| Type/Model: |
Mercury MCY-98 |
| Tech: |
Inner Sphere / 3025 |
| Config: |
Biped BattleMech |
| Rules: |
Level 1, Standard design |
| |
|
| Mass: |
20 tons |
| Chassis: |
Bergan MX II Standard |
| Power Plant: |
160 LTV Fusion |
| Walking Speed: |
86.4 km/h |
| Maximum Speed: |
129.6 km/h |
| Jump Jets: |
None |
| Jump Capacity: |
0 meters |
| Armor Type: |
Star Slab Standard |
Armament:
2 Martell Medium Lasers
2 Small Lasers
Manufacturer: Mitchell Vehicles
Location: Graham IV
Communications System: Datacom
Targeting & Tracking System: Scarborough Track
Overview:
The unveiling of the Mercury was heralded as the dawn of a new age in BattleMech design. Billed as an obvious successor to the aging Stinger and Wasp, the Mercury answered many dreams of scout lance pilots.
Initial specifications called for the light 'Mech to be faster and better armed than any other in its class, all without a reduction in armor.
Deployed for the first time in 2742, the Mercury was an electronic marvel, the showpiece of the Star League Defense Forces. At the unveiling, Mitchell Vehicles spokesmen described multiple breakthrough systems only in general terms, and none of the new 'Mechs were allowed outside the direct control of the Regular Army.
Up to the time of the Exodus, the new Mercury 'Mechs remained posted with units that were stationed on Terra, and at the factory on Graham IV. All these units left with General Kerensky. The highest concentration to remain behind were with the Eighth Recon Battalion of the Third Regimental Combat Team, known as the Eridani Light Horse, which later became a renowned mercenary unit. The Eighth lost all twelve of the its Mercury 'Mechs during fighting on Sendai in 2798.
Over the years, replacement parts for the Mercury's more exotic electronic equipment have become more and more difficult to find. The specialized myomer that allowed the Mercury to put on great bursts of speed is no longer available, nor is the advanced composite armor with which the 'Mech was originally equipped. As a result, the remaining operational Mercurys must make do with inferior replacement parts.
Capabilities:
With its high speed and energy-based weapons, the Mercury is an ideal scout and raider, capable of remaining in the field as long as the pilot is able to withstand the stresses of battle.
The few critics of the design decry the Mercury's lack of jump jets, pointing out that in combat conducted in built-up areas such as a city, the ability to jump gives a smart pilot the ability to get behind an opponent and attack the weaker rear armor. Despite this apparent drawback, the Mercury is well accepted by light lance commanders, because urban combat is far less common in 3025 than it was during the First and Second Succession Wars. Though comparable in weight to the Stinger or Wasp, the Mercury's heavier weapons and armor give it a decided edge in combat, and its superior ground speed allows it to quickly withdraw from larger opponents.
The Hessen IX small lasers in the head and the center torso are a matched pair. The lasers are slipped into place, bolted down and connected in three places to the power circuits and cooling feeds. If the lasers are damaged or destroyed, the bolts can be removed and the entire system replaced, usually within minutes. This modular replacement system was expected to revolutionize the logistical support of field units, but the Exodus and First Succession War effectively put an end to any radical departure from standard military procedure.
Though both Martell medium lasers use the same type of barrel and targeting feeds, they feature completely distinct power systems. The right arm laser diffuses the power all along the upper and lower arm, housing redundant systems in both sections to provide backup capabilities should one part of the arm be damaged. The torso mount, however, clusters the entire system into a compact area. Any damage to the torso, other than a direct hit on the power system, is likely to pass through, missing the laser entirely.
| Type/Model: |
Mercury MCY-98 |
| Mass: |
20 tons |
| Equipment: |
|
Crits |
Mass |
| Internal Structure: |
33 pts Standard |
0 |
2.00 |
| Engine: |
160 |
6 |
6.00 |
| Walking MP: |
8 |
|
|
| Running MP: |
12 |
|
|
| Jumping MP: |
0 |
|
|
| Heat Sinks: |
10 Single |
4 |
.00 |
| (Heat Sink Loc: 2 LL, 2 RL) |
| Gyro: |
|
4 |
2.00 |
| Cockpit, Life Support, Sensors: |
5 |
3.00 |
| Actuators: |
L: Sh+UA+LA+H, R: Sh+UA+LA+H |
16 |
.00 |
| Armor Factor: |
64 pts Standard |
0 |
4.00 |
| |
|
Internal |
Armor |
| |
|
Structure |
Value |
| |
Head: |
3 |
6 |
| |
Center Torso: |
6 |
8 |
| |
Center Torso (Rear): |
|
4 |
| |
L/R Side Torso: |
5 |
7/7 |
| |
L/R Side Torso (Rear): |
|
3/3 |
| |
L/R Arm: |
3 |
6/6 |
| |
L/R Leg: |
4 |
7/7 |
| Weapons & Equipment: |
Loc |
Heat |
Ammo |
Crits |
Mass |
| 1 Medium Laser |
LT |
3 |
|
1 |
1.00 |
| 1 Small Laser |
HD |
1 |
|
1 |
.50 |
| 1 Medium Laser |
RA |
3 |
|
1 |
1.00 |
| 1 Small Laser |
CT |
1 |
|
1 |
.50 |
| TOTALS: |
|
8 |
|
39 |
20.00 |
| Crits & Tons Left: |
|
|
|
39 |
.00 |
| Calculated Factors: |
| Total Cost: |
1,580,440 C-Bills |
| Battle Value: |
484 |
| Cost per BV: |
3,265.37 |
| Weapon Value: |
209 / 209 (Ratio = .43 / .43) |
| Damage Factors: |
SRDmg = 10; MRDmg = 1; LRDmg = 0 |
| BattleForce2: |
MP: 8, Armor/Structure: 2/2 |
| |
Damage PB/M/L: 2/1/-, Overheat: 0 |
| |
Class: ML, Point Value: 5 |