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HER-2S HERMES II

In document 35121 - Technical Readout 3039 (Page 125-128)

Type: Hermes II

Technology Base: Inner Sphere Tonnage: 40

Battle Value: 784

Equipment Mass

Internal Structure: 4

Engine: 240 11.5

Walking MP: 6

Running MP: 9

Jumping MP: 0

Heat Sinks: 10 0

Gyro: 3

Cockpit: 3

Armor Factor: 120 7.5

Internal Armor

Structure Value

Head 3 9

Center Torso 12 17

Center Torso (rear) 6

R/L Torso 10 14

R/L Torso (rear) 5

R/L Arm 6 11

R/L Leg 10 14

Weapons

and Ammo Location Critical Tonnage

Medium Laser RA 1 1

AC/5 RT 4 8

Ammo (AC) 20 LT 1 1

Flamer LA 1 1

VL-2T VULCAN 124

Mass: 40 tons

Chassis: Mather Tech 500 Power Plant: Pitban 240 Cruising Speed: 64 kph Maximum Speed: 97 kph Jump Jets: Model 9 Pitban

Jump Capacity: 180 meters Armor: StarGuard I

Armament:

1 Armstrong Autocannon 2 1 Randell Medium Laser 1 Firestorm Flamer

1 SperryBrowning Machine Gun

Manufacturer: Nimakachi Fusion Products Ltd, Coventry Metal Works

Primary Factory: Tematagi (Nimakachi), Coventry (CMW)

Communications System: Hartford 200S Targeting and Tracking System: Hartford TA10

Overview

As the Star League Defense Force drove into the Rim Worlds Republic-occupied Terran Hegemony, the need for an eff ective anti-infantry ’Mech was illustrated when many League ’Mechs were lost to Republic infantry. The bitter close-quarters fi ghting on the streets of the greatest cities of the Inner Sphere secured the Vulcan’s birth.

When the MatherTechno Inc. production lines on Northwind were liberated by the advancing SLDF, General Aleksandr Kerensky had it converted to manufacture the new Vulcan anti-infantry BattleMech design. MatherTechno was destroyed within months of the fall of the Star League,

but the design specifi cations fell into the hands of the Lyran Commonwealth and Free Worlds League. The Vulcan remained in limited production throughout the Succession Wars.

Capabilities

The Vulcan is fully equipped with jump jets, giving it unparalleled mobility in its intended role as an urban fi ghter. The rear-mounted jets are specially vented to reduce heat build-up.

Weaponry includes a light but exceptionally reliable Armstrong autocannon. Initially intended for an anti-’Mech role, it more often sees service as an anti-building weapon. A medium laser serves as backup to the autocannon, but the Vulcan’s primary weapons are the rapid-fi re SperryBrowning machine gun and Firestorm fl amer. Both weapons are guaranteed to send enemy infantry scurrying for safety.

The Vulcan’sarmor is not strong for a medium-class BattleMech but provides ample protection against small arms fi re from the infantry it was designed to eradicate.

In addition, the ’Mech presents a narrow silhouette that makes it a diffi cult target, and its profi le earned the Vulcan the nickname of “Scarecrow.”

The absence of manipulative hands is the ’Mech’s only drawback. Though not a major hindrance, it limits its close combat capabilities against other ’Mechs.

Deployment

The Vulcan reached the front lines during General Kerensky’s landings on Terra, where it served with the Volunteer Regiments and earned a reputation as a tough urban fi ghting machine. After the fall of the Star League, every major House secured a sizable number of Vulcans.

With only the Lyran Commonwealth and Free Worlds League able to manufacture the design, the majority of operational Vulcans are now found in their forces.

House Davion used the Vulcan extensively to regain control of Kentares IV from House Kurita. Vulcans led the Davion counterattack in the cities of Amishton and Davisbury to fl ush out the Kuritan infantry. Though the

’Mechs’ fl amers devastated most of these depopulated metropolises, they successfully captured or killed the Kuritan garrisons in both cities.

House Liao deployed many of its Vulcans on the planet Sappho, and many were lost when the world fell to House

Marik during the First Succession War. As a result, House Liao has the fewest number of Vulcans in service of any of the Great Houses.

Variants

MatherTechno experimented with several variants. The most common is the VL-5T, which replaces the Armstrong autocannon with two tons of armor, two heat sinks, and three Maxum medium lasers. Many of the Federated Suns Vulcans are of this type.

Notable MechWarriors

MechWarrior Richard Timms: Richard Timms is the last heir of the famous Timms family. Suff ering from Bethold Syndrome (an incurable disease), Timms had a handful of years left to live. He sold all the remaining family lands and used the money to maintain an extravagant lifestyle and to keep his Vulcan in perfect working condition. But when a copy of the Helm Memory Core reached the NAIS, everything changed for Timms. Among the fi rst technological wonders recovered was a cure for Bethold Syndrome.

Given a new lease of life, Richard continues to serve in the Third Davion Guards and has secured his name under the fl ag of House Davion.

Leutnant Sondra Stoverston: Sondra commands a medium lance in Steiner’s Twentieth Arcturan Guard, and is considered one of the best MechWarriors in the regiment. Her Vulcan, “Bloodlust,” is painted a brownish-red and refl ects her attitude toward combat. Sondra is a major threat to any infantry unit, with a reputation for killing platoons to the last person.

During the Fourth Succession War, Sondra participated in the fi ghting around Lake Noswe on Buckminster. The Mechanized infantry attached to the Sixth Arkab Legion broke and ran rather than face Sondra and her Bloodlust.

MechWarrior Wormmel Hide: Wormmel was assigned to the Fusiliers of Oriente. Drummed out for unknown reasons, he drifted into employment with the notorious Redjack Ryan. His ’Mech is in poor shape, but Hide is a competent MechWarrior who has honed his skills to fi ght against House Marik.

MEDIUM ’MECHS

125

VL-2T VULCAN

Type: Vulcan

Technology Base: Inner Sphere Tonnage: 40

Battle Value: 642

Equipment Mass

Internal Structure: 4

Engine: 240 11.5

Walking MP: 6

Running MP: 9

Jumping MP: 6

Heat Sinks: 10 0

Gyro: 3

Cockpit: 3

Armor Factor: 80 5

Internal Armor

Structure Value

Head 3 8

Center Torso 12 10

Center Torso (rear) 6

R/L Torso 10 8

R/L Torso (rear) 4

R/L Arm 6 6

R/L Leg 10 10

Weapons

and Ammo Location Critical Tonnage

AC/2 RT 1 6

Ammo (AC) 45 RT 1 1

Medium Laser LT 1 1

Flamer RA 1 1

Machine Gun LA 1 .5

Ammo (MG) 200 LT 1 1

Jump Jets CT 2 1

Jump Jets RT 2 1

Jump Jets LT 2 1

In document 35121 - Technical Readout 3039 (Page 125-128)