ProtoMech Technical Readout
Name/Model: Nekomusume 1
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 15
Configuration: Ultraheavy Glider ProtoMech
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 1,461,219 C-Bills
Battle Value: 214
Chassis: ProtoMech
Power Plant: 240 ProtoMech Fusion
Cruising Speed: 10 kph, 129.6 kph with Gliding
Maximum Speed: 10 kph, 194.4 kph with Gliding
Armor: ProtoMech
Armament:
2 LRM 1s
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The modern survivors of Clan Blood Spirit are very different from their original
incarnation. Many similaritie; you can still see they're Blood Spirits, but at the same
time their approach to standards and procurememt is almost a complete reversal from their
past.
The one of the biggest changes is anyone who can pass basic training can become a warrior.
Given that they culturally were the only clan with universal military training of all
castes, and still are, its easy for anyone who wants to enlist to do so. This has allowed
them to swell the ranks of their touman in short order, but with a corresponding drop in
their skill levels.
The other extreme change is that the Blood Spirit's have completely turned around on the
concept of frugal military procurememt. Maximum technological and material superiority is
their new gospel. This can be blatently seen in the Blood Kite II, effectivly their totem
mech, but also in how they equip the masses of young recruits. Most combat specialists
become protomech pilots. This is both their largest contingent of troops and the first step
in becoming a front line mechwarrior, so there is no lack of volunteers. There is a lack of
survivors though. Blood Spirit command does their best to give recruits training, but have
accepted that real combat will seperate the wheat from the chaff faster and more efficiently
then years of extra training ever could.
Capabilities:
The Nekomusume is a rather mad design. Given its fragility of being effectivly unarmored
and a rather steep resource cost, why does it exist? The reasoning is similar to the
Hunchback IIC. Its a unit to assign to less desirable troops. In many ways its a penal
design that can give a pointed lesson to shape up and act as part of the team, or die.
Which doesn't prevent two other groups from requesting it, ristars determined to make a
name for themselves (and honestly should be in the penal group for that attitude but for
them being so good and earnest), and Solahma who have decided to at least use their death
for the good of the Clan.
The protomech itself is modeled after a Catgirl wesring a combat frame exosuit from a
popular if depressingly morbid animated movie. The pilot sits centered in the frame with a
quad of wings sweeping to the rear flanked by their thrusters. The primary weapon is a
sword. The sword is functional on this protomech, as are the pair of LRM tubes used for
harassing fire or other special affects.
What makes this concept gimmicky and not a complete boondoggle is the height advantage
gained by the WiGE design. This places heads within easy reach of that sword. The speed
and the proximity needed to use that sword also make attempts to fight back difficult with
most mechs being reduced to flailing around trying to swat at their attackers.
Variants:
Fortunatly the type 1 Nekomusume is fairly rare. The type 2 tones down the extreme need for
speed in favor of actual armor and weapons. It keeps the sword. Thats what makes the
protomech differet from other similar designs.
Notable MechWarriors:
(Alpha Strike. This variant is intended to reduce tge cost of the effect I wanted to
achieve in alpha strike. Thus no armor. The under strength LRM is for a secondary effect I
wanted involving Narc. The 15 ton mass is mostly a by product of keeping the potential for
the 2nd variant available.)
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Equipment Mass (kg)
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Internal Structure: ProtoMech 1,500
Engine: 240 ProtoMech Fusion 11,500
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 12
WiGE Flank MP: 18
Heat Sinks (ProtoMech): 0 0
Cockpit: ProtoMech 750
Armor Factor: 5 250
Type: ProtoMech
Internal Armor
Structure Value
Head: 4 1
Torso: 15 1
Main Gun: - -
R/L Arm: 4 1
Legs: 8 1
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Weapons and Ammo Location Mass (kg)
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2 LRM 1s T 400
LRM 1 (Ammo 12) T 100
ProtoMech Melee Weapon RA 500
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Alpha Strike Statistics
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Point Value (PV): 11
TP: PM, SZ: 1, TMM: 4, MV: 24"g
Damage: (S) 0* / (M) 0* / (L) 0*
Armor (A): 0, Structure (S): 1
Specials: GLD, IF0*, MEL
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