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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Pouncer POU-3K
Designer:           bladewind
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            35
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3050
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         2,799,450 C-Bills
Battle Value:       956

Chassis:              Endo Steel
Power Plant:          140 Fusion
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            Standard
    Jump Capacity:    120 meters
Armor:                Standard
Armament:             
    2 ER Large Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    Basically a highly modified Panther design, this was one of the many refits and re-designs
    the DCMS were preparing before the invasion of Luthien.
    
    
    
    Code-name the Pouncer, the idea of the Pouncer is the ability to weaken its enemy at range
    before jumping on him for a quick kill.
    
    However practice and theory were poles apart.
    
    

Capabilities:
    The basic Pouncer structural design is similar to the Panther. Its engine is the same,
    jumpjets are indifferent and even similar amounts of armor. What makes the Pouncer stand out
    is its use of Endo-Steel construction technique which allows the mech to carry more weight.
    More importantly, it features Double strength freezer tech, which lets it run far cooler
    than most expect.
    
    
    
    Original plans were ambitous, the Combine wanted the Pouncer to mount 2 Victory Nickel Alloy
    Lasers and backed by a single harding hitting Shingunga SRM6 rack. Armor protection was
    however 6.5 tons due to the installation of CASE.
    
    
    
    It was possible to build the Pouncer this way, but the mech was running very warm just
    firing the 2 lasers without moving. And also its a given that the fanatical DCMS warriors
    will push their mechs to the limits and often detonate the ammunition bin which forced the
    designers to install CASE and preserve the hot headed and fanatical pilots.
    
    
    
    In the end, the design committee decided to focus its efforts on the mech's main beam
    weapons instead of giving the mech more weapons than it can effectively fire. The end result
    was giving the mech another 4 more double strength freezers to allow the mech not to fear
    any heat build up when firing its lasers, barr engine hits of course. Then another 0.5 tons
    of armor is added to improve the mech's protection.
    
    
    
    
    
    
    
    

Deployment:
    Unpopular among many Panther pilots who have being re-assigned to the Pouncer, nevertheless
    the Pouncer saw combat against the Clans along side its Panther cousin design.
    
    
    
    The use of familar equipment and tactics allowed the disgruntled Panther pilots to quickly
    adapt to the Pouncer which an obvious advantage. Also although many a mechwarrior felt
    dishonoured by re-assignment from Panthers, this ill-feeling quickly fell apart when the
    Clans started their push into the DCMS.
    
    
    
    
    
    
    
    

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.00                     
Engine:                                     140 Fusion                 5.00                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                                 4                                               
Heat Sinks (Double):                         14 [28]                   4.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  112                     7.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      11             15       
    Center Torso (rear):                               3       
    R/L Torso:                          8             13       
    R/L Torso (rear):                                  3       
    R/L Arm:                            6             12       
    R/L Leg:                            8            14/15     

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Large Laser                                            RA                2          5.00             
ER Large Laser                                            LA                2          5.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 22
TP: BM,  SZ: 1,  TMM: 1,  MV: 8"j
Damage: (S) 2 / (M) 2 / (L) 2,  OV: 0
Armor (A): 4,  Structure (S): 3
Specials: ENE