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                 BattleMech Technical Readout

Name/Model:         Grimnir Prime
Designer:           09-Tyba
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            65
Configuration:      Biped OmniMech
Era/Year:           Dark Age / 3105
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         18,127,484 C-Bills
Battle Value:       2,562

Chassis:              Type W 4.9 Endo Steel
Power Plant:          StarCore 325 XL
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            None
    Jump Capacity:    None
Armor:                Ferro-Pelt Adv-5 Ferro-Fibrous
Armament:             
    1 Gauss Rifle
    2 ER Large Lasers
    2 ER Medium Lasers
    2 Machine Guns
Manufacturer:         Clan Wolf
    Primary Factory:  Solaris Alpha/04
Communications:       Build 1609 Tacticom
Targeting & Tracking: Build 5c Hound TTS

================================================================================================
Overview:
    Imported from XTRO: Project Zhukov Expanded, Delrane's Military Equipment 3105 section. By
    Steven Cross.
    
    Another brainchild of Khan Alaric Ward, the Grimnir was actually developed
    to be a cheaper and ?safe? option should the Warwolf design not be able to
    perform as needed. At 65 tons the Grimnir is smaller, lighter and consumes
    less resources but is built to be heavily armed and flexible.
    As it used more commonly available resources like endo-steel and normal
    ferro-fibrous plate armour the Mech was easier to produce in bulk at the mobile
    factories the Wolves depended on as they were establishing the Wolf Empire.
    Its ease of production ensured that the Grimnir was available in large
    numbers during Operation HAMMERFALL and the foundation of the Wolf
    Empire. The Germanic sounding name was also a very deliberate choice by
    Khan Ward, initially seen as a name chosen to please the Lyran?s who they
    would be fighting alongside, it became an insult or threat when Khan Ward?s
    genetic heritage was revealed.
    Faster than the popular Blood Reaper and Tundra Wolf, the Grimnir was a
    successful Mech if not quite as popular with the Warrior Caste as other
    machines. Despite being viewed as a 'workman-like' design the Grimnir
    performed well and was liked by Warriors assigned to them.

Capabilities:
    Powered by a 325 rated XL engine the Mech is capable of hitting the more
    traditional Cavalry speeds of Clan Mech?s that the Wolves had been somewhat
    lacking, and, at 86kph the Grimnir is as fast on the ground as staples of the
    Clan Tourman like the Timberwolf or Gargoyle. The Mech?s endo-steel
    skeleton is draped in 11-tons of Ferro-fibrous plates and its sensors and BCP
    are all common systems in Wolf service making the Mech easy to repair
    and service in the field. Although largely overshadowed by the success
    of the Warwolf which captured the imagination of the Warrior Caste far
    better than the Grimnir ever did, it remains in production. A common sigh
    in Empire Clusters, the Grimnir remains a potent reminder of the power of
    Clan technology, even if the Mech was designed as ?cheap?.

Variants:
    Prime ? Built to engage targets at long range with direct fire weapons the
    Prime?s main armament is a Gauss rifle fed by a 3-ton drum magazine,
    the same kind of layout that would feature in the Warwolf. A pair of ER
    Large lasers complemented the rifle whilst at shorter ranges a pair of ER
    medium lasers could engage targets. For anti-infantry defence a pair of
    machine guns are installed, drawing from a half-ton magazine. Some
    field refits replaced this with a small pulse laser.
    A ? Although somewhat limited in armament the A is designed to deliver
    a large quantity of firepower with high accuracy. An ER PPC, Clan
    RAC-5 and pair of Improved heavy Medium lasers are all tied into a
    targeting computer whilst the RAC?s 3-tons of ammunition are protected
    by CASE II. Although a full alpha strike will cause a heatspike its quite
    manageable with careful weapons management. Unfortunately the large
    amount of explosive components onboard has given this variant a
    somewhat bad reputation.
    B ? Less inspired by the classic Rifleman but rather a direct copy of its
    weapons load, the B is designed to engage Mech?s and vehicle or air
    threats. Its main firepower comes from a pair of LB-5X autocannons,
    each fed by their own 2-ton ammunition supply. A pair of ER Large
    lasers give the Mech its main punch and they are mounted alongside the
    autocannons. At shorter ranges, a pair of ER Medium lasers can engage
    a target. Unfortunately the Mech's cooling system can be easily
    overwhelmed by the Mech's weapons and a full alpha strike is not
    recommended.
    C ? Designed for combat in built up regions and to engage
    combined-arms threats the C was first encountered in large numbers
    during the fighting on Tharkad. The main firepower comes in the form of
    a LB-20X autocannon fed by 3-tons of ammunition. A plasma rifle is also
    mounted and this draws from a 2-ton ammo and this weapon can do
    horrific things to infantry forces as well as cripple vehicles. A quartet of
    ER Medium lasers are backed up by a pair of AP Gauss rifles can
    engage infantry and battle armour. The sensor suite has been enhanced
    and tied into an active probe to let it hunt for hidden targets. Although
    rather specialized the C is a fearsome threat and its autocannon can rip
    holes in Mech?s that come too close.
    D ? Designed as a skirmisher, the D is similar to the Prime in its
    armament but with less of a focus on long range firepower. A pair of
    large pulse lasers provide the main punch whilst a HAG-20, fed by a
    2-ton ammunition bin can sandblast targets at long range and engage air
    and ground threats. A pair of ER medium lasers provide additional
    firepower at short range whilst fifteen double heatsinks help the Mech run
    cool enough to use its three primary weapons at a full run without heat
    build-up. Sometimes used as a Command Mech in Medium Stars the D?s
    accurate pulse lasers make it a fearsome killer of fast moving targets.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 3.50                     
Engine:                                       325 XL                  12.00                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         15 [30]                   5.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  211                    11.00                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      21             34       
    Center Torso (rear):                               8       
    R/L Torso:                         15             24       
    R/L Torso (rear):                                  6       
    R/L Arm:                           10             20       
    R/L Leg:                           15             30       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Medium Laser                                           RT                1          1.00             
Machine Gun                                               RT                1          0.25             
Machine Gun (Ammo 200)                                    RT                1          1.00             
ER Medium Laser                                           LT                1          1.00             
Machine Gun                                               LT                1          0.25             
2 ER Large Lasers                                         RA                2          8.00             
Gauss Rifle                                               LA                6         12.00             
Gauss Rifle (Ammo 24)                                     LA                3          3.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 48
TP: BM,  SZ: 3,  TMM: 2,  MV: 10"
Damage: (S) 5 / (M) 5 / (L) 4,  OV: 0
Armor (A): 7,  Structure (S): 4
Specials: CASE, OMNI