BattleMech Technical Readout

Type/Model: Ostscout OTT-7J
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 35 tons
Chassis: Kell/S Standard
Power Plant: 280 VOX Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: 8 Ostmann Sct-A Standard Jump Jets
   Jump Capacity: 240 meters
Armor Type: Durallex Light Standard
Armament:
1 Tronel II Medium Laser
Manufacturer:    Kong Interstellar Corporation
   Location:    (Unknown)
Communications System:    Barret 4000
Targeting & Tracking System: TRSS.2L3


Overview:

       The Ostscout was designed for one purpose: scouting.   Its maneuverability, high speed, and jump capacity allow it to avoid trouble easily.   Poorly gunned and armored, it can only engage the lightest of 'Mechs with a reasonable assurance of victory.
       Enhanced sensor arrays and a high-resolution targeting and tracking system supply the OTT with a constant stream of data about its surroundings.   Powerful narrow-band communications equipment allows the Ostscout to report from deep inside enemy territory.

Capabilities:

       With a maximum speed of 129.6 kilometers per hour, the Ostscout can cover ground quickly.   Specialized equipment allows it to map as it goes, recording environmental, hydrological, and geological information.   Unusual features are automatically noted and brought to the pilot's attention by the onboard-systems.
       To avoid interference from the magneto hydrodynamic systems, the sensor arrays were installed outside the main chassis.   The OTT uses its actuator systems to aim its sensor arrays.
       The Ostscout often travels slowly through interesting areas, waving the arrays in seemingly random patterns.   During these periods of maximum-intensity scanning, the OTT is vulnerable to attack because it is accumulating data faster than it can process it.   The approach of enemy units often goes unnoticed until they open fire.   However, if the first salvo does not cripple the Ostscout, it will very likely escape.
       Not only is the Ostscout equipped with a jump capability of 240 meters, but it also has sufficient heat sink capacity to dissipate all the heat that such maneuvers generate.   If it jumps only 210 meters, the Ostscout can also fire its laser without overheating.   The OTT's ability to jump and fight allows it to escape from trouble quickly.   Although technicians have developed a variety of plausible strategies to trap 'Mechs such as the OTT, there seems to be a substantial gap between theory and practice.
       Because the Ostscout has a history of avoiding firefights whenever possible, many are in mint condition and still possess their original League sensor arrays and data evaluation systems.   Because these systems are nearly unique today, commanders have consistently attempted to keep the Ostscout out of battle.

Battle History:

       The Ostscout often contributes invaluable information.   A successful scouting mission can eliminate most guesswork required for any offensive.   Exact information about topography and enemy disposition are vital.   The history of the Ostscout is a list of daring missions deep behind enemy lines accumulating such information.   During the Rebellion of 3010, Janos Marik used Ostscouts extensively to gain information on rebel movements and strengths. In 2950, OTTs were used on Thule to hunt down the last members of one of Valasek's raiding parties.   All through the winter of 3001, Ostscouts scoured the surface of Kasai IV, looking for a League parts deposit, and finding only empty bunkers.
       In early September of 3021, four Ostscouts were dropped over New Ivaarsen by Draconis Combine DropShips.   Their mission was to scout possible landing sights for a Kurita invasion force.   Throughout the following five weeks, the OTTs were on the run from Davion patrols and search parties.   Despite this near-constant pursuit, the Ostscouts managed to accumulate all necessary information and signal the invasion fleet.   Of the four scouts, only one was slightly damaged.
       The Thousand Kilometer Chase took place in 3024.   Due to a computer error, an Ostscout was dropped nearly a thousand kilometers behind enemy lines.   MechWarrior Mary Finn of the Chesterton Reserves earned her nickname of "Hopscotch" because of her incredible success in avoiding the three regiments of Smithson's Chinese Bandits massing there for an offensive.   During the ten-hour ordeal, Finn managed to accumulate enough information to allow the Capellan Confederation to launch an effective counter-attack.

Variants:

       Because of its valuable nature as a scout, all Ostscouts still in service retain their original configuration.

Notable 'Mechs & MechWarriors:

MechWarrior Mary "Hopscotch" Finn
       This daring pilot enjoys long scouting missions and seems to thrive on the danger involved.   Although her 'Mech has never been seriously damaged, she has come close to disaster twice: once during the Thousand Kilometer Chase and once during a recon mission on Demeter.   In addition to her skills as a pilot, she is also a top Tech who insists on doing her own maintenance.   She is particularly protective of her Ostscout's valuable and irreplaceable sensor arrays.   Without them, her 'Mech would be assigned to regular duty, and she has no delusions about her chances in battle.

MechWarrior Igor Minski
       Since his desertion from the Davion Guards in 2994, Minski has been in the employ of Hendrik III, earning a high salary for his services.   Ostscouts are rarely available to the Bandit Kings, and so Minski has been appointed to the Hendrik's personal guard as insurance against surprise attacks.

MechWarrior Steven Graham
       As a member of Wolf's Special Recon Group, Steven has scouted all types of terrain but finds cities most to his liking.   He will usually jump his Ostscout from roof to roof, coming down to street level only when absolutely necessary.   This practice nearly killed him on Hesperus II when a building collapsed under his 'Mech.   Only quick action by a nearby lance of Dragoons saved the 'Mech from being crushed.   Despite this, Graham continues his roof-hopping habits.   He maintains that it is the best way to see the town.


Type/Model: Ostscout OTT-7J
Mass: 35 tons
Equipment:   Crits Mass
Internal Structure: 58 pts Standard 0 3.50
Engine: 280 6 16.00
   Walking MP: 8    
   Running MP: 12    
   Jumping MP: 8    
Heat Sinks: 10 Single 0 .00
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 72 pts Standard 0 4.50

    Internal Armor
    Structure Value
  Head: 3 6
  Center Torso: 11 12
  Center Torso (Rear):   4
  L/R Side Torso: 8 9/9
  L/R Side Torso (Rear):   2/2
  L/R Arm: 6 6/6
  L/R Leg: 8 8/8

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Medium Laser CT 3   1 1.00
8 Standard Jump Jets:     8 4.00
   (Jump Jet Loc: 4 LT, 4 RT)
TOTALS:   3   40 35.00
Crits & Tons Left:       38 .00

Calculated Factors:
Total Cost: 3,416,760 C-Bills
Battle Value: 497
Cost per BV: 6,874.77
Weapon Value: 113 / 113 (Ratio = .23 / .23)
Damage Factors:    SRDmg = 5; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 8J,   Armor/Structure: 2/3
    Damage PB/M/L: 1/1/-,   Overheat: 0
    Class: ML,   Point Value: 5


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