BattleMech Technical Readout

Type/Model: Commando COM-2D
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 25 tons
Chassis: Coventry Metal Works Standard
Power Plant: 150 Omni Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
   Jump Capacity:    0 meters
Armor Type: Lexington Limited Standard
Armament:
1 Shannon Six-Shooter SRM 6
1 Coventry SRM 4
1 Defiance B3M Medium Laser
Manufacturer:    Coventry Defense Conglomerate
   Location:    Coventry
Communications System:    TharHes Crystal Flower RG-2
Targeting & Tracking System: TharHes Star Shark


Overview:
       The Commando COM-2D was designed as an alternative to the more numerous Wasp and Stingers as a reconnaissance 'Mech.   While not jump-capable, the Commando has far stronger weapons than either of the more famous scout 'Mechs.
       Conceived by engineers at Coventry Defense during the last days of the Protectorate of Donegal, the first prototype Commando was tested in 2463 and carried a large laser on the right arm.   Because the sudden heat generated by the laser was breaking down the lubricants in the 'Mech's wrist and hand, the weapon was later replaced with a SRM four-rack.
       The Commando was commissioned by the Protectorate of Donegal in 2466, and then adopted by the entire Lyran Commonwealth after the Protectorate became part of it.   Though the Star League made many attempts to draft the Commando model into it's own forces, the Commonwealth managed, through clever stalling and subtle lying, to keep the design to themselves.   That has proved a prudent move on the part of the Commonwealth.

Capabilities:
       Despite the lightness of its armor, the Commando's ten SRMs allow the 'Mech to fulfill a secondary role as an emergency barrage vehicle.   Though it is unusual to combine two missile systems in one 'Mech, it prevents a lucky enemy hit from knocking out all the missile tubes, thus rendering the Commando ineffective.   The idea works well.   The Commando can lay down a heavy pattern of missile fire directed at one target or split his fire and shoot at two separate targets.
       This design feature also has its drawbacks.   The two different missile systems require two different command systems.   The medium laser requires a third command system, all of which require a much larger computer than originally planned.   This is one of the reasons that the Commando's weight went up from the original 20 to 25 tons.   Despite the difficulties, the various Lyran 'Mech plants, especially the one at Coventry, were producing many Commandos annually.
       The Commando keeps a good supply of ammo for its missile systems, carrying 25 rounds for it's right-arm launchers in its right torso and carrying 15 rounds in its left torso for the chest's six launchers.
       Just because the Commando packs firepower comparable to some heavier 'Mechs does not mean it can go toe-to-toe with them.   Indeed, because of the Commando's thin armor, pilots must take special care to avoid exposure to enemy fire.   The Mechwarrior may instead use the Commando's firepower to let loose with a barrage at a heavier 'Mech, and then run.   He has to hope that the enemy will be too busy dealing with the damage suffered by his 'Mech to follow too closely.
       With its two articulated hands, the Commando can pick up and carry its share of cargo.   It can also brawl with a slight edge against light to medium 'Mechs that have no hands, such as the Locust and Ostcout.
       If 25 tons of moving metal can ever be called stealthy, it is that for which the Commando was designed.   Commandos are often dispatched alone or in pairs, assigned either to scout ahead for the enemy, or as the eyes of the retreat, gauging the proximity of pursuers.   The 'Mech excels at both.

Battle History:
       Unlike other Successor States, the Lyran Commonwealth awards special commendations to scouts who perform beyond the call of duty.   In the lengthy dedications of these commendations are many stories of Commandos on the battlefield.
       One impressive account tells of Lewan and Cynth Tulmani, a brother-and-sister scout team in what was once Winfield's Guards.   In 3011, the unit was two regiments strong and stationed on Sevren.   Poor intelligence reports suckered them into believing that the thrust of Kurita's attack would bypass them.   Many 'Mechs, including Lewan and Cynth's, were trapped in a mountain pass when they were attacked and mowed down by bombardment.
       Upon regaining consciousness, the Tulmanis found their 'Mechs damaged and themselves hurt and alone.   Lewan's 'Mech was minus it's left arm, and Cynth was riding a headless machine.   Looking east, they could see that the capital city, their original destination, was burning.   They decided to travel west toward a more distant and perhaps still intact city to link up with reinforcements or any other stragglers.
       Traveling by night to avoid the numerous Kurita patrols, at last they arrived at a city still held by the Lyran Commonwealth.   The arrived just in time to see DropShips of the 2nd Dongeal Guards landing and mustering for a counterattack.   Unfortunately, very few of the arriving officers were familiar with the surrounding countryside, and so Cynth and Lewan immediately volunteered their services.   With very little repair to either themselves or their 'Mechs, the two scouted the advance of the 2nd Donegal Guards.
       Since that time, the scouts of Winfield's Brigade wear on their lapels the green tartan stripe of the Donegal Guards, in honor of the Tulmanis' courage.

Variants:
       Being such an old design, the Commando has seen many variants.   Some attempts, such as reviving the use of a large laser on the right arm or using an autocannon have led to mixed results.
       Only one variant is taken seriously by Lyran Commonwealth commanders.   Designated COM-3A, the 'Mech carries a six-tube missile system on its right hand and a flamer added to its right arm.   Extensive testing of the variant has been done of late, raising the possibility that current Commandos might be so refitted.

Notable 'Mechs & MechWarriors:
Captain Bono Duganmare
       Commander of a company of the 22nd Skye Rangers, Duganmare has the unenviable task of training inexperienced warriors.   Quiet yet demanding in his silver Commando, The Death's Knell, the captain moves about the training field, cajoling his men to work harder.   If that approach does not produce results, he resorts to a trainee 'Mech's backside instead.
       Though concerned about his men's welfare in battle, Duganmare knows enough to let them do their jobs with great tactical expertise.   Not a flashy hero with many kills to his name, he nevertheless has earned the respect of both his men and of his superiors, who treat him like a valuable resource.   Some recent rumors suggest that he will head up the first Commonwealth Military Academy on Tharkad.

Mechwarrior Seychelle Miladue
       A member of the 14th Lyran Guards, Seychelle was born and raised near the sea of her home planet, which gives her a special understanding of the possibilities of using water as cover for a 'Mech.   She submerges her sea-green 'Mech as though water were its natural home.   This often allows her to obtain enemy information that her less aquatic fellow scouts might miss.


Type/Model: Commando COM-2D
Mass: 25 tons
Equipment:   Crits Mass
Internal Structure: 43 pts Standard 0 2.50
Engine: 150 6 5.50
   Walking MP: 6    
   Running MP: 9    
   Jumping MP: 0    
Heat Sinks: 10 Single 4 .00
   (Heat Sink Loc: 2 LT, 2 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: 64 pts Standard 0 4.00

    Internal Armor
    Structure Value
  Head: 3 6
  Center Torso: 8 8
  Center Torso (Rear):   4
  L/R Side Torso: 6 6/6
  L/R Side Torso (Rear):   3/3
  L/R Arm: 4 6/6
  L/R Leg: 6 8/8

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 SRM 6 CT 4 15 3 4.00
   (Ammo Loc: 1 LT)
1 SRM 4 RA 3 25 2 3.00
   (Ammo Loc: 1 RT)
1 Medium Laser LA 3   1 1.00
TOTALS:   10   41 25.00
Crits & Tons Left:       37 .00

Calculated Factors:
Total Cost: 1,891,250 C-Bills
Battle Value: 432
Cost per BV: 4,377.89
Weapon Value: 265 / 265 (Ratio = .61 / .61)
Damage Factors:    SRDmg = 14; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 6,   Armor/Structure: 2/2
    Damage PB/M/L: 2/2/-,   Overheat: 0
    Class: ML,   Point Value: 4

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