BattleMech Technical Readout

Type/Model: Daikyu DAI-03 (Human Sphere)
Tech: Inner Sphere / 3070
Config: Biped BattleMech
Rules: Level 3, Standard design
Mass: 70 tons
Chassis: Luthien DAI Standard
Power Plant: 280 Magna Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Lexington Ltd. Lifters Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: Star Blazers with CASE Reactive
2 Shigunga LRM 15s
4 Argra 3L Medium Lasers
1 Argra Small Laser
Manufacturer:    Luthien Armor Works
   Location:    Luthien
Communications System:    Sipher Security Plus
Targeting & Tracking System: Matabushi Sentinel


         During the Clan invasion, the DCMS was faced with a more mobile enemy, whose firepower and heat dispersal capabilities were also superior. Plans were made to produce a new, more maneuverable, fire-support 'Mech to supplement or replace the aging Archer and others of its kind.
         Luthien Armor Works proposed a revolutionary design centering on the the recovered ultra autocannon and extended range PPC. They claimed that those technologies were more reliable than indirect-fire long-range missile systems, but years of use proved the autocannons to be even more unreliable than the missiles they replaced, with complete jams of the ammunition runs common. Numerous variants were tested over the years, but when the Jihad shattered the Combine's recovered technology industrial capacity, LAW soon ran out of components to maintain production of a mere support BattleMech.
         At first, LAW engineers used low-tech versions of the recovered weapons, but Shigunga lobbied the new Coordinator Ricol to force LAW to use their missile launchers. They contended that any BattleMech named after an ancient Japanese longbow should fire missiles, and the Coordinator agreed. He ordered LAW to modify the Daikyu and it now lives up to its name, providing a mobile long-range support 'Mech to Combine forces.


         The Daikyu is intended to provide long-range fire support to medium 'Mech units. It is equipped with a Magna 280 engine and Lexington Ltd. Lifter jump jets, giving the 'Mech greater maneuverability than many others of its weight class.
         Twin fifteen-tube Shigunga missile launchers in the Daikyu's torso gives it impressive long-range firepower. Capable of bringing down some BattleMechs in a single salvo, the cheap and easily manufactured missiles have kept the design in operating condition even on worlds where technical support is rare. A CASE in the right side of the design holds the ammunition for missiles, allowing the design to survive even the most lethal damage and have a possibility of escaping battle.
         A quintet of Argra lasers, four of which would survive even an ammunition explosion, gives the Daikyu impressive short-range firepower if they are rushed or run out of ammunition. Twelve tons of Star Blazers Reactive armor keep it safer than many other BattleMechs, but MechWarriors who run low on ammunition are "encouraged" to withdraw from battle and seek a reload rather than close the range and use their short-range weapons.


         Until Coordinator Kurita died, the Daikyus were used by his favored regiments, and so some still survive to this day in use by the Azami Caliphate. The new DAI-03 was only deployed to units loyal to Coordinator Ricol though, and so are almost never seen outside service to the Combine.

Type/Model: Daikyu DAI-03 (Human Sphere)
Mass: 70 tons
Equipment:   Crits Mass
Internal Structure: 107 pts Standard 0 7.00
Engine: 280 6 16.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Heat Sinks: 12 Single 1 2.00
   (Heat Sink Loc: 1 RL)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 192 pts Reactive 14 12.00
   (Armor Crit Loc: 5 LA, 5 RA, 2 LT, 2 RT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 22 27
  Center Torso (Rear):   10
  L/R Side Torso: 15 20/20
  L/R Side Torso (Rear):   8/8
  L/R Arm: 11 19/19
  L/R Leg: 15 26/26

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 LRM 15 RT 5 32 7 11.00
   (Ammo Loc: 4 RT)
1 LRM 15 LT 5   3 7.00
1 Medium Laser RA 3   1 1.00
1 Medium Laser LA 3   1 1.00
2 Medium Lasers CT 6   2 2.00
1 Small Laser HD 1   1 .50
CASE Equipment: RT     1 .50
4 Standard Jump Jets:     4 4.00
   (Jump Jet Loc: 2 LT, 2 RT)
TOTALS:   23   66 70.00
Crits & Tons Left:       12 .00

Calculated Factors:
Total Cost: 7,012,699 C-Bills
Battle Value: 1,568
Cost per BV: 4,472.38
Weapon Value: 1,001 / 1,001 (Ratio = .64 / .64)
Damage Factors:    SRDmg = 12; MRDmg = 14; LRDmg = 8
BattleForce: MP: 4J,   Armor/Structure: 5/5
    Damage PB/M/L: 2/2/1,   Overheat: 3
    Class: MH,   Point Value: 16
    Specials: if

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