BattleTech Vehicle Technical Readout

Type/Model: Lightning Medium Hover Tank PR1
Tech: Mixed Tech / 3062
Config: Hovercraft
Rules: Level 3, Modified design
   
Mass: 35 tons
Power Plant: 245 Magna XL Fusion (IS) with Jet Boosters
Cruise Speed: 129.6 km/h
Maximum Speed: 194.4 [259.2] km/h
Jump Jets: 4 Rock Skipper 20 Standard Jump Jets
   Jump Capacity:    120 meters
Armor Type: Rock Hard 2 Ferro-Aluminum
Armament:
2 Pinpricker-C Medium Pulse Lasers (C)
1 Cruncher-C Streak SRM 6 (C)
Manufacturer:    Pryde Rock Industries
   Location:    Pryde Rock
Communications System:    Rock Talk 15 with SatComm
Targeting & Tracking System: Rock Trac 15


Overview:
Another oddity from PRI, we are rather confused about this vehicle. Able to fly, barely, it can make up to nearly 260 KPH. The basic structure of it is built around the older, Star League Lightning, but that is where the similarities end.

It is a highly expensive, but highly versatile vehicle, showcasing all of the advanced technologies found on both the older Gabriel and the Kanga. We have yet to understand why it was built, though some analysts are wondering if PRI is gearing up technologies for new aerospace construction. We do for instance know they have performed heavy refits on some of the dropships captured in their fight against the Marion Hegemony, but do not know the exact nature of them.

This new Lightning was first seen testing in December of 3062.

Capabilities:
The GM 210 engine was replaced with the smaller, but more powerful, 245 Magna XL engine, allowing her to reach speeds of over 190 KPH. The PRI engineers then added a jetbooster system like that found on the Gabriel to the engine allowing her to reach nearly 260 KPH, a speed that is hard to match.

The wings on the back of the Lightning were retained. In fact, they were expanded to be more useful, and the stabilizers extended as well. Also, wings were added to either side of the craft. Designed to retract into the side like an accordian, they expand out and lock in place before flight begins.

[The rear wings and stabilizers are represented by the turret. Treat it normally as a turret when resolving damage. If the turret is destroyed while the craft is in flight, the craft loses control. The wings account for 10 points of armor on either side of the craft and are the last hit if retracted. When expanded out, roll 2d6 for any hit on the left or right sides. A result of 8+ hits the wing. If the wing is destroyed while the craft is in flight, the craft loses control.]

Liftoff and flight are made possible by a delicate combination of sub-systems in addition to these wings. A set of thrusters that utilize the high pressure air system of the Lightning's hover effect, give the vehicle extra fine control, while the quad-set of Rock Skipper 20 jump jets first used on the Kanga give it the brute power required to keep off the ground. All of these systems and sub-systems are controlled by the PR1000, also first used on the Kanga. It controls the wings, thrusters, and jump jets, allowing the Lightning to fly.

[Before you move the Lightning, tell the other players how many hexes it will be moving in that turn. All calculations unless specifide will use this number.

To lift off, the Lightning must first expand its wings if they are not already out. The player must announce he is expanding the wings the turn before. The next turn, the craft must use jump jets and jet boosters (roll now to see if it fails as per supercharger rules in Maxtech. If it fails, the Lightning cannot achieve flight), as well as move at maximum speed on level ground in order to lift off.

After six hexes, roll 2d6 against the pilot's piloting skill level. If it fails, the craft does not lift off and must wait another six hexes before trying again. If it succeeds, the craft will lift off and be one level higher then it's starting elevation and will be considered in flight. It can then continue to rise one level every six hexes thereafter. The same goes for lowering elevation, as the PR1000 simply cannot control this graceless vehicle at a greater angle.

If you wish to drop or rise faster, roll 2d6 against your piloting level, adding 1 to the target number for each hex you cut off the "safe" number of six. If you fail, the craft loses control.

While in flight, you can safely rise or drop every six hexes. You must fly at least 10 hexes each turn or risk stalling. Jet boosters are not required to fly, only to launch. If you fly less then 10 hexes, roll against the pilot's skill, adding 1 for each hex flown less then 10. On a failure, the craft stalls and loses control.

If moving between 10 and 14 hexes, you may turn once each 5 hexes. If moving 15 to 19 hexes, you may turn once each 6 hexes. If moving 20 to 24 hexes, you may turn once each 7 hexes. If you turn before the safe time to turn, roll against the pilot's skill level, adding 1 for each hex cut off the safe turn value. If the roll fails, you lose control and continue in the direction you were going.

If you wish to land, drop to 1 level high, fly straight over level terrain for four hexes, and then roll 2d6 against the pilot's skill level, adding 1 to the target for each hex moved over 10. If the roll is a success, the craft drops down to standard hover-effect distance and can now be used normally as a hovercraft. If it fails, the craft continues to fly at level 1. If you roll snake eyes, the craft crashes.

If you lose control at any time, you will continue moving forward at the same speed as you declared at the beginning of the turn, but will drop one level for each hex you move forward. At the beginning of each turn, roll 2d6 against the pilot's skil level and add +4 to the target level to indicate being out of control. If it succeeds, the pilot was able to bring the craft under control again and can resume normal flight, otherwise the craft will continue falling. If you reach the same level as the ground, roll 2d6 against the pilot's skill level and add +4 to the target level to indicate being out of control. If the piloting roll succeeds, the pilot was able to use the manuevering thrusters and jump jets to turn the nose forward and generate a "soft landing." Continue movement as a normal hovercraft. If the roll fails, the craft crashes.

If the craft crashes, consider the turn over for it. The next turn, the craft will skid half as many hexes at it was moving the turn it crashed. move the craft one hex forward and roll 1d6 to determine which side was facing forward when it hit the ground. A result of 1 or 2 indicates it "stubbed its nose", a 3 means left, 4 means right, and 5 or 6 means it hit "bass-ackwards." Roll on the advanced hit location table in Max Tech and then allocate damage as per skidding rules. Then roll 2d6 against the piloting skill level +4. On a success the pilot brings the craft back under control and pulls it off the ground. If the roll fails, the craft flips. Repeat steps above as the craft moves forward each hex until craft stops or is brought under control again. If the craft hits any obstacle or a rise in terrain, consider it to have charged the object with it's remaining moves as the speed. Then stun the crew.]

Not surprisingly, a test pilot compared the Lightning in flight to "strapping a rocket onto a brick and hoping for the best."

Also present is the Rock Talk SatComm originally seen on the Gabriel. Like the other hovercraft, the Lightning must slow below 100kph before it can bounce signals off satellites, but it does a good job of acting like a standard aerospace comm suite. Like the other PRI vehicles, it gives the craft superior targeting and battlefield awareness. [+1 bonus to gunnery at all times and +1 bonus to initiative when leading a unit.]

The twin lasers and streak missile system are nearly an afterthought compared to the other systems on this craft, but they do grant the vehicle heavy firepower.

Variants:
Like the Gabriel, PRI has marketed a downgraded version of this vehicle to other governments. Replacing the lasers with standard pulse lasers, a standard SRM-6 manufactured in the League for the PRI missiles, and dropping the high-tech comm. and targeting gear for off-the-shelf hardware, this design is being marketed with the Gabriel PR2 as a "step-by-step aerospace training system."

Deployment
Only a handful of these vehicles have appeared anywhere, though we have seen some in the Star League academy on Tukayyid. Our sources have also uncovered an order for a squadron of the downgraded PR2s at Mount Olympus in the Free World's League. They are to work alongside the squadron of Gabriel PR2s already delivered. According to our sources, the academy leaders made the decision to order these two vehicles since fixing them after a crash would be cheaper then buying a new standard trainer....and replacing the pilot in training which had already cost the academy millions.


Type/Model: Lightning Medium Hover Tank PR1
Mass: 35 tons
Const. Options: Fractional Accounting
Equipment:   Crits Mass
Internal Structure: 20 pts Standard 0 3.50
Engine: 245 XL Fusion 2 6.00
Engine Supercharger: Body 1 .60
Shielding & Trans Equip:   0 3.00
   Cruise MP: 12    
   Flank MP: 18 [24]    
   Jump MP: 4    
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 1.75
Crew: 3 Members 0 .00
Lift Equipment:   0 3.50
Armor Factor: 118 pts Ferro-Fibrous (IS) 2 6.58

    Internal Armor
    Structure Value
  Front: 4 26
  Left / Right Sides: 4 30/30
  Rear: 4 12
  Turret: 4 20

Weapons & Equipment: Loc Heat Ammo Crits Mass
2 Medium Pulse Lasers (C) Front 8   2 4.00
1 Streak SRM 6 (C) Front 0 15 2 4.00
4 Standard Jump Jets: 0   1 2.00
Rock Talk SatComm Body 0   1 .05
PR1000 Control Computer Body 0   1 .00
TOTALS:   8   12 34.98
Crits & Tons Left:       0 .02

Calculated Factors:
Total Cost: 9,174,503 C-Bills
Battle Value: 1,599
Cost per BV: 5,737.65
Weapon Value: 687 / 597 (Ratio = .43 / .37)
Damage Factors:    SRDmg = 24; MRDmg = 12; LRDmg = 0
BattleForce2: MP: 12,   Armor/Structure: 0 / 5
    Damage PB/M/L: 3/3/-,   Overheat: 0
    Class: GL,   Point Value: 16

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