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                 BattleMech Technical Readout

Name/Model:         Wild Weasel WWS-3L-MB1C
Designer:           DF Jay
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            25
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3071
Rules (Current):    Experimental
Rules (Era):        Experimental (Extinct)
Rules (Year):       Experimental (Extinct)
Total Cost:         5,952,083 C-Bills
Battle Value:       704

Chassis:              Endo Steel
Power Plant:          175 XL
Walking Speed:        75.6 kph  
Maximum Speed:        118.8 kph [151.2 kph]
Jump Jets:            None
    Jump Capacity:    None
Armor:                Light Ferro-Fibrous
Armament:             
    1 Improved Narc Launcher
    2 ER Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown with Bloodhound Active Probe

================================================================================================
Overview:
    Named after the legendary ancient Terran air force squadron famous for entering known enemy
    surface-to-air missile engagement zones in order to trigger and destroy them, Irian
    Technologies' Wild Weasel WWS-3L is a 'Mech only a maniac or a MechWarrior could love.  From
    the onset, IT had one task; to create a Light 'Mech both fast and sturdy enough to survive
    prolonged periods inside enemy controlled territory in order to probe enemy C3, reveal
    hidden enemy 'Mech's, provide targeting data for friendly indirect fire, and if possible,
    engage and destroy the target by itself.  With the Capellan Confederation on its border and
    the Liaoist's propensity for stealth armor, Andurien leaders put a premium on scouts capable
    of penetrating the most advanced camouflage systems available. This was a tall order for a
    'Mech that could weigh no more than 35 tons.  In the end the designers managed to meet all
    the design goals in only a 25 ton package.

Capabilities:
    Intended as a scout hunter, the Wild Weasel packs every sort of electronic countermeasure,
    and counter-countermeasure available.  Tasked with creating a 'Mech capable of tracking down
    and engaging enemy Light 'Mechs and support vehicles armed with Target Acquisition Gear or
    NARC missile beacons, the Wild Weasel carries a Bloodhound Active Probe allowing it to
    detect enemy units equipped with Null Signature Systems, Void Signature Systems, Stealth
    Armor, and ECM Suites and any battle armor equipped with ECM systems, Mimetic Armor, or any
    kind of Stealth Armor.  To confound its adversaries, the Wild Weasel is equipped with a Null
    Signature System of its own cloaking their heat output and electronic emissions. Only
    another 'Mech equipped with a Bloodhound Active Probe can penetrate the null signature
    masking.
    Once the Wild Weasel has spotted its target, it can use its Series II Pragma improved Narc
    Missile Beacon with one ton of ammunition to tag the target for destruction.  The standard
    load out for the Wild Weasels iNarc is the Nemesis pods, a variant of the standard Homing
    Pod which broadcasts a much wide-band homing signal able to override and draw both friendly
    and enemy missiles towards the 'Mech to which it is attached.  Once it runs out of iNarc
    Pods, the Wild Weasel can use its Target Acquisition Gear to designate enemy units for
    attack by compatible units using Arrow IV Homing Missiles or Semi-Guided LRM munitions.
    Offensively, the Wild Weasel is armed with two Diverse Optics Sunfire Extended Range Medium
    Lasers.
    The Wild Weasel is extremely fast built around an Omni 175 XL core, the Wild Weasel can
    reach cruising speeds of up to 118 kph.   When conditions call for it, the MechWarrior can
    activate the Myomer Accelerator Signal Circuitry to boost speeds of over 150 kph.  The Wild
    Weasel needs its speed to compensate for its lack of significant armor. Protected by only a
    three ton StarSlab/1d Light Ferro-Fibrous shell, speed and its advanced electronic
    obfuscation is the Wild Weasel's primary shield. It was also designed with an extremely
    narrow and low profile making it even more difficult to target by enemy 'Mechs.  The one
    complaint pilots have had is the lack of jump capability which limits the 'Mech's mobility
    in rough terrain.

Deployment:
    The Wild Weasel was initially deployed with the First Andurien Rangers during their raid on
    Principia.  Their extensive suite of active and passive electronic snoopers and
    countermeasures proved exceptionally useful against the CCAF enemy.  During the Victoria War
    the First Andurien Rangers took Betelgeuse and Sigma Mare from the Capellan Confederation in
    3104.  Once again the Wild Weasels played a pivotal role in flushing out the Capellan
    stealth units and designating them for targeting from friendly 'Mechs.  After the initial
    conquest of Sigma Mare, the Rangers left only a small garrison to hold the planet.  As a
    result, when Warrior House Imarra struck, ADF forces were incapable of detecting the
    attacking forces before it was too late.  The re-conquest of Sigma Mare brief and brutal.

Variants:
    The only known variant of the Wild Weasel, the WWS-4L, swaps out the standard cockpit for a
    more cramped small cockpit and removes one of the two ER medium lasers and replaces it with
    a Guardian Electronic Countermeasure Suite and added a Supercharger which boosts its max
    ground speed to nearly 195 kph. The reduced organic offensive capability is a topic of
    debate amongst Wild Weasel pilots.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 1.50                     
Engine:                                       175 XL                   3.50                     
    Walking MP:                                 7                                               
    Running MP:                              11 [14]                                            
    Jumping MP:                                 0                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   50                     3.00                     
    Type:                              Light Ferro-Fibrous                                      

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              7       
    Center Torso:                       8              6       
    Center Torso (rear):                               1       
    R/L Torso:                          6              6       
    R/L Torso (rear):                                  1       
    R/L Arm:                            4              5       
    R/L Leg:                            6              6       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
TAG                                                       H                 1          1.00             
MASC                                                      CT                1          1.00             
Bloodhound Active Probe                                   RT                3          2.00             
Improved Narc Launcher                                    LT                3          5.00             
Improved Narc Launcher (Ammo 4) [Nemesis]                 LT                1          1.00             
ER Medium Laser                                           RA                1          1.00             
ER Medium Laser                                           LA                1          1.00             
Null-Signature System                                     *                 7          0.00             

* Null-Signature System occupies 1 critical slot in each location except the Head

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Alpha Strike Statistics                                             
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Point Value (PV): 23
TP: BM,  SZ: 1,  TMM: 3,  MV: 18"
Damage: (S) 1 / (M) 1 / (L) 0,  OV: 0
Armor (A): 2,  Structure (S): 1
Specials: BH, INARC, RCN, STL, TAG