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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Archer ARC-5K
Designer:           Blackhand
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            70
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3052
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         6,583,873 C-Bills
Battle Value:       1,552

Chassis:              Endo Steel
Power Plant:          280 Fusion
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
Armament:             
    1 ER Large Laser
    4 Medium Lasers
    6 LRM 5s
    2 Anti-Missile Systems
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    A solid heavy weight missile support mech. This refits detractors point out that 2 LRM 15s
    would be easier to maintain, its proponents point out that 6 LRM 5s allow it to use 2-3
    different ammo types at one time. Also the 6 different racks allow it to take a hit to any
    one of them and only lose 1/6th of its missile power, rather than 1/2 of its missiles.
    
    
    
    A refit of the brand new production model ARC 4K, designed for more ranged combat than the
    previous Kurita designs that have been in service. Its stolid and allows specialised ammo to
    be used with ease as 3 tons of ammo exist for the pilot to load into the mech.

Capabilities:
    Two trios of LRM 5s allow it to mimic most Archer variants, as no model mounts more than the
    ability to fire 40 missiles in a round, and this one manages to loft 30. Since it frequently
    has 4 racks with standard ammo or artemis ammo loaded. With the remaining two racks ready to
    fire off either Swarmers or Thunder rounds. This ability to instantly fire off those
    specialised missiles saves almost 24 seconds in most field trials, as most mech warriors
    need a break in combat to switch his launchers to a different ammo bin, and then are forced
    to fire his rounds and cycle in the ammo. Also for range as a compromise to the older mech
    warriors who loved their large lasers some weaponry were removed to make a space for an ER
    Large. Allowing this version of the Archer to further deny its opponents life.
    
    
    
    The 4 Medium Lasers are all this mech has at close these days, its not a great setup but its
    still solid. As the ER Large can chip in as well because the heat will allow it to. Still
    preferable to fire the LRMs and the Mediums if you can hit the range right.
    
    
    
    Two spare tons were found to double the AMS ammo as well an extra heat sink were added in
    this refit. It now can only generate heat if it fires one bracket completely, plus the AMSes
    start to save your life.

Deployment:
    Used sparingly where commanders wish to use specialised ammo frequently. Mostly by Ghost
    Regiments, and those Sword of Light pilots who request it. It has seen action in various
    places, and has been an adequate replacement for the other Archer variants it replaces.
    
    
    
    Usually found in the Ghost regiments as they requested additional range fire power to better
    defeat enemies as the range rarely closes for them. They're tactics are the opposite of the
    Sword of Lights hard charging tactics. The additional AMS ammo comes frequently into play
    helping the Archer pilot ignore small enemy missile salvos most days.
    
    
    
    The added AMS ammo proved decisive for the Archer in a duel against a Crusader as his dual
    SRM 6 volley was swallowed up by the AMS systems, leaving him riddled by the time the their
    was no more ammo in the bins.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 3.50                     
Engine:                                     280 Fusion                16.00                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         13 [26]                   3.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  200                    12.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      22             27       
    Center Torso (rear):                               6       
    R/L Torso:                         15             24       
    R/L Torso (rear):                                  6       
    R/L Arm:                           11             22       
    R/L Leg:                           15             27       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Anti-Missile System (Ammo 12)                             CT                1          1.00             
Anti-Missile System                                       RT                1          0.50             
Anti-Missile System (Ammo 24)                             RT                2          2.00             
3 LRM 5s                                                  RT                3          6.00             
LRM 5 (Ammo 24)                                           RT                1          1.00             
Anti-Missile System                                       LT                1          0.50             
Anti-Missile System (Ammo 12)                             LT                1          1.00             
3 LRM 5s                                                  LT                3          6.00             
LRM 5 (Ammo 48)                                           LT                2          2.00             
3 Medium Lasers                                           RA                3          3.00             
ER Large Laser                                            LA                2          5.00             
Medium Laser                                              LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 43
TP: BM,  SZ: 3,  TMM: 1,  MV: 8"
Damage: (S) 3 / (M) 4 / (L) 3,  OV: 1
Armor (A): 7,  Structure (S): 6
Specials: AMS, IF2, LRM1/1/2