BattleMech Technical Readout

Type/Model: Serraphim LAM SRP-1 (Human Sphere)
Tech: Clan / 3080
Config: Land Air BattleMech
Rules: Level 3, Standard design
   
Mass: 35 tons
Chassis: SOL LAM Mark One Endo Steel
Power Plant: 245 Shipil XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Lexington Lifters Standard Jump Jets
   Jump Capacity: 210 meters [630 meters in AirMech mode]
Armor Type: Rock Hard Mark III Ferro-Fibrous
Armament:
1 Pinpricker Large Pulse Laser
3 Pinpricker Micro Pulse Lasers
Manufacturer:    Trisagion Aerospace
   Location:    Solaris VII
Communications System:    O/P 3000 COMSET
Targeting & Tracking System: O/P 1500 ARB


Overview:

         The Jihad left Solaris in ruins, her cities burned, roadways shattered, and her immense DropPorts littered with the remains of once-proud space ships. The wreckage of Word, Skye, and Solarian craft were scattered across half the surface of the world in fact. While Solaris had no factory complex worth mentioning in the ruins the Word left, what they did have was the genesis of the economic recovery that has made Solaris one of the major interstellar governments of our time.
         First was the greatest collection of household names in the Human Sphere. Most citizens couldn't care less who sits on the throne of Avalon, but they will study the stats of Kelly Metz with a religious furver that the New Avalon Catholic Church only wishes it enjoyed. The second advantage that Solaris enjoyed was the greatest concentration of garage mechanics in the Human Sphere. Those who prayed to MacGyver, the patron saint of juryriggers everwhere, had kept the war machines of Solaris together with MacGyver knives, duck tape, and little else throughout the war, but even then what was left was just running down.
         Solaris needed trade to bring in the technologies they needed to rebuild, and for that they needed ships to patrol the traffic lanes and enforce Solarian control of their skies. Unfortunately, no space craft survived the Jihad. They did have BattleMechs though. Most of them were acting as construction equipment, helping to clear wreckage from homes, businesses, or factories.
         They also cleared out a few landing fields to bring in DropShips, but these makeshift fields could barely support the incoming traffic, let alone take care of any Solarian patrol craft if they even had the money to buy them. The handful of LAMs that survived the war, capable of launching from any location, proved to be the only Solarian craft patrolling her skies, and the call soon came out to build more. The Serraphim LAM was a direct result of that call.

Capabilities:

         Solarian MacGyvers created several Mark One LAMs out of the wreckage of Word of Blake Shade OmniFighters and some Tsunami BattleMechs. Capable of moving as fast or faster than most heavy fighters, they put as much armor on the Serraphim as they could before adding a single main pulse laser on the nose of the craft in place of the Shade's particle cannon. They also added a small bay behind the cockpit that allowed it to carry two or three men.
         Rydia Kinneas, a pilot that lost her fighter during the war, flew the first operational Serraphim into space, along with three inspectors, to verify incoming traffic in orbit. In the following years, Serraphims became the most common inspection craft in Solarian orbit, and became the first LAM mass produced when Solaris recovered its industrial base.
         The modern Serraphim carries four Pinpricker pulse lasers, one large and three micro versions. Serraphims tasked for inspection support most often remove the micro laser behind the cockpit. The cockpit is then expanded back to provide seating for up to four passengers, most often inspectors. This makes the design an impressive inspection ship that keeps it in demand to this day.

Deployment

         Solaris maintains a large number of Inspection Serraphims in their Star Guard units. Most Solarian inspectors have had experience in the field of smuggling, and so have proven uniquely efficient at uncovering "undeclared" cargo. Because of this, the arrival of a Serraphim LAM Inspection Team is dreaded by most smugglers. Half the cost of the larger Archangel, the Serraphims are far more common in the Solarian Navy. Often called upon to support landing operations against raiders, the Serraphims do well at keeping enemy fighters away from landing craft, and can quickly secure a landing zone and hold it long enough for the BattleMechs to arrive and expand the beach head. Member units of the Allied Mercenary Command have found this out as well, and the Serraphim is the most common LAM in mercenary circles today.


Type/Model: Serraphim LAM SRP-1 (Human Sphere)
Mass: 35 tons
Equipment:   Crits Mass
Internal Structure: 58 pts Endo Steel 7 2.00
   (Endo Steel Loc: 2 LT, 1 RT, 2 LL, 2 RL)
Engine: 245 XL 10 6.00
   Walking MP: 7    
   Running MP: 11    
   Jumping MP: 7 [21]    
Heat Sinks: 10 Double [20] 2 .00
   (Heat Sink Loc: 1 RT)
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: 119 pts Ferro-Fibrous 7 6.50
   (Armor Crit Loc: 2 LA, 2 RA, 1 LT, 2 RT)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 11 14
  Center Torso (Rear):   8
  L/R Side Torso: 8 10/10
  L/R Side Torso (Rear):   6/6
  L/R Arm: 6 12/12
  L/R Leg: 8 16/16

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Large Pulse Laser CT 10   2 6.00
1 Micro Pulse Laser RA 1   1 .50
1 Micro Pulse Laser LA 1   1 .50
1 Micro Pulse Laser HD 1   1 .50
7 Standard Jump Jets:     7 3.50
   (Jump Jet Loc: 4 LT, 3 RT)
LAM Conversion Equipment:     0 3.50
TOTALS:   13   63 35.00
Crits & Tons Left:       15 .00

Calculated Factors:
Total Cost: 10,439,337 C-Bills
Battle Value: 1,428
Cost per BV: 7,310.46
Weapon Value: 660 / 660 (Ratio = .46 / .46)
Damage Factors:    SRDmg = 13; MRDmg = 9; LRDmg = 6
BattleForce: MP: 7J,   Armor/Structure: 3/2
    Damage PB/M/L: 3/1/1,   Overheat: 0
    Class: ML,   Point Value: 14

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