BattleMech Technical Readout
Name/Model: Nukekubi IV (NK-B4)
Designer: tonyblitz1
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 95
Role: Skirmisher
Configuration: Biped BattleMech
Era/Year: Jihad / 3070
Rules (Current): Advanced
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 24,844,365 C-Bills
Battle Value: 2,117
Chassis: Standard
Power Plant: 285 Light Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Improved
Jump Capacity: 150 meters
Armor: Light Ferro-Fibrous with CASE II
Armament:
1 LB 10-X AC
3 ER Medium Lasers
1 Medium Laser
3 Machine Guns
2 Sperry Browning Machine Guns
Manufacturer: Luthien Armor Works
Primary Factory: Luthien
Communications: Cipher ComSys 3
Targeting & Tracking: Unknown with Advanced Targeting Computer
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Overview:
The NK-B1 Nukekubi was designed to dominate peer mechs in dusk and nighttime engagements.
It sports a hefty GM 380 engine, propelling it to 64kph;
As close to dogfighting speed as one could squeeze from the new, Starshield Armor-clad,
Yokai V-95 Assault chassis.
It's armed with gauntleted hands, an Imperator-B Autocannon/10 fed with 20 rounds of tracer
ammunition, four Argra 3L Medium Lasers, spread across the right and left torsos, and three
Machine Guns, two arm mounted, for emulsifying infantry.
All weapons are tied to a Neko Megane 7 Targeting & Tracking computer.
It also mounts a vehicular grenade launcher capable of loading a variety of canisters,
including inferno or smoke.
Pilots have been known to remove these in favor of a fourth MG, complete with external ammo
feed.
Controversially, the NK-B1 boasts an early attempt at a full head ejection system, thus
being dubbed the Nukekubi after the head-detaching vampiric creature of Japanese myth.
While the engineers of Luthien radiated pride while demonstrating this system, the Kuritans
were dismissive, immediately understanding that their samurai class would be loath to use
such a feature, even in dire situations.
Furthermore, when balancing the head for level ejection, while packaging an upgraded sensor
package, a design flaw of thin, poorly treated ferroglass was overlooked.
An oversight so grievous that, in testing, a single medium laser was capable of penetrating
into the cockpit.
Combine leaders, being understandably livid over this revelation, demanded solutions.
The flaw was largely remedied with a Tyrlon United armored cowl, rapidly made to order,
giving the mech the distinctive visage of an open, fanged, maw;
With twin head-mounted spotlights resembling ghostly eyes piercing through the dark.
Although, under direct forward fire, the flaw persists.
Despite this, it remains a haunting sight.
Capabilities:
Positive Quirks:
Cowl (4) Improved Sensors (1) Searchlight (0)
Negative Quirks:
Weak-Head-Armor (4)
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Equipment Mass
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Internal Structure: Standard 9.50
Engine (Armored): 285 Light Fusion 12.50
Walking MP: 3
Running MP: 5
Jumping MP: 5
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 280 17.00
Type: Light Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 40
Center Torso (rear): 9
R/L Torso: 20 32
R/L Torso (rear): 8
R/L Arm: 16 32
R/L Leg: 20 39
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Weapons and Ammo Location Critical Tonnage
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Machine Gun H 1 0.50
Improved Jump Jet CT 2 4.00
CASE II RT 1 1.00
Improved Jump Jet RT 2 4.00
LB 10-X AC (Ammo 10) RT 1 1.00
LB 10-X AC (Ammo 10) [Cluster] RT 1 1.00
Machine Gun (Ammo 100) RT 1 0.50
Improved Jump Jet LT 2 4.00
Targeting Computer LT 4 4.00
LB 10-X AC RA 6 11.00
2 Machine Guns RA 2 1.00
3 ER Medium Lasers LA 3 3.00
2 Machine Guns LA 2 1.00
Medium Laser LA 1 1.00
Improved Jump Jet RL 2 4.00
Improved Jump Jet LL 2 4.00
Note: Equipped with Full-Head Ejection System
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Alpha Strike Statistics
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Point Value (PV): 43
TP: BM, SZ: 4, TMM: 1, MV: 6"/10"j
Damage: (S) 4 / (M) 3 / (L) 1, OV: 0
Armor (A): 9, Structure (S): 5
Specials: ARM, CASEII, FLK1/1/1, JMPS1
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