20 racks that promise to
wreak utter devastation upon an enemy. Each launcher has three tons of ammunition for a
total of 18 volleys.
Deployment:
Presently, only nine Salamander assault 'Mechs have been produced by Defiance Industries.
The remaining 'Mechs in the initial order will be finished within six months. The production
of the oddly shaped machine is somewhat slower that normal, primarily because of the unusual
arm infrastructure.
The nine produced so far have been assigned predominantly in areas near the Jade Falcon
Occupation Zone border with the Federated Commonwealth. This is apparently a precaution, in
case of future hostilities in these areas.
Variants
Needless to say, several variants to this radical 'Mech design have been suggested. The
most obvious would substitute the left-arm LRM with an SRM rack for close-in fire support.
The additional tonnage could be dedicated to heat sinks and additional ammunition for the
remaining missile racks. Other ideas include removal of the LRM rack in favor of upgrading
the two medium lasers to medium pulse lasers, increasing speed by upgrading the engine, or
installing a large pulse laser at the additional cost of the medium lasers. No variants are
in the field at this time.
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Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 320 XL 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Armor Factor: 247 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 42
Center Torso (rear): 8
R/L Torso: 17 28
R/L Torso (rear): 6
R/L Arm: 13 26
R/L Leg: 17 34
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 Medium Lasers CT 2 2.00
CASE RT 1 0.50
LRM 20 RT 5 10.00
LRM 20 (Ammo 18) RT 3 3.00
CASE LT 1 0.50
LRM 20 LT 5 10.00
LRM 20 (Ammo 18) LT 3 3.00
LRM 20 LA 5 10.00
LRM 20 (Ammo 18) LA 3 3.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 46
TP: BM, SZ: 4, TMM: 1, MV: 8"
Damage: (S) 3 / (M) 5 / (L) 4, OV: 0
Armor (A): 8, Structure (S): 4
Specials: CASE, IF4, LRM2/3/4
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
A true missile boat with lots of firepower, lots of ammo, full armor and CASE. It will get the attention of the enemy as soon as it starts raining down LRM´s so better assign a bodyguard to it.
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Member Review - bladewind : 11-Nov-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
Enough LRMs to give most mechs a bad hair day and quite nimble footed for an assault too !
The armor is maxed out and the CASE will at least make the mech salvagable if the ammo goes boom. Ammo is ludicrious so wail away. The large ammo bins (9 tons !!) also mean speciality ammo galore which can really make things interesting.
Bad points is that 18 mil price tag and poor close ranged defence. More bad news, with 9 tons of ammo, this is a walking ammo dump.
Still, it is fast enough to plod behind some heavies or even catch up with them so leave those heavies to do the close ranged dirty work while you sit back.
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Member Review - DarkAdder : 21-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
Another support mech, to be sure. 60 LRMs grabs peoples attention in a way that only lots and lots of incoming ordinance can.
Lets look at it this way. Figure that half of your missiles hit. That means out of 60 missiles, thirty will hit your target. Thirty points of damage will kill just about any light mech in existance (clan mechs possibly excepted), as well as a few of the lightweight mediums. Heck, even heavy and assault mechs will take notice of 30 points of armor vanishing.
Thing is, a damage potential that high attracts a lot of attention, and not all of it good.
Your opponent will try to counter this mech in one of two ways. A> Duke it out at long range. B> Run in and get inside the LRM minimum range.
The down side to the last bit is that two medium lasers isnt much to defend yourself with. This mech has the speed to keep some assault mechs at arms legnth to pummel with missiles, but medium, and fast heavies, will have no trouble getting inside and doing Not Nice things to this mech.
Assign this mech a bodyguard of some type. Heck, and old Dervish would work. Just dont let this thing get swamped, or youre out a perfectly good missile boat.
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Member Review - mud : 04-Nov-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
All of those LRMs will do a lot of damage, but why buy this when I can get at least two Archer's for the same price?
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Member Review - Wanallo : 03-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.50
Comment:
An evil fire support mech that could cream even the heaviest of mechs before they get into range to do amy significant damage. It does lack any good support weaponry so it needs lance mate back up. It works extremely well with mediums and heavies. Armour is good enough to stand up to punishment but it will soon dwindle if the mech is used improperly and the XL engine will kill it quick.
Why bother with CASE when using an XL engine? Mechs dead when torso's gone, strip them for another Med laser or LRM ammo
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