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                 BattleMech Technical Readout

Name/Model:         Fire Scorpion 2 C
Designer:           khanwolverine
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            70
Configuration:      Quad OmniMech
Era/Year:           Clan Invasion / 3050
Rules (Current):    Tournament Legal
Rules (Era):        Tournament Legal
Rules (Year):       Tournament Legal
Total Cost:         17,653,792 C-Bills
Battle Value:       2,318

Chassis:              Ford Heavy 
Power Plant:          Ford 280XL 280 XL
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            "Highlifter" 44 
    Jump Capacity:    120 meters
Armor:                Forging SA722
Armament:             
    4 Medium Pulse Lasers
    6 LRM 10s
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       JNE Integrated
Targeting & Tracking: TRTTS Mark II CWS with Light Active Probe

================================================================================================
Overview:
    The Fire Scorpion is a quadrupedal BattleMech designed by Clan Goliath Scorpion scientists
    to be a totem 'Mech. An earlier model was created in 2834. It is visually similar to a
    scorpion, complete with a "tail" rising up from the rear of the BattleMech. Those same
    scientists apparently believed in a quantity over quality approach, as the Fire Scorpion is
    cheap and primarily fielded by second-line forces that defend cities.
    Clan Wolverine salvaged several of these battlemechs and revamped them by increasing the
    tonnage to 70 and making major modifications to the basic chassis and engine layout.  The
    base chassis of the Fire Scorpion offers 29.5 tons of pod space compared to its closest clan
    cousin the Summoner which mounts only 22.5 tons of pod space.  It also incorporates 14.5
    tons of armor, whereas the summoner only mounts 9.5 tons.

Capabilities:
    The original Fire Scorpion weighed in at 65 tons and the Endo Steel Internal structure,
    while light, took up a lot of the limited space available to a quad mech.  Clan Wolverine
    started from the ground up bu building upon a standard internal structure but substituting
    an Extra Light engine to make up for the weight differential.  While the XL engine does make
    the mech somewhat more susceptible to battlefield damage, Wolverine scientists felt this was
    an acceptable trade-off.
    Also incorporated were 4 fixed jump jets giving the mech a maximum jump distance of 120
    meters.  Wolverine scientists are still having some trouble mounting jump jets as part of
    the Omni process it seems.

Deployment:
    Currently on 5 of these mechs have been deployed throughout the Wolverine forces.  All are
    currently listed as in trial phases.

Variants:
    The Prime variant resembles the original in that it mounts an Ultra AC 10 in the left torso
    with 2 tons of ammunition, an LB-10x in the right torso, also with 2 tons of ammunition.
    The standard 4 antipersonnel pods are mounted in the legs, but it also mounts a flamer, two
    extended range medium lasers and two extended range small lasers.
    
    The A configuration mounts a massive Ultra Auto cannon 20 in its right torso.  An SRM 6 in
    Each front leg adds to the close range striking power.  For enemies that try to avoid close
    range combat this version mounts an LRM 10 in each of its rear legs.  These LRMs can be
    elevated for indirect fire even when the Fire Scorpion is hidden behind mountains.  Rounding
    out the weaponry is a single ER Small Laser.  Three additional Double Heat Sinks help
    dissipate some, but not all of this heat.
    
    The B Variant is made for extended operations where ammunition may become a problem.  It
    mounts 2 Large Pulse Lasers, 4 Medium Pulse Lasers, and a single Er Small Laser.  Five
    additional Double Heat Sinks take care of some of the heat.  All of this impressive
    firepower is tied into an advanced Targeting Computer.
    
    The C variant works as a fire support platform.  It mounts an impressive 6 LRM 10 Launchers.
    Each launcher has its own ton of dedicated ammunition allowing for 6 minutes of fire.  Four
    medium pulse lasers allow the Mech to function if anything does get too close.
    
    The D variant is a specialized scorched earth Mech.  It mounts 2 heavy LB-10x auto-cannons
    with 2 tons of ammunition per gun. Two extended range medium lasers and two extended range
    small lasers provide close combat capabilities.  This variant also mounts 5 flamers to deter
    infantry attacks and to clear surrounding terrain.
    
    The final variant is a more recent test-bed used for sniping enemy units at long range.  It
    mounts a Gauss rifle in its right torso, the gun is embedded in the torso to protect it from
    the shock of combat.  The left torso features a battlemech style turret that houses two
    Extended Range Large Lasers and a single Extended Range Medium Laser.  All of this is tied
    into a sophisticated targeting computer.

Notable MechWarriors:
    Eirik Vickers, formerly of Clan Wolf pilots a Fire Scorpion 2.  His preferred variant is the
    D which he utilizes in command of Clan Wolverine's urban combat galaxy the Berlin
    Berserkers.  Eirik favors fire causing mechs and the Fire Scorpion fits him well.  It was
    Eirik that captured the first Fire Scorpion for Clan Wolverine.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  7.00                     
Engine:                                       280 XL                   8.00                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                                 4                                               
Heat Sinks (Double):                         11 [22]                   1.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  232                    14.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      22             35       
    Center Torso (rear):                               8       
    R/L Torso:                         15             24       
    R/L Torso (rear):                                  6       
    R/L Front Leg:                     15             30       
    R/L Rear Leg:                      15             30       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Light Active Probe                                        H                 1          0.50             
2 Medium Pulse Lasers                                     CT                2          4.00             
LRM 10                                                    RT                1          2.50             
LRM 10 (Ammo 36)                                          RT                3          3.00             
Medium Pulse Laser                                        RT                1          2.00             
LRM 10                                                    LT                1          2.50             
LRM 10 (Ammo 36)                                          LT                3          3.00             
Medium Pulse Laser                                        LT                1          2.00             
Jump Jet                                                 RFL                1          1.00             
LRM 10                                                   RFL                1          2.50             
Jump Jet                                                 LFL                1          1.00             
LRM 10                                                   LFL                1          2.50             
Jump Jet                                                 RRL                1          1.00             
LRM 10                                                   RRL                1          2.50             
Jump Jet                                                 LRL                1          1.00             
LRM 10                                                   LRL                1          2.50             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 50
TP: BM,  SZ: 3,  TMM: 1,  MV: 8"j
Damage: (S) 4 / (M) 4 / (L) 4,  OV: 3
Armor (A): 8,  Structure (S): 4
Specials: CASE, IF4, LPRB, LRM2/2/4, OMNI, RCN