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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Guardsman GRD-2MN
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            40
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3015
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         2,951,527 C-Bills
Battle Value:       877

Chassis:              Dorwinion Standard 
Power Plant:          Nissan 200 
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            HildCo Model 12 
    Jump Capacity:    150 meters
Armor:                Starshield A
    1 Autocannon/5
    1 Medium Laser
    1 ChisComp 39 Medium Laser
    2 Small Lasers
    2 Sperry Browning Machine Guns
Manufacturer:         Robinson Standard BattleWorks
    Primary Factory:  Robinson
Communications:       Achernar Electronics HICS-11
Targeting & Tracking: Federated Hunter

    The late Third Succession War time frame would eventually become recognized as a time of
    growth and recovery, as much as it may not have been seen as such by those who lived
    through. One of the areas that saw great renaissance was in the field of BattleMechs. For
    decades, if not centuries, this had been a field in great decline, but it was during this
    period that various houses began producing new designs, from the Cataphract and Raven of the
    Capellan Confederation to the Merlin of the Outworlds Alliance, and the Wolfhound of the
    Lyran Commonwealth (with the hidden aid of the Federated Suns).
    During the period, the Federated Suns also made a new design, intended as more a militia
    ‘Mech or multi-role soldier unit to supplement other such units or aid in line of battle.
    This machine would become known as the Guardsman. Although its heyday last only a few short
    decades, some can still be found today, especially on backwoods worlds and in such units.

    Designed to be a cheap, but rugged and versatile unit that is easy to maintain and fairly
    easy to pilot, the Guardsman fulfills these requirements adequately, if not spectacularly.
    Coming in at less than 3 million C-Bills per unit, most militia units could afford at least
    a small force, a less or a company of these units, and the ability to withstand long periods
    between maintenance checks, as well as the ease of fixing issues that arose meant that these
    would not be “hanger-queens” when they did have to go down for repairs.
    They were designed to be decently fast and mobile as well, meaning they could respond
    quickly to most situations, and could keep up with the Valkyries that suffused most Suns
    units, and keep up decently well with other, slightly faster and more mobile light
    Their armament would never win many awards, but was sufficient for most roles. Their right
    arms sported a pair of medium lasers, while their left mounted a combination of a Type 5
    Autocannon and a pair of machine guns. These were backed in each side torso by a short-range
    light laser. Combined, these weapons could be a serious danger to many different types of
    units, and in a pinch, some specialized munitions could be loaded for the ballistic weapons.
    Where the Guardsman is let down in comparison to other units is its relatively light armor.
    As per the ancient saying: “Weapons, armor, speed; pick any two.” In the case of the
    Guardsman, it’s weapons and speed. Its frame is covered in only 6.5 tons of armored
    plating. While this is an adequate amount in many circumstances, it’s not extremely thick
    by any stretch of the imagination. In fact, most complaints that have arisen for the design
    have been in relation to this deficit.

    As indicated before, the Guardsman is mostly sent to militia and other garrison units; most
    often away from the front lines. Though it’s never going to likely win any awards, it does
    its job in the role intended; which many see as perhaps the highest praise any soldier can
    give to his weapons and equipment.

    Eventually, decades after its introduction, the design of the Guardsman would eventually
    evolve into the Watchman and even later, the Sentry, ensuring this able, if not proud,
    lineage soldiers on into the next century.

Equipment                                                             Mass                      
Internal Structure:                          Standard                  4.00                     
Engine:                                     200 Fusion                 8.50                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 5                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  104                     6.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      12             15       
    Center Torso (rear):                               5       
    R/L Torso:                         10             13       
    R/L Torso (rear):                                  5       
    R/L Arm:                            6              8       
    R/L Leg:                           10             12       

Weapons and Ammo                                       Location          Critical     Tonnage   
Jump Jet                                                  CT                1          0.50             
Small Laser                                               RT                1          0.50             
Autocannon/5 (Ammo 20)                                    LT                1          1.00             
Machine Gun (Ammo 100)                                    LT                1          0.50             
Small Laser                                               LT                1          0.50             
2 Medium Lasers                                           RA                2          2.00             
Autocannon/5                                              LA                4          8.00             
2 Machine Guns                                            LA                2          1.00             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

Alpha Strike Statistics                                             
Point Value (PV): 24
TP: BM,  SZ: 2,  TMM: 2,  MV: 10"j
Damage: (S) 3 / (M) 2 / (L) 1,  OV: 0
Armor (A): 3,  Structure (S): 3