BattleMech Technical Readout

Type/Model: Chimera CMA-2 Base (Human Sphere)
Tech: Inner Sphere / 3080
Config: Biped OmniMech
Rules: Level 2, Standard design
   
Mass: 40 tons
Chassis: Chameleon Standard
Power Plant: 240 VOX XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
   Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special with CASE Ferro-Fibrous
Armament:
None
Manufacturer:    Kressly Warworks, Ridzik Brothers Munitions Corporation, Sirian Interstellar, Independence Weaponry, Sirian Interstellar
   Location:    Epsilon Eridani, Hall, Oliver, Quentin, Sirius
Communications System:    Angst Clear Channel 3
Targeting & Tracking System: Garret T-22


Overview:

         Prior to the launching of Operations Bulldog and Serpent, relations between the Federated Commonwealth (Suns) and the Draconis Combine were at an all-time high. As a show of mutual support in the face of the coming campaign, the two governments worked side-by-side to develop a new BattleMech that would showcase technological developments made by both, in much the same way they did with the Gunslinger years earlier.
         The preliminary design and logistics work took some time. At the behest of Katherine Steiner-Davion, the Lyran Alliance was added to the project. When she later took control of the Federated Commonwealth, however, Lyran concerns and engineers quickly began to dominate the entire process. The product of the effort between the nations soon became something quite different from the joint effort that was initially conceived. With so many resources already invested in the project though, the BattleMech had to be produced or the proverbial heads would roll. The Combine Quentin factory was tasked to build the design on their side, while the Lyrans arranged to have Brigadier Corporation of Oliver, a Free Worlds League world, produce the design for them, under the agreement that it would only be sold to units loyal to Katherine.
         The Coordinator soon saw the results of that plan and authorized Kressly Warworks of Epsilon Eridani to build the design so it soon found its way to any unit or nation interested in purchasing the design. It proved effective during the FedCom Civil War, during Epsilon Eridani's conflict with Small World, and during the Jihad, though at the end of that conflict only the Epsilon Eridani factory continued to be operational. When that world joined Tikonov, engineers of that nation began looking at the design as the base for a good OmniMech. Within a year, the Epsilon Eridani plant began producing the Chimera 2 OmniMech, and over the years other factories have been built or rebuilt in the Tikonov Free Republic to expand production.

Capabilities:

         The Chimera 2 OmniMech can easily approach speeds of 100 KPH in combat, making it a swift design. Seven and a half tons of ferro-fibrous armor give it impressive protection for a 40 ton BattleMech, and yet leaves the design with 16 tons, nearly half its mass, available for pod space. Finally, the modular design of its systems allows any electronics or weapons system to be installed into the design. They are built with Angst Clear Channel and Garret T-22 systems, but as long as it can perform the required operations, any system can be substituted for them. Because of this, numerous systems from dozens of manufacturers can be found on the Chimera 2s deployed with Tikonov units, due to one manufacturer's equipment being available when the original system failed. This can make diagnosing a Chimera 2's issues difficult, but many engineers keep a selection of "approved" components in their equipment lockers should a Chimera 2 come in with a MechWarrior complaining about "mystery ailments".
         The Prime configuration of the Chimera 2 is similar to the original Chimera, a large and medium laser in the left arm, a multi-missile launcher in the right torso, and a machine gun for anti-infantry use in the right arm. An advanced C3 system allows it to link up with other units to coordinate fire, making it a deadly design when used in a larger group. Finally, jump jets give the design impressive mobility that its MechWarriors sing praises about.
         The Alpha configuration removes the missile launcher and medium laser in favor of a second large laser, giving it an impressive direct fire capability. The Bravo configuration replaces the Prime configuration's large laser with a medium laser and a second missile rack. The Command configuration approximates the Bravo as close as it can, carrying a missile rack only capable of firing long-range missiles and removes two jump jets. These mass savings are eaten up by a C3 command system that allows this configuration to run C3 networks for Tikonov units. The Delta configuration removes the jump jets, machine guns, and large laser to add a second medium laser and an LBX autocannon, providing the design with an effective punch at medium and short range. All configurations look alike to a visual inspection, and enemies must usually wait until the Chimeras fire weapons before they know what configurations they are facing.

Deployment

         The Chimera 2 OmniMech is deployed as one of the primary BattleMechs of the Tikonov Republican Guards, the Sirian Lancers, and the Triumvirate Guard. Even the heaviest Tikonov lances can be expected to have one Chimera in them, performing command and control operations to link the C3 networks together.


Type/Model: Chimera CMA-2 Base (Human Sphere)
Mass: 40 tons
Equipment:   Crits Mass
Internal Structure: 67 pts Standard 0 4.00
Engine: 240 XL 12 6.00
   Walking MP: 6    
   Running MP: 9    
   Jumping MP: 0    
Heat Sinks: 10 Double [20] 3 .00
   (Heat Sink Loc: 1 RA)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00
Armor Factor: 134 pts Ferro-Fibrous 14 7.50
   (Armor Crit Loc: 5 LA, 5 RA, 2 LL, 2 RL)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 12 15
  Center Torso (Rear):   8
  L/R Side Torso: 10 14/14
  L/R Side Torso (Rear):   6/6
  L/R Arm: 6 12/12
  L/R Leg: 10 19/19

Weapons & Equipment: Loc Heat Ammo Crits Mass
CASE Equipment: LT     1 .50
TOTALS:   0   53 24.00
Crits & Tons Left:       25 16.00

Calculated Factors:
Total Cost: 7,325,500 C-Bills
Battle Value: 587
Cost per BV: 12,479.56
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors:    SRDmg = 1; MRDmg = 0; LRDmg = 0
BattleForce: MP: 6,   Armor/Structure: 3/2
    Damage PB/M/L: 1/-/-,   Overheat: 0
    Class: MM,   Point Value: 6
    Specials: omni

Designed with HeavyMetal Pro





Primary Configuration

Equipment:   Crits Mass
Heat Sinks: 10 Double [20] 3 .00
   (Heat Sink Loc: 1 RA)
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 ER Large Laser LA 12   2 5.00
1 MML 5* RT 3 48 5 5.00
   (Ammo Loc: 2 LT)
1 ER Medium Laser LA 5   1 1.00
1 Machine Gun RA 0 100 2 1.00
   (Ammo Loc: 1 LT)
1 C Slave Unit HD 0   1 1.00
CASE Equipment: LT     1 .50
6 Standard Jump Jets:     6 3.00
   (Jump Jet Loc: 3 LT, 3 RT)
TOTALS:   20   70 40.00
Crits & Tons Left:       8 .00

Calculated Factors:
Total Cost: 9,002,875 C-Bills
Battle Value: 1,087 (+96 for C)
Cost per BV: 8,282.31
Weapon Value: 705 / 705 (Ratio = .65 / .65)
Damage Factors:    SRDmg = 14; MRDmg = 10; LRDmg = 4
BattleForce: MP: 6J,   Armor/Structure: 3/2
    Damage PB/M/L: 2/1/1,   Overheat: 0
    Class: MM,   Point Value: 11
    Specials: omni, c3s

Designed with HeavyMetal Pro





Configuration A

Equipment:   Crits Mass
Heat Sinks: 11 Double [22] 6 1.00
   (Heat Sink Loc: 1 RA, 1 RT)
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Weapons & Equipment: Loc Heat Ammo Crits Mass
2 ER Large Lasers LA 24   4 10.00
1 Machine Gun RA 0 100 2 1.00
   (Ammo Loc: 1 LT)
1 C Slave Unit HD 0   1 1.00
CASE Equipment: LT     1 .50
6 Standard Jump Jets:     6 3.00
   (Jump Jet Loc: 3 LT, 3 RT)
TOTALS:   24   69 40.00
Crits & Tons Left:       9 .00

Calculated Factors:
Total Cost: 8,987,125 C-Bills
Battle Value: 1,209 (+116 for C)
Cost per BV: 7,433.52
Weapon Value: 770 / 770 (Ratio = .64 / .64)
Damage Factors:    SRDmg = 14; MRDmg = 11; LRDmg = 4
BattleForce: MP: 6J,   Armor/Structure: 3/2
    Damage PB/M/L: 2/1/1,   Overheat: 1
    Class: MM,   Point Value: 12
    Specials: omni, c3s

Designed with HeavyMetal Pro





Configuration B

Equipment:   Crits Mass
Heat Sinks: 10 Double [20] 3 .00
   (Heat Sink Loc: 1 RA)
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Weapons & Equipment: Loc Heat Ammo Crits Mass
2 MML 5s* RT 6 72 9 9.00
   (Ammo Loc: 3 LT)
2 ER Medium Lasers LA 10   2 2.00
1 Machine Gun RA 0 100 2 1.00
   (Ammo Loc: 1 LT)
1 C Slave Unit HD 0   1 1.00
CASE Equipment: LT     1 .50
6 Standard Jump Jets:     6 3.00
   (Jump Jet Loc: 3 LT, 3 RT)
TOTALS:   16   73 40.00
Crits & Tons Left:       5 .00

Calculated Factors:
Total Cost: 8,976,625 C-Bills
Battle Value: 973 (+77 for C)
Cost per BV: 9,225.72
Weapon Value: 670 / 670 (Ratio = .69 / .69)
Damage Factors:    SRDmg = 13; MRDmg = 8; LRDmg = 3
BattleForce: MP: 6J,   Armor/Structure: 3/2
    Damage PB/M/L: 2/2/1,   Overheat: 0
    Class: MM,   Point Value: 10
    Specials: omni, c3s

Designed with HeavyMetal Pro





Configuration C

Equipment:   Crits Mass
Heat Sinks: 10 Double [20] 3 .00
   (Heat Sink Loc: 1 RA)
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 LRM 10 RT 4 12 3 6.00
   (Ammo Loc: 1 LT)
2 ER Medium Lasers LA 10   2 2.00
1 Machine Gun RA 0 100 2 1.00
   (Ammo Loc: 1 LT)
1 C Master Computer RT 0   5 5.00
CASE Equipment: LT     1 .50
4 Standard Jump Jets:     4 2.00
   (Jump Jet Loc: 2 LT, 2 RT)
TOTALS:   14   69 40.00
Crits & Tons Left:       9 .00

Calculated Factors:
Total Cost: 10,691,625 C-Bills
Battle Value: 964 (+77 for C)
Cost per BV: 11,090.9
Weapon Value: 707 / 707 (Ratio = .73 / .73)
Damage Factors:    SRDmg = 13; MRDmg = 8; LRDmg = 3
BattleForce: MP: 6,   Armor/Structure: 3/2
    Damage PB/M/L: 2/2/1,   Overheat: 0
    Class: MM,   Point Value: 10
    Specials: omni, if, c3m

Designed with HeavyMetal Pro





Configuration D

Equipment:   Crits Mass
Heat Sinks: 10 Double [20] 3 .00
   (Heat Sink Loc: 1 RA)
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 LB 10-X AC RT 2 20 8 13.00
   (Ammo Loc: 2 LT)
2 ER Medium Lasers LA 10   2 2.00
1 C Slave Unit HD 0   1 1.00
CASE Equipment: LT     1 .50
TOTALS:   12   64 40.00
Crits & Tons Left:       14 .00

Calculated Factors:
Total Cost: 8,785,000 C-Bills
Battle Value: 1,013 (+95 for C)
Cost per BV: 8,672.26
Weapon Value: 868 / 868 (Ratio = .86 / .86)
Damage Factors:    SRDmg = 18; MRDmg = 10; LRDmg = 2
BattleForce: MP: 6,   Armor/Structure: 3/2
    Damage PB/M/L: 3/2/1,   Overheat: 0
    Class: MM,   Point Value: 10
    Specials: omni, c3s

Designed with HeavyMetal Pro