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Charger Maxwell
BattleMech Technical Readout

Type/Model: Charger Maxwell
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 3, Standard design
   
Mass: 80 tons
Chassis: Alshain Class 92 Standard
Power Plant: 320 LTV Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets: 4 Lexington Limited Lifters Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: New Samarkand Royal with CASE Standard
Armament:
1 ER PPC
4 Medium Lasers
2 Streak SRM 6s
Manufacturer:    Luthien Armor Works
   Location:    Luthien
Communications System:    Sipher Security Plus
Targeting & Tracking System: Cat's Eyes 5 w. Artemis IV System


Overview:

         The CGR-lAl Charger is a distinctive 'Mech. Its heavy chassis is well-armored, but virtually unarmed. Its massive power plant moves it at high speed, but occupies an inordinate amount of space. The reason for these paradoxes is in the Charger's original production goals. The CGR-lAl was intended to be a heavy scout that could enter well-defended areas where it might have to take damage yet still be able to withdraw at high speed.
         Wells Technologies built the Charger in 2665, combining heavy Durallex armor with Magna light lasers. Though the Mark I lasers are incapable of damaging anything but infantry and lightly armored vehicles, the deficiency was intentional. It is intended to discourage Charger pilots from engaging in protracted fire-fights, for the Charger's job is to obtain data and to do it quickly.
         Though the design was heavily criticized, the fact remains that Wells Tech built more than a thousand Chargers, and nearly five hundred of those 'Mechs remain in service today.

Capabilities:

         While the Charger's popgun laser array is almost laughable, its Durallex armor is not, providing the 'Mech with enough protection to survive direct hits from a Class-20 autocannon. Even its exceptional armor, however, will not keep safe a pilot who finds himself in heavy combat. A Charger pilot who gets too close to the enemy or is trapped by superior numbers will be shot to pieces, unable to defend himself.
         Though intended as a high-speed recon 'Mech, the Charger's design ultimately failed. Because it served well as a reliable, low-maintenance 'Mech, however, it continues to play a useful role as a close-assault vehicle against Wasps, Stingers, and 'Mechs whose primary armament has been destroyed. If it can get close enough, the Charger is easily able to pound to pieces a Wasp, Stinger, Phoenix Hawk or similar 'Mech.

Deployment

         The Charger's novel approach to recon operations was not successful, and Star League initially chose to withdraw it from use. The advent of the Succession Wars and that period's dramatic decline in technology, however, pressed the Charger back into service.
         Effective against infantry and light armored vehicles, the Charger is used in rear areas and garrison duty on low-tech worlds. Its use on the battlefield has been limited, although Chargers have occasionally seen combat in the bitter fighting along the Liao-Marik border.
         In early 3023, Liao Chargers saw action against House Steiner on Chara, an important industrial world. Liao deployed the Chargers as scouts, due to a shortage of the Wasps and Stingers that traditionally fill that role. Opposing them were heavy 'Mechs with only light recon scouts. Though slower, the Chargers stood up well to the attacks by the lighter recon 'Mechs, their armor shedding laser fire until they could get close enough for hand-to-hand combat.
         As the losses to their scout forces began to mount, Steiner commanders deployed Griffins and Wolverines to take on the Liao Chargers, after luring them into the Surini Valley. Beset on all sides by superior firepower, the Chargers were unable to return fire or bring their superior mass to bear on the enemy. They fled the valley, losing more than two-thirds of their force. The loss crippled Liao scouting operations for the rest of the campaign, forcing the eventual withdrawal of Liao forces.
         Other missions using Chargers, notably against non-'Mech opposition, have been more successful. Davion operations against Kurita-supported guerrillas on Galatia III were greatly assisted by the Chargers of the Illician Lancers. They were very effective against the insurgents in thick forests where normal 'Mech weapons were rendered ineffective.
         The guerrillas' infantry and hovercraft was useful against isolated Davion installations and population centers, but proved less valuable in combat with the Chargers, which ignored all but the heaviest of their weaponry. Supported by air strikes and light scout 'Mechs, Chargers were able to clear out the rebels within four weeks, though the Davion planners had been anticipating an extended campaign of six months.
         Despite all this, the Charger is generally considered a failure, and its use on the battlefield remains extremely limited. The swift, heavily armored but lightly armed 'Mech was an experiment whose time had not come.


Type/Model: Charger Maxwell
Mass: 80 tons
Equipment:   Crits Mass
Internal Structure: 122 pts Standard 0 8.00
Engine: 320 Light 10 17.00
   Walking MP: 4 [5]    
   Running MP: 6 [8]    
   Jumping MP: 4    
Heat Sinks: 12 Double [24] 0 2.00
Gyro:   4 4.00
Cockpit, Life Support, Sensors: 5 3.00
Triple Strength Myomer:   6 .00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 247 pts Standard 0 15.50

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 25 40
  Center Torso (Rear):   10
  L/R Side Torso: 17 27/27
  L/R Side Torso (Rear):   7/7
  L/R Arm: 13 26/26
  L/R Leg: 17 34/34

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 ER PPC LA 15   3 7.00
2 Medium Lasers RT 6   2 2.00
2 Streak SRM 6s LT 8 30 6 11.00
   (Ammo Loc: 2 LT)
1 Medium Laser CT 3   1 1.00
1 Medium Laser HD 3   1 1.00
1 Null Signature System   10   7 .00
CASE Equipment: LT     1 .50
1 Sword: RA     6 4.00
4 Standard Jump Jets:     4 4.00
   (Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)
TOTALS:   45   72 80.00
Crits & Tons Left:       6 .00

Calculated Factors:
Total Cost: 20,728,440 C-Bills
Battle Value: 1,939
Cost per BV: 10,690.27
Weapon Value: 2,164 / 1,909 (Ratio = 1.12 / .98)
Damage Factors:    SRDmg = 33; MRDmg = 10; LRDmg = 4
BattleForce2: MP: 4J,   Armor/Structure: 6/5
    Damage PB/M/L: 5/4/1,   Overheat: 3
    Class: MA,   Point Value: 19

Created with HeavyMetal Pro


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