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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Vulcan VL-2T-3SWC "Mekslayer"
Designer:           Mekslayer
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            40
Configuration:      Biped BattleMech
Era/Year:           Star League / 2777
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         3,460,100 C-Bills
Battle Value:       642

Structure:            Standard
Power Plant:          240 Fusion
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Unknown
    Jump Capacity:    180 meters
Armor:                Standard
    1 Autocannon/2
    1 Medium Laser
    1 Flamer
    1 Machine Gun
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    The need for a strong anti-infantry 'Mech with offensive capabilities was realized during
    the battles against Stefan the Usurper. In many conflicts, especially urban combat, infantry
    could render smaller 'Mechs inoperative. To solve this problem, MatherTechno Inc. introduced
    the VL 2-T Vulcan.
    This BattleMech reached the front line during General Kerensky's landings on Earth,
    where it earned a reputation as a tough urban fighting machine. Its flamer system, machine
    gun, and heavy armor performed effectively against infantry. The autocannon system was
    originally designed as an anti-'Mech system, but served well in city fighting.

    The Vulcan is fully equipped with jump jets, making it unique in urban warfare and
    threatening to larger BattleMechs. Also, its rear-mounted jets are specially vented to
    reduce heat in its rear areas.
    The Vulcan's weaponry systems include the reliable Armstrong autocannon. Though
    introduced as an anti-'Mech measure, it was used more as an anti-building measure when more
    and more Vulcans found themselves stationed in city areas.
    The Vulcan's armor is not very strong, but does provide more than ample protection
    against most smaller weapons. This 'Mech is rarely assigned without some larger BattleMech
    support in an all-out fight. As the actual alignment of the 'Mech is narrow and difficult to
    target, it is difficult to hit in combat. Many MechWarriors have commented that the Vulcan
    looks like a scarecrow's clothes hung out to dry.
    The absence of manipulative hands is the 'Mech's only drawback. Though not a major
    hindrance, it does limit its close combat capabilities against other 'Mechs.

Equipment                                                             Mass                      
Internal Structure:                          Standard                  4.00                     
Engine:                                     240 Fusion                11.50                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 6                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   80                     5.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      12             10       
    Center Torso (rear):                               6       
    R/L Torso:                         10              8       
    R/L Torso (rear):                                  4       
    R/L Arm:                            6              6       
    R/L Leg:                           10             10       

Weapons and Ammo                                       Location          Critical     Tonnage   
2 Jump Jets                                               CT                2          1.00             
Autocannon/2                                              RT                1          6.00             
Autocannon/2 (Ammo 45)                                    RT                1          1.00             
2 Jump Jets                                               RT                2          1.00             
2 Jump Jets                                               LT                2          1.00             
Machine Gun (Ammo 200)                                    LT                1          1.00             
Medium Laser                                              LT                1          1.00             
Flamer                                                    RA                1          1.00             
Machine Gun                                               LA                1          0.50