BattleMech Technical Readout

Type/Model: JagerMech IV JM7-N (Human Sphere)
Tech: Inner Sphere / 3083
Config: Biped BattleMech
Rules: Level 3, Standard design
   
Mass: 70 tons
Chassis: Kallon Type XII Standard
Power Plant: 280 Core Tek XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
   Jump Capacity: 0 meters
Armor Type: StarGuard Glaze Laser Reflec.
Armament:
2 Mydron Model B-rf Ultra AC/10 (THB)s
2 Intek Medium Lasers
1 Achernar Bloodhound Probe
Manufacturer:    Kallon Industries
   Location:    Talon
Communications System:    Newburg Telescan 17
Targeting & Tracking System: Kallon AirScan 3 w. Achernar Bloodhound


Overview:

         The Jihad shattered the manufacturing capabilities of many realms, whether through direct Word bombardments or via the secessions of districts that had long chafed under the rule of the central worlds. New Syrtis pulled the entire Capellan March out of the Federation in the opening rounds of that conflict, and while they saved their factories the trade routes that kept them running fell victim to the Jihad. Kallon of Wernke had to shut down multiple factory lines due to lack of demand, including the JagerMech line, since the New Syrtis Armed Forces made minimal use of the design.
         When they hired the Federated Suns Mercenary Corps to support them in the St. Ives War, New Avalon required that Kallon begin producing the JagerMechs again as partial reimbursement. New Avalon provided the Glazed armor and the Bloodhound probe, but everything else was of local production. The Kallon AirScan, linked with a far more extensive array of targeting systems, makes the massive ultra autocannons deadly against aircraft. By comparison, the twin medium lasers are afterthoughts, not capable of generating enough damage to keep the design deadly once it runs out of ammunition for the main guns. Because of this, the JagerMechs must remain close to an ammunition train and so are most often used as anti-air defenses for FSMC headquarters units.


Type/Model: JagerMech IV JM7-N (Human Sphere)
Mass: 70 tons
Equipment:   Crits Mass
Internal Structure: 107 pts Standard 0 7.00
Engine: 280 XL 12 8.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 0    
Heat Sinks: 10 Double [20] 0 .00
Gyro:   4 3.00
Cockpit, Life Support: 5 3.00
Actuators: L: Sh+UA, R: Sh+UA 12 .00
Armor Factor: 152 pts Laser Reflec. 10 9.50
   (Armor Crit Loc: 2 LA, 2 RA, 1 LT, 1 RT, 2 LL, 2 RL)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 22 22
  Center Torso (Rear):   7
  L/R Side Torso: 15 16/16
  L/R Side Torso (Rear):   5/5
  L/R Arm: 11 15/15
  L/R Leg: 15 21/21

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Ultra AC/10 (THB) RA 4 40 11 16.00
   (Ammo Loc: 4 LT)
1 Ultra AC/10 (THB) LA 4   7 12.00
1 Medium Laser RA 3   1 1.00
1 Medium Laser LA 3   1 1.00
1 Bloodhound Probe LT 0   3 2.00
1 Targeting Computer RT     7 7.00
CASE Equipment: LT     1 .50
TOTALS:   22   74 70.00
Crits & Tons Left:       4 .00

Calculated Factors:
Total Cost: 14,709,534 C-Bills
Battle Value: 1,810
Cost per BV: 8,126.81
Weapon Value: 1,694 / 1,694 (Ratio = .94 / .94)
Damage Factors:    SRDmg = 33; MRDmg = 25; LRDmg = 17
BattleForce: MP: 4,   Armor/Structure: 4/3
    Damage PB/M/L: 6/4/3,   Overheat: 0
    Class: MH,   Point Value: 18
    Specials: prb

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