BattleMech Technical Readout
Name/Model: Blood Kite II 11 (AS)
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan (Mixed)
Technology Rating: F
Tonnage: 85
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental (Extinct)
Rules (Era): Experimental (Extinct)
Rules (Year): Experimental (Extinct)
Total Cost: 29,417,621 C-Bills
Battle Value: 4,694
Chassis: Endo Steel
Power Plant: 340 XL
Walking Speed: 43.2 kph
Maximum Speed: 54 kph [75.6 kph]
Jump Jets: Improved (Prototype)
Jump Capacity: 180 meters [210 meters]
Armor: Hardened
Armament:
1 ER Medium Laser
1 Improved Narc Launcher (IS)
1 RISC Advanced Point Defense System (IS)
1 Anti-Missile System
5 ER Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Nova CEWS
Targeting & Tracking: Unknown
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Overview:
Any group of people with access to jump technology are exceedingly hard to wipe out
completely. There is definitly an urge to hide in the outer darkness. Thats how IPD was in
position to transition into a state. Its how the Clans and other shield wall civilizations
got started. Its where the Reichssphare came from. And its how the Blood Spirits survived
being completely purged.
Even after a c fractional impactor destroyed their final colony world they still had deep
space ships, colony vessels, transports, fragments of their Clan. And true to their
heritage the attempted another exodus. An incredibly scattered and ill prepared exodus.
They were rounded up and absorbed, their surviving warriors taken as bondsmen, with their
bondscords cut as soon as they had absorbed enough of the IPD philosophy to be abtakha. The
other castes were less of an issue to absorb. Food, Safety, Shelter, Civil Rights. The
situation was a definite improvement.
For the most part, the Clan held together as a Clan. Other remnant Clans picked up over the
centuries had lost most of their caste systems. For example the Widow Makers were almost a
normal free market society except for the warrior breeding program for their military.
There was also that attempt at a lawyer breeding program run by the merchant guild, but
anyways... The Blood Spirits were more cohesive and had less friction between castes
largely thanks to the espirit de corps that had given them their name in the first place.
Of course as their internal friction was low, their animosity towards other clans had
wildly intensified. They barely tollerate other clan enclaves within IPDs sphere. They
really only get along with the Wolverine enclave. The Burrock enclave they irrationally
dislike still 60 years later, despite the burrocks attempts to make peace. The Jaguars are
another point of friction with both Clans still maintaining most of their clan tradition,
leading to excessive trial and counter trial.
The homeworld Clans the Blood Spirits activly hate. Especially Clan Star Adder. The Inner
Sphere clans are not considered much better, but at least they can't be held directly
responsible for the loss of 99.9% of their friends and relatives. Its this extreme
bitterness and the failure of their military strategy to protect them that has lead to some
of the most extreme shifts in their society from clan norm. Where the old Blood Spirits
relied on Efficient combat machines and elite warriors to win trials to stave off the
predations of the other Clans, the current Blood Spirits have embraced hyper-technology,
augmentation, and pure industrial output to rebuild their Touman.
A much of the technology to make this feasible came from being part of IPD. Access to
technology most would consider experimental, full industrial forges allowing easy
construction of new war machines, non germline genetic therapies to stabilize the excessive
use of VDNI. The manpower came from additional changes from clan norms. Prolific use of
Iron Wombs was used not only to jump start the next generation of warriors, it was used to
create sibkos for every caste. Early on, the baby boom was so large that the average age of
their population fell below 10 years old. The other source of population increase was
harvest trials against other Clan enclaves. Usually this was not for Warriors. Instead the
Blood Spirits focused on harvesting members of other castes who had failed their warrior
trials. This would often take 2 trials, the first against the targeted clan's warriors for
the right to declare a harvest trial, and a second trial against their prospective recruits
to fufill the requirements of honor. Recruits would be made bondsmen and sent through boot
camp; where they would stay until they either qualified or quit to be reassigned to another
caste.
While this increased the personnel quickly, it did have detrimental effects on quality. In
order to find the cream of the crop for their mechwarrior program, new warriors would start
as protomech pilots. The exceptional amongst them would be promoted to be mechwarriors,
which given the extensive use of interface cockpits could just be likened to an oversized
protomech.
Capabilities:
The Blood Kite II is effectivly the totem mech to the Modern Blood Spirits. Weighting in at
85 tons, this weight offers the optimal blend of firepower and armor when its also necessary
to maintain high mobility. Modular construction techniques allows the chassis to be refit
with ease leading to omnimech levels of variant proliferation. Fortunately warriors tend to
prefer their own variant otherwise there would never be free time on the auto forge.
The 11(AS) variant focuses on being the anchor in combined arms operations. Ultra heavy
armor allows this Blood Kite to get stuck in and stay in feeding Nova data to the rest of
its unit. Giving added protection to that data link, a small shield covers the Nova's
housing. The iNarc enhances the capabilities of most protomech forces given their tendency
to rely on missile based weapons. Multiple Anti-Missile systems protect both itself, and
the rest of its battle formation against returning missile fire. The weapons suite is not
particularly impressive. A collection of Small lasers gives good burst potential up close,
where it wants to be anyways, but the real killer is the TSM powered kicks that can be
delivered. Finally a mimic sheath is applied to the exterior. And while it can operate in
camo mode to make a hidden mech blend into its surroundings, in close quarters combat its
often set to dazzle mode, doing its best to obsure the mechs vector to hostile targeting
systems.
Deployment:
(Alpha strike design. The shield and AMS systems are too meh in Classic to be worth
carrying. But in Alpha strike they combine to degrade a considerable amount of incoming
fire. In addition, its the shield that adds that added bit if umph to this mechs melee
capability. It would much rather melee for 6 then shoot for 3.
On the classic side, not very impressive. I actually don't know how bad the heat is,
because i wasnt paying much attention to it. I only adjusted the weapons until I had 3
damage and an overheat of 1.)
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Equipment Mass
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Internal Structure: Endo Steel 4.50
Engine: 340 XL 13.50
Walking MP: 4
Running MP: 5 [7]
Jumping MP: 6 [7] (IS)
Heat Sinks (Double): 11 [25] 1.00
Gyro: None 0.00
Cockpit: Interface 4.00
Armor Factor: 263 33.00
Type: Hardened
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 44
Center Torso (rear): 10
R/L Torso: 18 29
R/L Torso (rear): 7
R/L Arm: 14 28
R/L Leg: 18 36
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Weapons and Ammo Location Critical Tonnage
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ER Medium Laser CT 1 1.00
ER Small Laser CT 1 0.50
Improved Narc Launcher (IS) CT 3 5.00
2 ER Small Lasers RT 2 1.00
3 Improved (Prototype) Jump Jets (IS) RT 3 3.00
2 ER Small Lasers LT 2 1.00
3 Improved (Prototype) Jump Jets (IS) LT 3 3.00
Partial Wing LT/RT 6 4.50
Nova CEWS RA 1 1.50
Small Shield (IS) RA 3 2.00
Anti-Missile System LA 1 0.50
Anti-Missile System (Ammo 24) LA 1 1.00
Chameleon LPS (IS) * 6 0.00
Improved Narc Launcher (Ammo 4) [Homing] (IS) LA 1 1.00
RISC Advanced Point Defense System (IS) LA 2 3.00
RISC Advanced Point Defense System (Ammo 12) (IS) LA 1 1.00
Triple-Strength Myomer (IS) -- 6 0.00
* Chameleon LPS occupies 1 critical slot in each location except the Head and Center Torso
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 110
TP: BM, SZ: 4, TMM: 1, MV: 6"/14"j
Damage: (S) 3 / (M) 3 / (L) 0, OV: 1
Armor (A): 18, Structure (S): 5
Specials: AMS, CASE, CR, DN, ECM, INARC, JMPS2, MEL, MHQ1, NOVA, PRB, RAMS, RCN, SHLD, STL, TSM
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