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                 BattleMech Technical Readout

Name/Model:         Gors (GOR-1)
Designer:           Krulla_Chief
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            35
Role:               Striker
Configuration:      Quad BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         3,195,000 C-Bills
Battle Value:       856

Chassis:              Standard
Power Plant:          245 Fusion
Walking Speed:        75.6 kph  
Maximum Speed:        118.8 kph 
Jump Jets:            Standard
    Jump Capacity:    180 meters
Armor:                Standard
Armament:             
    3 Medium Lasers
    2 Flamers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The think tank at D&K Creation Studios this time have come up with something rather unique
    for their company, in that the chassis they made is relatively cheap and has easily
    available spare parts.
    
    But, to put a fresh spin on things as they are wont to try, they decided to make this
    relatively cheap combat platform a quadmech, for reasons unknown to anyone but them. Indeed,
    one possible reason why is because they were in talks of a KelTec deal that fell through
    with this being the only thing that remains.
    
    No matter the case, the Inner Sphere is stuck with it.

Capabilities:
    Weighing a grand total of 35 tons, the Gors is an odd machine even before getting into the
    specifics like it being a quad 'Mech.
    
    For starters while acceptably fast for a 'Mech of its class, it has five and a half tons of
    armor and six jump jets, nowhere near the maximum armor protection and only slightly below
    maximum jump capacity, which while allowing it to zip about the battlefield as needed, often
    requires the pilot to pare careful attention to their surroundings lest the armor give way
    to most types of fire.
    
    Beyond that, the decision to stick with only single heat sinks because of the manufacturing
    costs requires the Mechwarrior to be careful with their maneuvering as alpha striking after
    jumping will cause the heat to pile up quickly.
    
    Not, of course, that alpha striking will be available all the time as the weapons payload
    is, while acceptable, not what many people are used to in this era. Indeed, the triplet of
    Left Torso placed, turret mounted medium lasers is the machine's main armament. Meanwhile in
    the Right Torso are a duplet of Flamers to act as deterrents to infantry as well as general
    mech warding should the mech be caught out and need to burn its way through, unlikely as
    that scenario should be.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  3.50                     
Engine:                                     245 Fusion                12.00                     
    Walking MP:                                 7                                               
    Running MP:                                 11                                              
    Jumping MP:                                 6                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   88                     5.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      11             11       
    Center Torso (rear):                               2       
    R/L Torso:                          8             11       
    R/L Torso (rear):                                  2       
    R/L Front Leg:                      8             10       
    R/L Rear Leg:                       8             10       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 Flamers                                                 RT                2          2.00             
Jump Jet                                                  RT                1          0.50             
Jump Jet                                                  LT                1          0.50             
3 Medium Lasers                                           LT                3          3.00             
Jump Jet                                                 RFL                1          0.50             
Jump Jet                                                 LFL                1          0.50             
Jump Jet                                                 RRL                1          0.50             
Jump Jet                                                 LRL                1          0.50             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 26
TP: BM,  SZ: 1,  TMM: 3,  MV: 14"/12"j
Damage: (S) 2 / (M) 1 / (L) 0,  OV: 1
Armor (A): 3,  Structure (S): 3
Specials: ENE, JMPW1