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Assassin ASN-NBT
BattleMech Technical Readout

Type/Model: Assassin ASN-NBT
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 3, Standard design
Mass: 40 tons
Chassis: Maltex 40 Endo Steel
Power Plant: 200 VOX Light Fusion with Supercharger
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 [108.0] km/h
Jump Jets: None
   Jump Capacity: 0 meters
Armor Type: Lox lift Series 1 Ferro-Fibrous
1 Rotary AC/5
1 SRM 6
Manufacturer:    Maltex Corporation
   Location:    Errai
Communications System:    Garret T-15B
Targeting & Tracking System: Garret 500S


         Never produced in great numbers, the Assassin has become even more scarce since the Fourth Succession War. Centuries of wear and tear on Inner Sphere battlefields have not helped the 'Mech's performance. Though the Assassin has some design advantages, the MechWarriors who pilot it are often overly cautious because of the lack of spare parts.
         The Holly short-range missile rack has also been problematic. The loading mechanism has a tendency to jam, and this problem has worsened with age. Rather than write off the Assassin entirely, however, many units are using rediscovered Star League-era technology to give the 'Mech a slightly different role. In many units the bulky SRM rack is removed, creating room for other weapons or equipment. A common modification upgrades the medium laser to a pulse laser, normally the readily available Magna 400P. In addition, these 'Mechs mount the Artemis IV fire-control system to enhance the value of the Holly long-range missiles. So configured, the Assassin is once again an asset on some missions.


         This 'Mech was originally marketed to compete against the Wasp and Stinger 'Mechs. Though heavier than the light 'Mechs, it is still a fast vehicle with full jump capabilities. A rousing success, the Assassin nonetheless failed to replace the Stingers and Wasps, which were less expensive and to which the military felt loyal.
         The Assassin's weaponry consists primarily of three systems: the long-range missile rack, the short-range rack, and the arm-mounted Martell medium laser. Most of these systems require constant ammunition. As it can carry only a total of seventy-four combat rounds, the Assassin limits its pilots. It also has one of the most cramped cockpits in use in the Inner Sphere. In the past two hundred years, the cockpit's cooling system has been overhauled several times, but none of these efforts have been totally successful. The net result is an uncomfortable, sometimes deadly place to sit for any amount of time.
               The only other problem with the Assassin is that the ammunition feed system for the short-range missile rack sometimes jams. To correct the problem, the whole mechanism must be disassembled, which is nearly impossible in a battlefield situation. This can cause major problems in battle, as the short-range rack is the Assassin's primary weapon system.

Battle History:

         Only several hundred Assassins were created. Due to their modular design and access systems, most of these are still functional. Once repairs have been made on its ammunition feed system, these 'Mechs are very popular for their long-range capabilities.
         While Houses Marik and Steiner were battling for Rochelle in 2980, the Assassin 'Mech made its first appearance. The fighting on Rochelle was muddy and bloody at best, yet tacticians agreed that the Assassin fared well where other 'Mechs failed.
         After the Assassin's impressive display on Rochelle, House Marik reassigned many of these 'Mechs to garrison duty along their borders. Several Marik lances of crack recon troops consist of nothing but Assassins, though these units are only used in rear area raiding parties.
         The mercenary unit called the Amphigean Light Assault Group encountered some difficulties with their Assassins at the battle for Sevren while fighting for House Kurita. In 2990, Assassins from the mercenary unit ducked behind Steiner lines and raided enemy supply bases and rear-area cities for several weeks. Eventually, however, they ran low on ammunition. This left them with only their medium lasers to face the fury of Steiner's Fifteenth Lyran Guard. The Assassins tried to sneak back to Kurita lines, but only two of them made it.
         In battles on Saffell, Cylene and Wheel, there are records of Assassins running low on ammunition and falling prey to rear-guard units. In 3021, realizing that the 'Mech needed a means of defense other than its laser, House Davion designed a variant with three lasers. At present, only House Liao does not field Assassins.

Type/Model: Assassin ASN-NBT
Mass: 40 tons
Equipment:   Crits Mass
Internal Structure: 67 pts Endo Steel 14 2.00
   (Endo Steel Loc: 5 LA, 1 RA, 5 LT, 3 RT)
Engine: 200 Light 10 6.50
Engine Supercharger: LT 1 1.00
   Walking MP: 5    
   Running MP: 8 [10]    
   Jumping MP: 0    
Heat Sinks: 10 Single 2 .00
   (Heat Sink Loc: 1 LL, 1 RL)
Gyro:   4 2.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA 15 .00
Armor Factor: 137 pts Ferro-Fibrous 14 8.00
   (Armor Crit Loc: 1 HD, 3 LA, 2 RA, 2 LT, 2 RT, 2 CT, 1 LL, 1 RL)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 12 18
  Center Torso (Rear):   6
  L/R Side Torso: 10 15/15
  L/R Side Torso (Rear):   5/5
  L/R Arm: 6 12/12
  L/R Leg: 10 20/20

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Rotary AC/5 RA 1 60 9 13.00
   (Ammo Loc: 3 RT)
1 SRM 6 LT 4 15 3 4.00
   (Ammo Loc: 1 RT)
CASE Equipment: RT     1 .50
TOTALS:   10   78 40.00
Crits & Tons Left:       0 .00

Calculated Factors:
Total Cost: 7,483,280 C-Bills
Battle Value: 1,089
Cost per BV: 6,871.7
Weapon Value: 815 / 815 (Ratio = .75 / .75)
Damage Factors:    SRDmg = 24; MRDmg = 12; LRDmg = 1
BattleForce2: MP: 5,   Armor/Structure: 3/3
    Damage PB/M/L: 4/3/-,   Overheat: 0
    Class: MM,   Point Value: 11

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