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                 BattleMech Technical Readout

Name/Model:         Munin MN-73r
Designer:           anotherpawn
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            30
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3025
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         2,836,665 C-Bills
Battle Value:       628

Chassis:              Standard
Power Plant:          210 Fusion
Walking Speed:        75.6 kph  
Maximum Speed:        118.8 kph 
Jump Jets:            Standard
    Jump Capacity:    210 meters
Armor:                Standard
Armament:             
    1 Medium Laser
    1 SRM 4
    1 Small Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    In the time between the assassination of First Lord Richard Cameron, and the liberation of
    Terra in 2772, the Eridani Light Horse performed a series of successful raiding campaigns
    with the aim of disrupting the Usurper's defense of The Terran Hegemony.
    
    One such raiding mission took place on a backwater the planet Sardam in the Thorin System .
    It is a tiny barren planet consisting mostly of empty high desert, and inhabited dryland
    wheat farmers.  The planet was (and still is) of little value, but for the system's
    proximity to arterial jump points such as the New Earth system.
    
    The 19th Striker Regiment made planet-fall with little difficulty, but not all went as they
    planned.  Four days after the beginning of operations on Sardam, a small Light Horse raiding
    team was separated from its supply line and, mauled in a firefight with Usurper forces.
    With no way to repair their battlemechs or return to their comrades, the desperate mechjocks
    turned to the locals for help.
    
    "You got a problem with a machine...you just gotta go see Doc."  The elderly man answered
    from his creaking porch.  He squinted at the young RCT soldier over dusty spectacles, "You
    must not be from 'round here."
    
    The leather-faced man continued as he watched a dust devil swirl by, "Well, Doc's just up
    North Adams Drive.  Its the first place on the left after the big blue silo.  Can't miss
    it."
    
    As luck would have it, "Doc" was a mechanical genius, and former battlemech technician.  He
    not only repaired the Light Horse machines, it is rumored that he gave one of the RCT
    mechwarriors a 'mech design he'd tinkered with for years.  This design was thought to be
    lost when the 19th was completely and utterly destroyed at New Earth, and it is unknown how
    it came to be in this extensive archive.

Capabilities:
    The Munin is designed to perform reconnaissance, but also be survivable enough to engage and
    destroy enemy scout 'mechs.
    
    The 73r variant carries a varied arsenal of energy and missile weapons.  The core of the
    weaponry is a reliable and available Martell Medium Laser.  This laser is supplemented by
    the highly accurate Holly SRM launcher, and a Harmon Light Small Laser.  The damage
    potential of this load-out matches or exceed common scout 'mechs such as the Wasp, Stinger,
    and Locust.
    
    The Munin's most valuable asset is maneuverability. Capable of reaching ground speeds of up
    to 118 kph, and with a jump capability of over 200 meters, the Munin provides the tactical
    mobility to be anywhere on the battlefield.  This gives a pilot the flexibility to chose the
    conditions of his or her engagement with the enemy.
    
    One of the most interesting aspects of the Munin's design is the unorthodox distribution of
    its gyroscopes in relation to the battlemechs myomer bundles.  Technicians that work on the
    'mech complain that only a madman would think of such an arrangement, but test pilots report
    that the machine is incredibly responsive and nimble.
    
    The advanced gyroscope design wasn't this madman designer's only innovation.  While
    reviewing the designer's notes for the three variants of the Munin, our research team made
    and interesting discovery.  They found plans to make the loading mechanisms and targeting
    systems of the Holly SRM launcher of the MN-73r, and the Coventry LRM launcher of the MN-34g
    model compatible.  In essence, this "Doc" created a way for the Munin to exchange its long
    range launcher for a short range one in the field (and visa versa).  The 'mech would not
    require an extensive 'mech bay to perform such a refit.
    
    In trial runs, the Munin performed admirably.  Despite having a slower ground speed than
    scout 'mechs like the the venerable Locust, the addition of jump jets allows the Munin to
    outmaneuver faster opponents.  Against both Wasps and Stingers the Munin was able to
    outlast, outmaneuver, and out-gun its opposition.

Deployment:
    Prototypes have been built of the three variants designed for this chassis.  All three are
    currently undergoing combat trials.

Variants:
    Two additional variants exist of the Munin:
    
    The first, the MN-70c increases the firepower of the Munin at the cost of heat efficiency.
    The Holly SRM launcher and Harmon Light laser are both removed.  In their place, the MN-70c
    wields an additional two Martell Medium Lasers in the left and right torsos.  Also, the
    armor load is increased by an additional one and a half tons making this variant even more
    survivable.  The firepower this configuration can bring to the field is impressive, but
    technicians are having difficulty getting the chassis' cooling system to handle the extra
    heat.  The designer of the Munin references a schematic for an alternate coolant flow system
    in this particular design, but extensive research has yet to recover any such diagram.
    
    The second variant, the MN-34g retains the MN-70c's heavier armor, and keeps the combination
    of the three Martell Lasers.  This model also keeps the Harmon Light laser of the original.
    The major change of this model is its lack of jump jets.  Although this drastically cuts
    down on this MN-34g's mobility, the difference is made up in long range firepower.  The left
    arm houses a Coventry Five-Tube long range missile launcher.  The lack of jump jets in this
    design also relieves much of the strain on this variant's coolant system.
    
    In addition to these two variants, the Holly SRM and Coventry LRM launchers of this chassis
    are virtually interchangeable with a simple field refit due to the Munin's innovative
    design.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  3.00                     
Engine:                                     210 Fusion                 9.00                     
    Walking MP:                                 7                                               
    Running MP:                                 11                                              
    Jumping MP:                                 7                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                   64                     4.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      10             10       
    Center Torso (rear):                               2       
    R/L Torso:                          7              6       
    R/L Torso (rear):                                  2       
    R/L Arm:                            5              6       
    R/L Leg:                            7              8       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          0.50             
SRM 4 (Ammo 25)                                           CT                1          1.00             
3 Jump Jets                                               RT                3          1.50             
Small Laser                                               RT                1          0.50             
3 Jump Jets                                               LT                3          1.50             
SRM 4                                                     LT                1          2.00             
Medium Laser                                              RA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 25
TP: BM,  SZ: 1,  TMM: 3,  MV: 14"j
Damage: (S) 2 / (M) 2 / (L) 0,  OV: 0
Armor (A): 2,  Structure (S): 3
Specials: