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                 BattleMech Technical Readout

Name/Model:         Running Ripper RR-20B
Designer:           Rudel Gurken
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            20
Role:               Scout
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 2990
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         1,585,440 C-Bills
Battle Value:       549

Chassis:              Bergan VII Modified 
Power Plant:          Magna 180 
Walking Speed:        97.2 kph  
Maximum Speed:        151.2 kph 
Jump Jets:            None
    Jump Capacity:    None
Armor:                StarSlab/1
Armament:             
    2 Martell Medium Lasers
Manufacturer:         Diplan 'Mechyards
    Primary Factory:  Ozawa
Communications:       Garret T10-B
Targeting & Tracking: O/P 911

================================================================================================
Overview:
    At the end of the 30st century technology had fallen on a level far below that of the former
    Star League. Battlemechs with a speed beyond 130 kph were scarce. So battlefield commanders
    often had a problem with enemy Locusts spying and speeding away. The only mechs able to
    outrun a Locust were the Hussar and the Hermes, old Star League designs and therefore very
    scarce.
    
    After a request from the DCMS in the year 2986 Diplan Mechyards began to construct a
    prototyp of a "Locust-Hunter". The techs started with a chassis of the fastest ´Mech they
    know: the Locust. They removed the machine guns and ammo to place a second medium laser in
    the center torso to give it superior firepower. The LTV 160 was replaced by a Magna 180 to
    push the maximum speed to 151 kph so it was able to outrun its predecessor. Because raids
    for mech parts became so vital at this time they modified the chassis by moving its arms to
    the front (just like the Hussar´s) and giving it hands.
    
    A yoke from a tech led to the name of the new ´Mech: the RR-20B Running Ripper. It marched
    from its production line in 2990.

Capabilities:
    With its superior speed and firepower the Running Ripper was very successful in the first
    years of its deployment. A lot of pilots in small mechs were thrown into confusion and
    gunned down by this speedy mech.
    
    Technical problems with the production line led to the end of production after only 83
    RR-20B.

Deployment:
    Running Rippers were spread throughout almost all DCMS regiments. Due to the stop of
    production, the small number of produced mechs and the endless raids and skirmishes of the
    third Succession War this mech get scarce over the years. A handful ended up in the Free
    Rasalhague Republic as it got its independence and at least two were spotted in the Outworld
    Alliance.

Variants:
    No variant exists to date.
    Plans for upgrading the few left mechs were canceled in 3052.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  2.00                     
Engine:                                     180 Fusion                 7.00                     
    Walking MP:                                 9                                               
    Running MP:                                 14                                              
    Jumping MP:                                 0                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   64                     4.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                       6             10       
    Center Torso (rear):                               2       
    R/L Torso:                          5              8       
    R/L Torso (rear):                                  2       
    R/L Arm:                            3              4       
    R/L Leg:                            4              8       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 Medium Lasers                                           CT                2          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 18
TP: BM,  SZ: 1,  TMM: 3,  MV: 18"
Damage: (S) 1 / (M) 1 / (L) 0,  OV: 0
Armor (A): 2,  Structure (S): 2
Specials: ENE