Commando II CMD-2S

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Rotwang
01/21/07 12:16 PM
213.118.80.2

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BattleMech Technical Readout

Type/Model: Commando II CMD-2S
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 50 tons
Chassis: Endo Steel
Power Plant: 300 Light Fusion
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 [129,6] km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 ER Large Laser
1 ER Small Laser
2 SRM 6s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
One of the stranger side effects of the Fed Com civil war, was the rejection
of Davion tactical theories by Steiner loyalists. The previous emphasis on
more mobile designs was abandoned and many considered a return to the old
preference for heavy and assault mechs.

Though the Commando is still one of the finest light mechs ever designed, some
felt that a new design more in line with the new thinking was viable and work
has recently begun on the Commando II.


==Capabilities:==
The Commando II had to be able to perform the same role, but only if they
could make it "more substantial" as all proper Steiner mechs should be.

The new light engine and a new Endo Steel frame helped designers solve the
problem. The new Commando is twice as heavy as its forbearer and has gained a
MASC system to give it an extra boost if necessary.

The armament has been upgraded as well. It retains the popular SRM racks,
twinned to 6-pack models and replaces the medium laser with an ER Large Laser.
An ER Small laser completes the arsenal.

The new Commando carries more than twice the armour of the older model, giving
it great staying power. Though it cannot hope to engage larger mechs
singlehandedly, it dominates anything smaller than itself and is still a
threat to larger mechs.

Although many in the LAAF welcome the new design, some do point out the new
mech is nearly four to five times more expensive. So far the original
Commando remains in production until further notice.

==Battle History:==
The Commando II is currently being field tested by LAAF forces, initial
reports indicate minor problems with the MASC system being a bit erratic.

==Variants:==
None

==Deployment==
The Commando is considered for deployment on the Clan border, though some
models are being diverted to fight against Word of Blake forces.

--------------------------------------------------------
Type/Model: Commando II CMD-2S
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 14 2,50
(Endo Steel Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL)
Engine: 300 Light Fusion 10 14,50
Walking MP: 6
Running MP: 9 [12]
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 ,00
Gyro: 4 3,00
Cockpit, Life Supt., Sensors: 5 3,00
MASC: 3 3,00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 ,00
Armor Factor: 168 pts Standard 0 10,50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 23
Center Torso (Rear): 8
L/R Side Torso: 12 18/18
L/R Side Torso (Rear): 6/6
L/R Arm: 8 16/16
L/R Leg: 12 24/24

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5,00
1 ER Small Laser LA 2 1 ,50
1 SRM 6 RT 4 30 4 5,00
(Ammo Locations: 1 LT, 1 RT)
1 SRM 6 LT 4 2 3,00
--------------------------------------------------------
TOTALS: 22 61 50,00
Crits & Tons Left: 17 ,00

Calculated Factors:
Total Cost: 8.967.375 C-Bills
Battle Value: 1.053
Cost per BV: 8.516,03
Weapon Value: 1.233 / 1.233 (Ratio = 1,17 / 1,17)
Damage Factors: SRDmg = 20; MRDmg = 8; LRDmg = 2
BattleForce2: MP: 6, Armor/Structure: 4/3
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM; Point Value: 11
Karagin
01/21/07 12:33 PM
70.123.166.36

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Nice use of the history of the game. That is something that isn't seen very often in the canon mechs.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
JackGarrity
01/23/07 03:15 AM
71.207.203.207

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Commando.. that was the mech with the cyclops eye the c3 backbone mech? pretty good, idea though, what would it do if you dropped the MP by one and added pulse weapons in instead, as a sort of 'no ammo' machine gun, for sort of anti infantry use. about the only problem possibly, up close targets whittling it down. heh.. viva la pulse! all in all though, yeah its a rugged lil 50 tonner.
Greetings Mechwarrior.
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