BattleMech Technical Readout

Type/Model: Panther PNT-13K (Human Sphere)
Tech: Inner Sphere / 3068
Config: Biped BattleMech
Rules: Level 3, Standard design
   
Mass: 35 tons
Chassis: Standard
Power Plant: 140 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: Reactive
Armament:
1 Heavy PPC*
1 TAG
1 C Slave Unit
Manufacturer:    Tok Do Weapons
   Location:    Tok Do
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)


Overview:

         Designed as a fire support vehicle for reconnaissance units, the prototype Panther was first built for Star League during the closing years of the Cameron dynasty. After being commissioned in 2739 to produce the 'Mech, Alshain Weapons began immediate delivery of Panthers to League ground troops fighting renegade bandits along the Periphery.
         The 'Mech's poor performance at the Battle of St. John in 2759 pointed out both a flaw and a strength in it. The flaw was that the large laser carried in the 'Mech's right hand lacked effective range and power. The strength was the 'Mech's basic hardiness. To improve this battleworthy machine's firepower, Star League engineers replaced the large laser with a PPC.

Capabilities:

         The Panther's main function is as fire support for light and fast-moving light 'Mech units. It has played this role for over 300 years, providing covering fire for more mobile 'Mechs who are in mid-maneuver, whether toward or away from the enemy.
         Its PPC is unusual for a 'Mech of its size. An extraordinary weapon, the heavy PPC generates a massive amount of heat. The weapon's designers only partially solved the problem of reducing the number of coolant tubes needed to pass from the 'Mech through access navels of the right hand and elbow into the weapon, however. Many MechWarriors report that rugged use, such as hand-to-hand combat or bashing buildings, often pinches off the coolant tubes at the navel. This creates overheating, which in turn causes the weapon to shut down. To meet this problem, one of the Panther's double heat sinks is mounted directly on its right arm. Though it does provide extra cooling for the PPC, the original problem remains.
         It was discovered early in the Panther's career that it is well-suited to the dirty tactics of city fighting. The nimble 'Mech easily moves through the restricted spaces of a city, while its PPC gives it the chance of disabling all but the heaviest 'Mechs with a few aimed shots. From rooftop ambushes to muggings on dark streets, the Panther has gained quite a reputation. For its city-fighting prowess, Lyran Commonwealth MechWarriors have nicknamed it "the Alley Cat."
         What it cannot do, even in a city, is face a heavy 'Mech such as the Warhammer or Zeus in a head-on engagement. Finding himself in that situation, the Panther pilot must rely on good shooting and the 'Mech's superior mobility to leave the field in one piece.

Deployment

         The Combine lost all of its Panther factories during the Clan Invasion, the Jihad, and the Second Dominion/Combine War, as the old Alshain Weapons plant on Tok Do chose to go independent during the last war. Tok Do has maintained its neutrality ever since, selling its series 13 Panthers to the Combine and the Azami.


Type/Model: Panther PNT-13K (Human Sphere)
Mass: 35 tons
Equipment:   Crits Mass
Internal Structure: 58 pts Standard 0 3.50
Engine: 140 6 5.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Heat Sinks: 10 Double [20] 15 .00
   (Heat Sink Loc: 2 LA, 1 RA, 1 LT, 1 RT)
Gyro:   4 2.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 119 pts Reactive 14 7.50
   (Armor Crit Loc: 7 LT, 7 RT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 11 15
  Center Torso (Rear):   7
  L/R Side Torso: 8 12/12
  L/R Side Torso (Rear):   4/4
  L/R Arm: 6 12/12
  L/R Leg: 8 16/16

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Heavy PPC* RA 15   4 10.00
1 TAG CT 0   1 1.00
1 C Slave Unit CT 0   1 1.00
4 Standard Jump Jets:     4 2.00
   (Jump Jet Loc: 2 LL, 2 RL)
TOTALS:   15   70 35.00
Crits & Tons Left:       8 .00

Calculated Factors:
Total Cost: 3,129,660 C-Bills
Battle Value: 1,143 (+111 for C)
Cost per BV: 2,738.11
Weapon Value: 562 / 562 (Ratio = .49 / .49)
Damage Factors:    SRDmg = 12; MRDmg = 10; LRDmg = 4
BattleForce: MP: 4J,   Armor/Structure: 3/3
    Damage PB/M/L: 2/2/2,   Overheat: 0
    Class: ML,   Point Value: 11
    Specials: tag, c3s

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