BattleMech Technical Readout
Name/Model: Archer ARC-2R
Designer: Catalyst Game Labs
Source(s): ForcePack Record Sheets: Wave One
Battle of Tukayyid Supplemental
Historical Turning Points: Mallory's World
Record Sheets: 3039 Unabridged
Record Sheets: Phoenix Upgrade, Complete
Record Sheets: Phoenix Upgrade, Periphery
Record Sheets: Phoenix Upgrade, Mercenary
Record Sheets: Phoenix Upgrade, ComStar & Word of Blake
Record Sheets: Phoenix Upgrade, Clans
Record Sheets: Phoenix Upgrade, Steiner
Record Sheets: Phoenix Upgrade, Marik
Record Sheets: Phoenix Upgrade, Liao
Record Sheets: Phoenix Upgrade, Kurita
Record Sheets: Phoenix Upgrade, Davion
Record Sheets: 3039
Record Sheets: 3025 & 3026
Technology: Inner Sphere
Technology Rating: D
Tonnage: 70
Role: Missile Boat
Configuration: Biped BattleMech
Era/Year: Star League / 2474
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 6,180,973 C-Bills
Battle Value: 1,477
Chassis: Earthwerks ARC
Power Plant: VOX 280
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Maximillian 100
Armament:
2 Doombud LRM 20s
4 Diverse Optics Type 18 Medium Lasers
Manufacturer: Earthwerks Incorporated, Gorton, Kingsley, and Thorpe Enterpises, Vandenberg Mechanized Industries
Primary Factory: Calloway VI (EI), Satalice (GKTE), New Vandenberg (VMI)
Communications: Neil 9000
Targeting & Tracking: RCA Instatrac Mark XII
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 7.00
Engine: 280 Fusion 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Single): 10 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 208 13.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 33
Center Torso (rear): 10
R/L Torso: 15 24
R/L Torso (rear): 6
R/L Arm: 11 22
R/L Leg: 15 26
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 Medium Lasers CT (R) 2 2.00
LRM 20 RT 5 10.00
LRM 20 (Ammo 12) RT 2 2.00
LRM 20 LT 5 10.00
LRM 20 (Ammo 12) LT 2 2.00
Medium Laser RA 1 1.00
Medium Laser LA 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 39
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 2 / (M) 3 / (L) 3, OV: 1
Armor (A): 7, Structure (S): 6
Specials: IF2, LRM1/2/2, REAR1/1/-
Distribution
Name/Model: Archer ARC-2R
Technology: Inner Sphere
Tonnage: 70
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. Hand Actuator 4. Roll Again 4. Hand Actuator
5. Medium Laser 5. Sensors 5. Medium Laser
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.LRM 20 1. Fusion Engine 1.LRM 20
2.LRM 20 2. Fusion Engine 2.LRM 20
3.LRM 20 3. Fusion Engine 3.LRM 20
4.LRM 20 4. Gyro 4.LRM 20
5.LRM 20 5. Gyro 5.LRM 20
6. LRM 20 (Ammo 6) 6. Gyro 6. LRM 20 (Ammo 6)
1. LRM 20 (Ammo 6) 1. Gyro 1. LRM 20 (Ammo 6)
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. Medium Laser (R) 5. Roll Again
6. Roll Again 6. Medium Laser (R) 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:
4.00
Comment:
The old Archer has a high cult factor. In 3025 it can fill the sky with missiles. All mechs trying to close for a kill will have two problems: lasers on all sides and a very thick skin (especially for a missile support unit). It´s very hard to take it down despite it´s relatively weak shortrange firepower. The only real problem: It has to alternate it´s fire.
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Member Review - CO_17thRecon : 06-May-2007 10:27
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
The gold standard of a support 'Mech. Has some serious problems with sustained fire, but you can get around that if you're smart. Short range firepower is poor, but it has good armor coverage, letting it continue to bombard while someone else worries about what is attacking it.
Better mobility would be nice, but getting such mobility when you have LRM-20s is difficult.
And don't forget the bonus, this thing can clear mine fields.
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Member Review - Sleeping Dragon : 12-Jan-2007 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
This 'Mech can easily serve as a definition of missile fire support.
The ARC-2R Archer may not be the best of all machines available, but it's hard to avoid compating everything to it. The armor allows it to perform it's duty even in heavy fire and two huge LRM racks will send death almost anywhere. Lasers can work well as backup, but as many people already said, the heat sinks are limiting the firepower and mobility. Thanks to heavy armor the Archer can afford to stand in place and fire as much as it can, but still keep something that can protect it around.
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Member Review - Blackhand : 10-Sep-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
I'd take the W or S over this standard model in 3025.
It lacks the heat sinks to really do a lot of missile work quickly. The lack of heat sinks to fire your 2 main weapons is a serious issue on boomers. Since sooner or later your going to have to take a break and move your position.
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Member Review - Wanallo : 27-May-2004 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
4.00
Comment:
Runs to hot for heavy combat, but keep the missiles flowing and the enemy will come apart. Basically if you have to use the medium lasers. Your too close
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