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Panther PNT-9R
BattleMech Technical Readout

Type/Model: Panther PNT-9R
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 35 tons
Chassis: Alshain 56-Carrier Standard
Power Plant: 140 Hermes Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Lexington Lifters Standard Jump Jets
   Jump Capacity: 120 meters
Armor Type: Maximillian 42 Standard
Armament:
1 Lord's Light PPC
1 Telos Four-Shot SRM 4
Manufacturer:    Alshain Weapons
   Location:    Alshain
Communications System:    Sipher CommCon CSU-4
Targeting & Tracking System: Cat's Eyes 5


Overview:

       Designed as a fire support vehicle for reconnaissance units, the prototype Panther was first built for Star League during the closing years of the Cameron dynasty. After being commissioned in 2739 to produce the 'Mech, Alshain Weapons began immediate delivery of Panthers to League ground troops fighting renegade bandits along the Periphery.
       The 'Mech's poor performance at the Battle of St. John in 2759 pointed out both a flaw and a strength in it. The flaw was that the large laser carried in the 'Mech's right hand lacked effective range and power. The strength was the 'Mech's basic hardiness. To improve this battleworthy machine's firepower, Star League engineers replaced the large laser with a PPC.
       The Draconis Combine is the only Successor State that today uses the Panther in any significant numbers. The current model, the 9R, is a compromise developed by Combine engineers. Though lacking the original Panther's sophistication, its systems are more adaptable to present-day factories.

Capabilities:

       The Panther's main function is as fire support for light and fast-moving light 'Mech units. It has played this role for almost 300 years, providing covering fire for more mobile 'Mechs who are in mid-maneuver, whether toward or away from the enemy.
       Its PPC is unusual for a 'Mech of its size. An extraordinary weapon, the Lord's Light PPC combines the firepower of a standard PPC with the lightness and flexibility of an arm-carried weapon. The weapon's designers only partially solved the problem of reducing the number of coolant tubes needed to pass from the 'Mech through access navels of the right hand and elbow into the weapon, however. Many MechWarriors report that rugged use, such as hand-to-hand combat or bashing buildings, often pinches off the coolant tubes at the navel. This creates overheating, which in turn causes the weapon to shut down. To meet this problem, three of the Panther's 13 heat sinks are mounted directly on its right arm. Though these do provide extra cooling for the PPC, the original problem remains.
       For close-in work, the Panther carries four SRM tubes with enough ammunition for 25 shots. The reliable Telos system is placed in the 'Mech's chest area, which ensures it good protection.
       It was discovered early in the Panther's career that it is well-suited to the dirty tactics of city fighting. The nimble 'Mech easily moves through the restricted spaces of a city, while its PPC gives it the chance of disabling all but the heaviest 'Mechs with a few aimed shots. From rooftop ambushes to muggings on dark streets, the Panther has gained quite a reputation. For its city-fighting prowess, Lyran Commonwealth MechWarriors have nicknamed it "the Alley Cat."
       What it cannot do, even in a city, is face a heavy 'Mech such as the Warhammer or Zeus in a head-on engagement. Finding himself in that situation, the Panther pilot must rely on good shooting and the 'Mech's superior mobility to leave the field in one piece.

Battle History:

       As noted above, the Draconis Combine is the only Successor State deploying the Panther in large numbers. This is because the Combine controls the only working Panther factory, located on the temperate world of Alshain. Other Successor States do still have a few Panthers, usually the 8Zs, but their numbers are fast dwindling due to lack of parts.
       Though there have been many attempts to knock out the factory at Alshain, the fact that it is housed in the bowels of a mountain makes it a tough target. The factory is churning out Panthers for Kurita as fast as possible, slowed down only by the delay in getting target computers delivered from clear across the Combine.
       Kurita first used Panthers in a large-scale offensive action on the planet Quentin during the First Succession War, and the action remains a model for how the Combine employs the 'Mech. Once the Second Legion of Vega was reorganized with Panthers as the mainstay of its light units, it was ordered to assault the agricultural planet Quentin, owned by Duke Davion. Catching Davion's 42nd Avalon Hussars off-guard, the Second Legion mauled them severely. Though the Hussars' 'Mechs were generally heavier and had more firepower, they could not react fast enough to the fleet-footed Panthers firing heavy hits with their PPCs. The Hussars retreated, giving up the only major city and spaceport on Quentin.
       The victory on Quentin paled in significance, however, when Minoru Kurita was assassinated on Kentares IV at about the same time. To support his rage against the people of Kentares, Jinjiro Kurita took troops and supplies away from the Second Legion of Vega, and had them sent as reinforcements to the Kentares front. In the meantime, the 42nd Avalon Hussars had been reinforced by elements of the 4th Deneb Light Cavalry.
       Suddenly on the defensive, the Panthers of Kurita's Second Legion bore the brunt of the Hussars' counterattack. From prepared positions in and around the city, the Panthers held off an onslaught by Davion Warhammers and Marauders. This delaying action, led by Captain Ted "Red Beard" Henry, created enormous confusion in the Davion advance. His troops' actions allowed the safe withdrawal of the Second Legion when it became apparent that there was no hope of reinforcements.

Variants:

       The PNT-8Z, the last of the Star League Panther designs, differs from the 9R only in its more advanced communications equipment and smaller fire-control computer.

Notable 'Mechs & MechWarriors:

MechWarrior Melinda Carlyle
       As a member of Hansen's Roughriders, Carlyle's Panther is one of the few seen outside the Combine. Painted a dull green with bright yellow stripes, her 'Mech, the Tooth-puller, is a well-known terror to the enemy.
       Melinda Carlyle is a loner whose one joy is deflating the large egos of Combine MechWarriors who believe they are the only ones able to handle a Panther. Upon sighting an enemy Panther, Carlyle will seek out and hunt him down, even if it means leaving her post. Having reached the ripe old age of 47 years, she has proved who is the better Panther pilot more than a few times.

Colonel Richard Ahrmram
       As commander of the 3rd Proserpina Hussars, Colonel Ahrmram is entitled to a heavier 'Mech more befitting his high rank. As the colonel is a tradition-bound man whose blue and gold Panther, the Lord Yama, belonged to his father, he sees no reason to give it up.
       If anyone ever worried whether Ahrmram would be able to keep up with the flow of battle in such a small 'Mech, they don't any longer. It is the colonel's command group that has to keep up with him as he jumps from front to front keeping personal tabs on the battle and participating, if necessary. More than once, Ahrmram's gunnery skill has helped turn the tide of battle.


Type/Model: Panther PNT-9R
Mass: 35 tons
Equipment:   Crits Mass
Internal Structure: 58 pts Standard 0 3.50
Engine: 140 6 5.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 4    
Heat Sinks: 13 Single 8 3.00
   (Heat Sink Loc: 4 LT, 4 RT)
Gyro:   4 2.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 104 pts Standard 0 6.50

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 11 14
  Center Torso (Rear):   7
  L/R Side Torso: 8 10/10
  L/R Side Torso (Rear):   5/5
  L/R Arm: 6 10/10
  L/R Leg: 8 12/12

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 PPC RA 10   3 7.00
1 SRM 4 CT 3 25 2 3.00
   (Ammo Loc: 1 LT)
4 Standard Jump Jets:     4 2.00
   (Jump Jet Loc: 2 LL, 2 RL)
TOTALS:   13   48 35.00
Crits & Tons Left:       30 .00

Calculated Factors:
Total Cost: 2,485,710 C-Bills
Battle Value: 664
Cost per BV: 3,743.54
Weapon Value: 416 / 416 (Ratio = .63 / .63)
Damage Factors:    SRDmg = 10; MRDmg = 7; LRDmg = 2
BattleForce2: MP: 4J,   Armor/Structure: 3/3
    Damage PB/M/L: 2/2/1,   Overheat: 0
    Class: ML,   Point Value: 7

Created with HeavyMetal Pro


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