BattleMech Technical Readout
Name/Model: Snuggle Rabit A1
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 85
Configuration: Biped OmniMech
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 29,776,251 C-Bills
Battle Value: 1,692
Chassis: Standard
Power Plant: 340 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Improved
Jump Capacity: 180 meters [210 meters]
Armor: Standard with CASE II
Armament:
1 Sniper Artillery Cannon
3 ER Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
There are 2 methods to deal with targets that do their absolute best to evade your fire.
The first is to improve your own accuracy. This is by far the most common solution. Given
enough training, trchnology, enhancements, and natural skill; if you can see it and it's in
range you can hit it. But technology, namely pulse lasers and targeting computers, alone
isn't enough. You will need assistance from the other categories to be sure against the
fastest of targets, and that is both expensive and rare. The other alternative is to fill
the area the target is in with so much shrapnel and over preasure that damage can't be
avoided. That is the solution for your average grunt.
Capabilities:
The A1 configuration attempts to achieve a balance between damage, range, and accuracy all
while maintaining the Snuggle Rabits's full mobility. To this end the Sniper Artillery
Cannon is used. With a damage output equivalent to large bore weapons such as the AC-10 or
PPC, it is a threat to the evasive units which tend to be lightly armored in favor of more
speed. Range drew the short straw with Sniper Cannons having the worst range of any
artillery system. This is a large reason for the variant configurations on this theme.
Accuracy is the advantage of Artillery Cannons over actual Artillery. It's easier to hit
the intended area with them and they're less prone to scatter.
In addition to the Sniper Cannon a set of ER Medium lasers are used to augment firepower vs
more conventional threats.
Variants:
The more "normal" configurations accept lower mobility in favor of larger guns. The Arrow
IV, Thumper, and Longtom Artillery Cannon all make appearances. Then there is the A5...
that one deserves its own showcase.
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Equipment Mass
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Internal Structure: Standard 8.50
Engine: 340 XL 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 6 [7]
Heat Sinks (Double): 13 [29] 3.00
Gyro: XL 2.00
Cockpit: Standard 3.00
Armor Factor: 256 16.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 43
Center Torso (rear): 10
R/L Torso: 18 31
R/L Torso (rear): 5
R/L Arm: 14 28
R/L Leg: 18 33
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Weapons and Ammo Location Critical Tonnage
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ER Medium Laser H 1 1.00
ER Medium Laser RT 1 1.00
2 Improved Jump Jets RT 4 4.00
ER Medium Laser LT 1 1.00
2 Improved Jump Jets LT 4 4.00
Partial Wing LT/RT 8 6.00
Sniper Artillery Cannon RA 10 15.00
CASE II LA 1 1.00
Sniper Artillery Cannon (Ammo 20) LA 2 2.00
Improved Jump Jet RL 2 2.00
Improved Jump Jet LL 2 2.00
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Alpha Strike Statistics
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Point Value (PV): 45
TP: BM, SZ: 4, TMM: 1, MV: 8"/14"j
Damage: (S) 2 / (M) 2 / (L) 0, OV: 0
Armor (A): 9, Structure (S): 4
Specials: ARTSC-1, CASEII, JMPS2, OMNI
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