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Crockett CRK-5003-0
BattleMech Technical Readout

Type/Model: Crockett CRK-5003-0
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
Mass: 85 tons
Chassis: Geometric 530 Hard Core Standard
Power Plant: 255 Strand Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Geotec 300 Standard Jump Jets
   Jump Capacity: 90 meters
Armor Type: CarbonStrand 30 Weight AS Standard
2 Magna Mk I Small Lasers
2 Holly SRM 6s
2 Magna Mk III Large Lasers
1 Blankenburg Heavy Autocannon/10
Manufacturer:    Blankenburg Technologies
   Location:    Terra
Communications System:    GRPNTR Groundpainter 5
Targeting & Tracking System: Scope 30 RNDST


         Originally designed as a battle-worthy training 'Mech, the Crockett proved far more versatile than anyone involved in the project expected. Blankenburg Technologies designated its training simulator the Crockett, named for Davy Crockett, the famous nineteenth-century Terran frontiersman best known for helping to defeat the Native American tribes using their own tactics. In 2735, the first limited production run of Crocketts was shipped to Star League military academies for use as training simulators to teach pilots how to most effectively handle heavy 'Mechs.
         During the Hidden Wars, when tensions between Star League member-states led to both overt and covert military actions, the SLDF redeployed many of its BattleMechs to new posts, creating a demand for additional 'Mechs. Ten years after the Crockett's introduction, a number of commanders began to test the design for front-line combat use. They quickly discovered that the enemy's lack of familiarity with the 'Mech made its powerful weapons and jump capability, a rare feature at that time, even more effective, and immediately incorporated the Crockett into their units.
         Its success as a front-line unit has virtually eliminated the Crockett from assault-' Mech training programs. Its popularity as a combat unit makes it difficult for Blankenburg to produce enough CRK-5003-0 Crocketts to keep pace with demand, and the company continues to devote its profits to expanding its production facilities.


         The Crockett was originally designed to train new recruits and MechWarriors in the rigors, restrictions, and skills of piloting a large BattleMech. The fact that it was jump-capable added to the huge machine's training potential and combat usefulness. The Crockett made a smooth transition from training to fighting partly because its original design sacrificed some of the armor protection typical of a 'Mech of its weight class in favor of additional heat sinks and weapons, greatly increasing its offensive capabilities. The Blankenburg engineers took seriously the Quartermaster Command's request that the trainer-' Mech also be battle-worthy, and so incorporated some powerful features.
         The original Crockett combined the advanced Blankenburg Technologies large lasers with the Scope 30 targeting and tracking system, giving the weapon a longer range than any other lasers available at the time. However, repeated declines in technology throughout the centuries of the Succession Wars have made such advanced laser/targeting interfaces impossible. Blankenburg fits the new Crocketts with the more readily available Magna Mark III heavy laser, also mounting this replacement in the arms.
         The Crockett still features a Blankenburg heavy autocannon, which has a range roughly equal to that of the heavy Magna lasers. Placed in the left torso in order to compensate for recoil, the autocannon can lay down devastatingly accurate fire.
         The Holly-6 SRM launchers are among the most reliable missile launchers in the Inner Sphere. Engineers began using this model after early tests showed that a single jump of the 85-ton 'Mech could knock a missile out of alignment with tragic results. The proven Holly launchers eliminated this problem, allowing the pilot to take full advantage of the Crockett's maneuverability during combat.
         A pair of Magna Mark I small lasers round out the 'Mech's weaponry. Their placement in the Crockett's arms gives the powerful assault 'Mech a nearly unbeatable defense against infantry attempting the unorthodox "swarm" assault.
         The cockpit life-support system is the Crockett's chief weakness. Because the 'Mech was conceived as a simulator rather than a fighter, its life-support apparatus and systems used less durable materials. This flaw led to the deaths of three MechWarriors after the Crockett was pressed into full-time military service. Two years later, all 5003-1 Series 'Mechs were recalled and refitted, and the original design was modified to correct this flaw in new production runs of the Crockett.
         The unique blend of movement capabilities, weapons, and their effective ranges make the Crockett a formidable battle machine.
         The primary tactic of Crockett pilots is to maintain distance from an enemy, using the 'Mech's long-range lasers to slow and weaken an opponent. Then, before the enemy can accurately target the 'Mech, the pilot jumps the Crockett to the enemy's rear, quickly turning to fire on the opponent's weak back armor. A 'Mech turning to defend itself against such an attack automatically exposes his back to other hostile 'Mechs, making this tactic an effective one regardless of the initial results of the Crockett's attack.

Type/Model: Crockett CRK-5003-0
Mass: 85 tons
Equipment:   Crits Mass
Internal Structure: 130 pts Standard 0 8.50
Engine: 255 6 13.00
   Walking MP: 3    
   Running MP: 5    
   Jumping MP: 3    
Heat Sinks: 15 Single 5 5.00
   (Heat Sink Loc: 1 LT, 2 RT, 1 LL, 1 RL)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00
Armor Factor: 263 pts Standard 0 16.50

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 27 35
  Center Torso (Rear):   19
  L/R Side Torso: 18 25/25
  L/R Side Torso (Rear):   11/11
  L/R Arm: 14 28/28
  L/R Leg: 18 36/36

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Small Laser LA 1   1 .50
1 Small Laser RA 1   1 .50
1 SRM 6 LT 4   2 3.00
1 SRM 6 RT 4 30 4 5.00
   (Ammo Loc: 2 RT)
1 Large Laser LA 8   2 5.00
1 Large Laser RA 8   2 5.00
1 Autocannon/10 LT 3 20 9 14.00
   (Ammo Loc: 2 RT)
3 Standard Jump Jets:     3 3.00
   (Jump Jet Loc: 1 CT, 1 LL, 1 RL)
TOTALS:   29   58 85.00
Crits & Tons Left:       20 .00

Calculated Factors:
Total Cost: 7,456,425 C-Bills
Battle Value: 1,325
Cost per BV: 5,627.49
Weapon Value: 1,277 / 1,277 (Ratio = .96 / .96)
Damage Factors:    SRDmg = 23; MRDmg = 11; LRDmg = 1
BattleForce2: MP: 3J,   Armor/Structure: 7/7
    Damage PB/M/L: 3/2/-,   Overheat: 4
    Class: MA,   Point Value: 13

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