BattleMech Technical Readout
Name/Model: Vulcan VL-2T
Designer: Catalyst Game Labs
Source(s): Record Sheets: Succession Wars
Record Sheets: 3039 Unabridged
Record Sheets: 3039
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 40
Role: Scout
Configuration: Biped BattleMech
Era/Year: Star League / 2777
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 3,460,100 C-Bills
Battle Value: 642
Chassis: Mather Tech 500
Power Plant: Pitban 240
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Pitban Model 9
Jump Capacity: 180 meters
Armor: StarGuard II
Armament:
1 Randell Medium Laser
1 Armstrong Autocannon/2
1 Firestorm Flamer
1 Sperry Browning Machine Gun
Manufacturer: Coventry Metal Works, Nimakachi Fusion Products Ltd.
Primary Factory: Coventry (CMW), Tematagi (NFPL)
Communications: Hartford 200S
Targeting & Tracking: Hartford TA10
================================================================================================
Overview:
The need for a strong anti-infantry 'Mech with offensive capabilities was realized during
the battles against Stefan the Usurper. In many conflicts, especially urban combat, infantry
could render smaller 'Mechs inoperative. To solve this problem, MatherTechno Inc. introduced
the VL 2-T Vulcan.
This BattleMech reached the front line during General Kerensky's landings on Earth,
where it earned a reputation as a tough urban fighting machine. Its flamer system, machine
gun, and heavy armor performed effectively against infantry. The autocannon system was
originally designed as an anti-'Mech system, but served well in city fighting.
Capabilities:
The Vulcan is fully equipped with jump jets, making it unique in urban warfare and
threatening to larger BattleMechs. Also, its rear-mounted jets are specially vented to
reduce heat in its rear areas.
The Vulcan's weaponry systems include the reliable Armstrong autocannon. Though
introduced as an anti-'Mech measure, it was used more as an anti-building measure when more
and more Vulcans found themselves stationed in city areas.
The Vulcan's armor is not very strong, but does provide more than ample protection
against most smaller weapons. This 'Mech is rarely assigned without some larger BattleMech
support in an all-out fight. As the actual alignment of the 'Mech is narrow and difficult to
target, it is difficult to hit in combat. Many MechWarriors have commented that the Vulcan
looks like a scarecrow's clothes hung out to dry.
The absence of manipulative hands is the 'Mech's only drawback. Though not a major
hindrance, it does limit its close combat capabilities against other 'Mechs.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 4.00
Engine: 240 Fusion 11.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 80 5.00
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 12 10
Center Torso (rear): 6
R/L Torso: 10 8
R/L Torso (rear): 4
R/L Arm: 6 6
R/L Leg: 10 10
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 Jump Jets CT 2 1.00
Autocannon/2 RT 1 6.00
Autocannon/2 (Ammo 45) RT 1 1.00
2 Jump Jets RT 2 1.00
2 Jump Jets LT 2 1.00
Machine Gun (Ammo 200) LT 1 1.00
Medium Laser LT 1 1.00
Flamer RA 1 1.00
Machine Gun LA 1 0.50
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 20
TP: BM, SZ: 2, TMM: 2, MV: 12"j
Damage: (S) 2 / (M) 1 / (L) 0*, OV: 0
Armor (A): 3, Structure (S): 3
Specials:
Distribution
Name/Model: Vulcan VL-2T
Technology: Inner Sphere
Tonnage: 40
Configuration: Biped BattleMech
==========================================================================================
Left ArmHeadRight Arm
1. Shoulder 1. Life Support 1. Shoulder
2. Upper Arm Actuator 2. Sensors 2. Upper Arm Actuator
3. Lower Arm Actuator 3. Cockpit 3. Lower Arm Actuator
4. Machine Gun 4. Roll Again 4. Flamer
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
1. Roll Again 1. Roll Again
2. Roll Again 2. Roll Again
3. Roll Again 3. Roll Again
4. Roll Again 4. Roll Again
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Left TorsoCenter TorsoRight Torso
1. Jump Jet 1. Fusion Engine 1. Jump Jet
2. Jump Jet 2. Fusion Engine 2. Jump Jet
3. Medium Laser 3. Fusion Engine 3. Heat Sink
4. Machine Gun (Ammo 200) 4. Gyro 4. Autocannon/2
5. Roll Again 5. Gyro 5. Autocannon/2 (Ammo 45)
6. Roll Again 6. Gyro 6. Roll Again
1. Roll Again 1. Gyro 1. Roll Again
2. Roll Again 2. Fusion Engine 2. Roll Again
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Jump Jet 5. Roll Again
6. Roll Again 6. Jump Jet 6. Roll Again
Left LegRight Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
DonĀ“t forget: this one is for infantry slaying. Flamer and MG are your mainweapons. Use them to burn and slay infantry. You AC/2 is able to decimate infantry while you advance and to support your comrades while slaying infantry with the MG & Co. If something armored closes to you, defend yourself with the MdL and fire your JJ to get away from it.
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Member Review - Sleeping Dragon : 10-Aug-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Just like many other people said, the mech doesn't look like an opponent for another mech (it isn't unless the opponent sits in a Stinger), but the main role of Vulcan lies in destroying conventional units. A role which the mech can perform well with weapons it has. AC is just a paint ball gun, but even Von Luckner may die because the tables speak in Vulcan's favor (try to be careful around Pikes and warrior VTOLs, they'll return fire). The other weapons (with the exception of medium laser) are geared toward infantry combat and JJs give the mech some additional edge. A good and highly specialized mech.
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Member Review - AWAD : 16-Jun-2006 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.50
Comment:
Pure average, except against infantry. In duels not enough damage or armor, in lance and scenario play just not enough ummph. This is a specialist Mech that has to be run in that manner. In normal combat it takes patience to know when the time is right.
GM- I use this one, many times just to fill a hole. It never impresses, unless in cities or infantry is involved. The ammo seems to go off often leaving nothing.
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Member Review - bladewind : 29-Sep-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Nifty little infantry killer.
The AC2 might not be much but against lightly armored targets at extreme ranges, it does bite em hard. The closed in weapons are optimized for killing infantry so it works well in a city.
Only gripe is excessive MG ammo, half ton ammo and another MG will be great !
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Member Review - Gunslinger Patch : 19-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.50
Comment:
This is one of the 2 40 tonners in 3025 I actually consider to be a medium mech.
However with its weapons this is a mech for the city of for taking out conventional units like infantry and APCs, not other mechs.
I would not expect to find a Vulcan in a line company or battalion, but rather in a special purpose lance with simular mechs directly assigned to either support an infantry regiment or battalion as part of its integral force or as a reserve lance sent by an RCT HQ to specifially attack such a unit.
If you use fluff rules, the common one for the Vulcan is a +1 to hit it due to its stick figure silloutte.
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