Vulcan VL-5T



Vulcan VL-5T



BattleMech Technical Readout


Type/Model: Vulcan VL-5T
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 40 tons
Chassis: MatherTech 500 Standard
Power Plant: 240 Pitban Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Model 9 Pitban Standard Jump Jets
   Jump Capacity: 180 meters
Armor Type: StarGuard I Standard
Armament:
4 Randell Medium Lasers
1 Firestorm Flamer
1 Sperry Browning Machine Gun
Manufacturer:    MatherTechno Incorporated
   Location:    Northwind
Communications System:    Hartford 200S
Targeting & Tracking System: Hartford TA10
Overview:

         The need for a strong anti-infantry ‘Mech with offensive capabilities was realized during the battles against Stefan the Usurper. In many conflicts, especially urban combat, infantry could render smaller ‘Mechs inoperative. To solve this problem, MatherTechno Inc. introduced the VL 2-T Vulcan.
         This BattleMech reached the front line during General Kerensky’s landings on Earth, where it earned a reputation as a tough urban fighting machine. Its flamer system, machine gun, and heavy armor performed effectively against infantry. The autocannon system was originally designed as an anti-‘Mech system, but served well in city fighting.

Capabilities:

         The Vulcan is fully equipped with jump jets, making it unique in urban warfare and threatening to larger BattleMechs. Also, its rear-mounted jets are specially vented to reduce heat in its rear areas.
         The Vulcan’s weaponry systems include the reliable Armstrong autocannon. Though introduced as an anti-‘Mech measure, it was used more as an anti-building measure when more and more Vulcans found themselves stationed in city areas.
         The Vulcan’s armor is not very strong, but does provide more than ample protection against most smaller weapons. This ‘Mech is rarely assigned without some larger BattleMech support in an all-out fight. As the actual alignment of the ‘Mech is narrow and difficult to target, it is difficult to hit in combat. Many MechWarriors have commented that the Vulcan looks like a scarecrow’s clothes hung out to dry.
         The absence of manipulative hands is the ‘Mech’s only drawback. Though not a major hindrance, it does limit its close combat capabilities against other ‘Mechs.

Battle History:

         At the start of the First Succession War, every major House had control of a sizable number of Vulcan Class BattleMechs. MatherTechno’s facilities on Northwind fell in the first few months of bombing, leaving several supply dumps of Vulcan parts within the Federated Suns’ control.
         House Liao maintained a large number of these ‘Mechs along the Marik border during the First Succession War. The largest concentration was on the planet Sappho, which fell to House Marik at the outbreak of the Second Succession War. As a result, House Liao has the fewest number of Vulcans in service.
         House Davion used this ‘Mech extensively to regain control of Kentares IV from Kurita. Vulcans led the Davion counterattack in the cities of Amishton and Davisbury to flush out the Kurita infantry. Though the ‘Mechs’ flamers devastated most of these large metropolises, the Kurita garrisons in both cities were captured or killed during the sieges.
         House Kurita’s raid on Dobson in 3020 used most of the Vulcans within the Draconis Combine. The raid decimated several key Davion AeroSpace Fighter bases, thus setting the stage for future advances into the area, especially to the world of Galtor.

Variants:

         As the Successor Houses lack the research facilities necessary to modify the armor and chassis of this complex ‘Mech, MatherTechno built most of the variants several hundred years ago.
         The most common variant is the VL 5-T, which replaces the Armstrong autocannon with slightly more armor and several Maxum medium lasers. This ‘Mech design is used mostly by the Federated Suns.

Notable ‘Mechs & MechWarriors:

MechWarrior Richard Timms
         Richard Timms is the last heir of the Timms family, and he has sold all the remaining family lands to support his ‘Mech. Wounded and unable to produce future heirs to serve for the Federated Suns, he has used his money to maintain his good times and to keep his Vulcan in perfect working condition. Most of his commanding officers see little or no use for Timms. They realize that he is not well and will die within the next three years from an incurable disease. Richard has made quite a name for himself under the flag of House Davion.

Lieutenant Sondra Stoverston
         Sandra is assigned to House Steiner’s Arcturan Guards as commander of one of the lead battle lances. Her Vulcan is painted a brownish-red and named the Bloodlust after her attitude toward combat. Sondra is a major threat to any infantry unit, with a reputation for killing platoons to the last person. Her skill at the controls of her Vulcan are well-documented. While her commanding officers do not condone some of her tactics, they also realize that she is one of the best MechWarriors in the regiment.

MechWarrior Wormmel Hide
         Wormmel was assigned to the Fusiliers of Oriente before being drummed out for unknown reasons. He managed to work his way to Redjack Ryan, who currently employs him. Although he cannot brag about his ‘Mech’s condition, Hide is a competent pilot who has honed his skills to fight against House Marik.


Type/Model: Vulcan VL-5T
Mass: 40 tons
Equipment:   Crits Mass
Internal Structure: 67 pts Standard 0 4.00
Engine: 240 6 11.50
   Walking MP: 6    
   Running MP: 9    
   Jumping MP: 6    
Heat Sinks: 12 Single 3 2.00
   (Heat Sink Loc: 1 LT, 1 LL, 1 RL)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00
Armor Factor: 112 pts Standard 0 7.00

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 12 15
  Center Torso (Rear):   6
  L/R Side Torso: 10 12/12
  L/R Side Torso (Rear):   4/4
  L/R Arm: 6 11/11
  L/R Leg: 10 14/14

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Medium Laser LT 3   1 1.00
3 Medium Lasers RT 9   3 3.00
1 Flamer RA 3   1 1.00
1 Machine Gun LA 0 200 2 1.50
   (Ammo Loc: 1 LT)
6 Standard Jump Jets:     6 3.00
   (Jump Jet Loc: 2 LT, 2 RT, 2 CT)
TOTALS:   15   45 40.00
Crits & Tons Left:       33 .00

Calculated Factors:
Total Cost: 3,558,100 C-Bills
Battle Value: 744
Cost per BV: 4,782.39
Weapon Value: 436 / 436 (Ratio = .59 / .59)
Damage Factors:    SRDmg = 16; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 6J,   Armor/Structure: 3/3
    Damage PB/M/L: 2/1/-,   Overheat: 1
    Class: MM,   Point Value: 7

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