BattleMech Technical Readout
Name/Model: Archer (Banneret) ARC-2-BNR
Designer: Captain_Frosty
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 70
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Jihad / 3077
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 7,491,673 C-Bills
Battle Value: 1,618
Chassis: Earthwerks ARC
Power Plant: VOX 280
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Anderson Propulsion 30
Jump Capacity: 60 meters
Armor: Maximillian 100 with CASE
Armament:
2 LRM 15s
2 Ceres Arms ER Medium Lasers
Manufacturer: Earthwerks Incorporated, Gorton, Kingsley, and Thorpe Enterpises, Vandenberg Mechanized Industries
Primary Factory: Calloway VI (EI), Satalice (GKTE), New Vandenberg (VMI)
Communications: Neil 9000 with Guardian ECM Suite
Targeting & Tracking: RCA Instatrac Mark XII
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Overview:
Developed by Earthwerks Incorporated in 3077 to capitalize on the larger scale of combat
expected by the ongoing war, the ARC-2-BNR was conceptualized as a sturdy, long range
support and command unit for lances entirely of other archer 'mechs and providing
coordination between each lance and their commanding body.
This idea, of course, fell completely through as no sane force would or even could organize
'mech forces to such a streamlined extent as to have entire lances of one mech as standard
units. Worse yet, doing so rarely proved effective as it left lances inflexible and made
identifying weak-spots easier for the enemy.
Unnoticed, unappreciated and with effectively no appeal to the average mercenary, the final
nail in the Archer Banneret's coffin was the terrible marketing; promises of massed archer
volleys under a solid command being generally mocked, even leading to a crude parody of the
advert depicting a group of light vehicles with AMS turrets shooting down every missile
while a single Urban 'mech menacingly approached the Archers.
Capabilities:
Despite the incredible mismanagement of marketing, the ARC-2-BNR can still provide fairly
competent support on the battlefield. The command console and Guardian ECM suite work as
well on other mechs as they do with Archers.
While both LRM 20s have been downgraded to LRM 15s, a pair of ER medium Lasers and the
installation of double heat-sinks ensures that heat management is incredibly easy while
still sustaining respectable long range firepower.
Finally, a pair of jump-jets have also been installed to allow for easier traversal of rough
terrain and compensate for the otherwise slow speed of the 'mech while the inclusion of CASE
and an additional half Ton of armor help make it even more resilient to enemy fire.
Deployment:
Best deployed at long range like most variants of the Archer, the Banneret can also provide
fairly good medium range support thanks to the ER Medium lasers and extra survivability
thanks to the increase in armor, installation of CASE and its Guardian ECM suite.
Due to this, it is best to use it in forces that generally rely on sticking together in
relatively close formation rather than spreading and flanking enemy 'mechs. As such, heavy
and assault 'mechs pair best with the Archer Banneret.
In situations where such weight classes are not available, it is possible (but not
necessarily advised) to use the ARC-2-BNR as bait for the enemy to focus on while lighter
'mechs flank around the enemy and deal serious damage that way.
Variants:
None; This is a variant of the Archer ARC-2R in the first place.
Notable MechWarriors:
None; Anyone notable piloting this mech is likely to stop being such.
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Equipment Mass
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Internal Structure: Standard 7.00
Engine: 280 Fusion 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 2
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 216 13.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 30
Center Torso (rear): 13
R/L Torso: 15 20
R/L Torso (rear): 10
R/L Arm: 11 22
R/L Leg: 15 30
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Weapons and Ammo Location Critical Tonnage
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Command Console H 1 3.00
Guardian ECM Suite CT 2 1.50
CASE RT 1 0.50
LRM 15 RT 3 7.00
LRM 15 (Ammo 16) RT 2 2.00
CASE LT 1 0.50
LRM 15 LT 3 7.00
LRM 15 (Ammo 16) LT 2 2.00
ER Medium Laser RA 1 1.00
ER Medium Laser LA 1 1.00
Jump Jet RL 1 1.00
Jump Jet LL 1 1.00
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Alpha Strike Statistics
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Point Value (PV): 40
TP: BM, SZ: 3, TMM: 1, MV: 8"/4"j
Damage: (S) 2 / (M) 3 / (L) 2, OV: 0
Armor (A): 7, Structure (S): 6
Specials: CASE, ECM, IF2, JMPW1, LRM1/2/2, MHQ1
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