Fairfax FFX-1D

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02/07/15 05:51 PM

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Fairfax FFX-1D

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/D-F-E-A
Production Year: 3132
Cost: 2.658.938 C-Bills
Battle Value: 990

Chassis: Unknown Endo-Steel
Power Plant: Unknown 175 Fusion Engine
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
1 LRM-10
4 Medium Lasers
3 Small Lasers
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

The Fairfax was first introduced in the late 2600's as a support mech for heavy
and assault units.

With an usually heavy punch for such a light mech, the Fairfax was a threat to
most battlefield units. Though slow by any standards it was often deployed as
a flanking unit, as a reserve to deal with fast attack units trying to attack
the main force or even used to finish off badly damaged enemies.

It could provide some measure of fire support with the LRM10 or snipe at
maneuvering enemies.

To deal with enemy threats, it carried an impressive 4 medium lasers, 3 small
lasers and a pair of machineguns, making it an effective all-round fighter.

Seven tons of standard plate gave the Fairfax some durability as it was never
meant to go toe to toe with heavier units.

Battle History:
Fairfaxes were often found in Dragoon and Striker regiments as well as the
assault regiments of regular divisions. Attempts to attach them to lighter
elements often resulted in either slowing down the unit or get left alone and
be picked on by faster enemy units.

Their performance was recorded as adequate until the latter years of the SLDF,
during the periphery uprising they were detached from their units in an attempt
to hunt down enemy forces, but suffered disproportionate losses. Many were
rotated back to units in the Hegemony to free up more powerful units to fight
in the Periphery uprising.

As a result many SLDF units that would normally have been equipped with medium,
heavy or assault units had a much larger proportion of light mechs in their

The subsequent Amaris coup meant that many key units had to bear the brunt of
the invasion with limited resources, overall the Fairfaxes fought hard, but
were unable to stem the tide.

By the time of Kerensky retook Terra, over 92% of all Fairfaxes had been either
lost, scrapped or abandoned. This was the highest loss ratio of any mech to

About half left with Kerensky, the remainder finding easy employ with the
Succesor States that lacked comparable designs. The two factories fell into
the hands of Houses Davion and Marik, but were ultimately destroyed in the
early days of the Second Succession War.

By the 2900's, the lack of spare parts forced owners to replace their heat
sinks with less efficient ones. This often caused high heat spikes that were
never forseen by its designers and caused the particular endo steel structure
to become brittle over time, resulting in major skeletal failure.

A fix was found by downgrading the engine to a ligher 140 rated engine and use
a standard internal structure, while adding three standard heat sinks, allowed
designers to retain the original weapon loadout. While it solved many problems
it made the mech slow and even more vulnerable to attacks by faster units that
could easily wear down the Fairfax or simply overwhelm it as it could not even
outrun many heavy and assault class mechs.

The Fairfax did make a comeback in the 3060's, reverting to the original
configuration and found a new task as a Clan Battlearmour hunter.

A more advanced version switching the lasers for ER models was first spotted in

Equipment Type Rating Mass
Internal Structure: Endo-Steel 58 points 2,00
Internal Locations: 3 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine: Fusion Engine 175 7,00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: 3 RT
Gyro: Standard 2,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 112 7,00
CASE Locations: 1 LT 0,50

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 17
Center Torso (rear) 4
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 11
L/R Leg 8 14

Equipment Location Heat Critical Mass
Medium Laser RA 3 1 1,00
Machine Gun RA 0 1 0,50
Small Laser RA 1 1 0,50
Medium Laser LA 3 1 1,00
Machine Gun LA 0 1 0,50
Small Laser LA 1 1 0,50
LRM-10 LT 4 2 5,00
2 Medium Lasers CT 6 2 2,00
Small Laser HD 1 1 0,50
@LRM-10 (12) LT - 1 1,00
@MG (200) LT - 1 1,00
Free Critical Slots: 14

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10
5 4 3 1 0 1 0 Structure: 3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
02/07/15 06:00 PM

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Like a mix between my Viceroy and Sharp Shot....
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