| Type/Model: |
Enforcer ENF-4R |
| Tech: |
Inner Sphere / 3025 |
| Config: |
Biped BattleMech |
| Rules: |
Level 1, Standard design |
| |
|
| Mass: |
50 tons |
| Chassis: |
Dorwinion Standard |
| Power Plant: |
200 Nissan Fusion |
| Walking Speed: |
43.2 km/h |
| Maximum Speed: |
64.8 km/h |
| Jump Jets: |
4 McCloud Specials Standard Jump Jets |
| Jump Capacity: |
120 meters |
| Armor Type: |
Starshield Standard |
Armament:
1 Federated Autocannon/10
1 ChisComp 43 Special Large Laser
1 ChisComp 32 Small Laser
Manufacturer: Achernar BattleMechs
Location: New Avalon
Communications System: Achernar Electronics HICS-11
Targeting & Tracking System: Federated Hunter
Overview:
Created as a result of Duke Davion's interest in autocannons, the ENF-4R Enforcer performs as a mobile barrage vehicle. In this key combat role, it will lay down a fast and withering pattern of fire with its autocannon and lasers, either as a prelude to an offensive or to blunt an approaching enemy's attack.
The Enforcer is based on ideas gleaned from detailed plans of an unbuilt 'Mech design that Davion forces discovered in an engineering library at Achernar. Though those plans called for two medium lasers on the left arm, Davion engineers discovered that the 'Mech was structurally strong enough to handle a heavy laser instead. This proved a better weapon because the heavy laser's range matches that of a Class 10 autocannon. The Enforcer was commissioned by House Davion in 2777.
Capabilities:
Besides being a barrage vehicle, the Enforcer can also serve passibly as a trooper 'Mech. Though it has no hands, the 'Mech is a good brawler with good jump capability. Its front torso armor allows it to stand exposed to attack for short periods, while pounding out its own punishment. What the Enforcer cannot take are attacks to its rear torso, where its armor is weaker than that of even some light 'Mechs.
The autocannon, built by government weapon works, is an excellent large-caliber model. The weapon is packed within a cooling jacket, which doubles as protection for its sensitive innards when the 'Mech is in a brawl. The autocannon's massive recoil is also efficiently controlled, which reduces the amount of 'Mech shudder and permits the pilot to fire his other weapons simultaneously without worrying about his aim.
The only real problem with the mating of autocannon and 'Mech was, predictably, the feed system. Many an Enforcer prototype has its weapon jam. In some cases, the jamming round exploded, blowing off the 'Mech's entire arm and injuring the MechWarrior.
As good as the autocannon is, the Enforcer's one major flaw is that it can carry only ten rounds for it. Attempts to boost the number of rounds carried have proved either unreliable or have slowed the 'Mech down.
To meet this problem, Enforcers use big, ten-round clips that are easily slipped into and out of the 'Mech's back. If possible, a truck and crane system are parked close to Enforcers during battle to allow quick reloading of the 'Mech's autocannon. If the battle is too mobile and the Enforcer has no opportunities to reload, its pilot has no option but to mother his ten shots.
In the hands of a good MechWarrior, the Enforcer can stand up well against almost all other 'Mechs in one-on-one combat. Only those 'Mechs whose armor can withstand more than two or three autocannon or laser-fire hits are too tough for the Enforcer to handle alone.
The Enforcer is also an excellent city sniper. If its pilot is familiar with the city, he can hit and run many times, returning to base to be reloaded while the enemy force flounders about looking for him.
Battle History:
Used throughout the history of the Federated Suns, the Enforcer has participated honorably in countless battles.
In the defense of New Avalon, unattached Enforcers were assembled into a sniper troop whose purpose was to harass the enemy as it marched through the deserted city of Selby. Though all these Enforcers were eventually hunted down and destroyed, it was only after they had inflicted much damage, buying the Davion forces enough time to regroup.
At the offense on Capra in the First Succession War, the Enforcers of the 2nd Crucis Lancers are credited with laying down such a concentrated barrage of autocannon fire that the opposing forces withdrew before the Enforcers had even finished. A minor legend grew up around that engagement. Lieutenant Cyril Sombelbime, commander of an all-Enforcer lance, was heard exhorting his group to fire "until your cannon glows. If need be, until it explodes!" According to the story, the lieutenant's autocannon did indeed start to glow, and its eventual explosion killed the prophetic officer.
In the assault on Tannil in the Second Succession War, Enforcers were doubly important. As part of the initial group of 'Mechs to drop onto the planet, they were responsible for setting up a secure perimeter within which the remainder of the assault forces could safely land. After all the troops were down and assembled, Enforcers then participated in the move toward the city objective.
Variants:
In an effort to alleviate the Enforcer's worst flaws, engineers have been attempting to up the number of shells the 'Mech can carry. Removing the small laser and implanting another ton of ammo seemed the obvious route. The problem is that the linkages and mechanics of sending a shell from the left torso to the right arm is extremely complicated. Even worse, the only way to bypass the 'Mech's engine is to route the ammo toward the back. Such routing would mean that even a minor hit to the 'Mech's back would totally jam its autocannon.
Efforts are therefore now underway to rebuild the Enforcer's entire torso, using a newer and more compact engine. Whether this will result in a new Enforcer model or a completely new 'Mech design remains to be seen.
Notable 'Mechs & MechWarriors:
MechWarrior Colin McBurnham
Of proud Scottish descent, Colin is well known for cursing in Scotch Gaelic during the heat of battle. His 'Mech, the Bannockburn, is painted in his family's dark green, brown, and blue kilt colors. Its unmistakable appearance sometimes so intimidates McBurnham's foes that he can make an easy kill.
Colin's specialty is city fighting. He loves the tense anticipation of waiting for an opponent to blunder into his gunsight. One tactic for which he is famous has him hiding in a dark alley while a column of enemy 'Mechs passes by. Just as the last in line moves past, Colin reaches out to grab and kill it, without so much as a shout or scrape of metal. After the first such score, Colin's regimental commander found it almost impossible to believe the man could kill so silently. In the next battle, he tagged along with Colin, waiting for a demonstration of this extraordinary skill. Colin complied, impressing as well as terrifying even his commander.
MechWarrior Sarah Nealson
Tall and beautiful, Sarah has earned a reputation as a fearless fighter who will stand up and face withering enemy fire without the least hesitation. In turn, her aim is deadly. As a member of the Davion Heavy Guards, she has had plenty of chances to demonstrate her devil's eye.
| Type/Model: |
Enforcer ENF-4R |
| Mass: |
50 tons |
| Equipment: |
|
Crits |
Mass |
| Internal Structure: |
83 pts Standard |
0 |
5.00 |
| Engine: |
200 |
6 |
8.50 |
| Walking MP: |
4 |
|
|
| Running MP: |
6 |
|
|
| Jumping MP: |
4 |
|
|
| Heat Sinks: |
12 Single |
4 |
2.00 |
| (Heat Sink Loc: 2 LT, 2 RT) |
| Gyro: |
|
4 |
2.00 |
| Cockpit, Life Support, Sensors: |
5 |
3.00 |
| Actuators: |
L: Sh+UA+LA, R: Sh+UA+LA |
14 |
.00 |
| Armor Factor: |
144 pts Standard |
0 |
9.00 |
| |
|
Internal |
Armor |
| |
|
Structure |
Value |
| |
Head: |
3 |
9 |
| |
Center Torso: |
16 |
23 |
| |
Center Torso (Rear): |
|
4 |
| |
L/R Side Torso: |
12 |
17/17 |
| |
L/R Side Torso (Rear): |
|
3/3 |
| |
L/R Arm: |
8 |
14/14 |
| |
L/R Leg: |
12 |
20/20 |
| Weapons & Equipment: |
Loc |
Heat |
Ammo |
Crits |
Mass |
| 1 Autocannon/10 |
RA |
3 |
10 |
8 |
13.00 |
| (Ammo Loc: 1 RT) |
| 1 Large Laser |
LA |
8 |
|
2 |
5.00 |
| 1 Small Laser |
LT |
1 |
|
1 |
.50 |
| 4 Standard Jump Jets: |
|
|
|
4 |
2.00 |
| (Jump Jet Loc: 2 LL, 2 RL) |
| TOTALS: |
|
12 |
|
48 |
50.00 |
| Crits & Tons Left: |
|
|
|
30 |
.00 |
| Calculated Factors: |
| Total Cost: |
3,536,876 C-Bills |
| Battle Value: |
895 |
| Cost per BV: |
3,951.82 |
| Weapon Value: |
699 / 699 (Ratio = .78 / .78) |
| Damage Factors: |
SRDmg = 16; MRDmg = 10; LRDmg = 1 |
| BattleForce2: |
MP: 4J, Armor/Structure: 4/4 |
| |
Damage PB/M/L: 3/2/-, Overheat: 0 |
| |
Class: MM, Point Value: 9 |