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Lampray
Introduced: Early 3062
Tech:  Clan / 3060
Configuration:  Biped OmniMech
Rules:  Level 2, Standard design
Mass:  35 tons
Chassis:  Endo Steel
Power Plant:  245 XL Fusion
Walking Speed:  75.6 km/h
Maximum Speed:  118.8 km/h
Jump Jets:  None
Jump Capacity:  0 meters
Armor Type:  Ferro-Fibrous
Armament:  15 tons of pod space available
Manufacturer:  (Unknown)
  Location:  (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)


Overview
Experience from the past decade of fighting led Clan Diamond Shark leaders to the conclusion that one of the clans largest deficiencies has been in the area of scouting and combat maneuvering.  To counter this they directed the science caste to develop a ‘Mech that had the speed necessary to perform the roles of scout and scout hunter.  After nearly a decade of development and trials, the Lampray was accepted began production.

Capabilities
The Primary configuration of the Lampray is a combination of some of the most versatile weapons in the clan inventory.  A Large Pulse Laser and two Medium Pulse Lasers provide firepower with enough accuracy to quickly take down light and medium ‘Mechs.  The LRM10 provides a long range punch if the target attempts to flee, though few ‘Mech can run from this high-speed hunter.  An Extended Range Small Laser increases the hitting power if the ‘Mech is rushed.  This variant also has potential as a light striker ‘Mech for fast raids and flanking attacks.

The Alpha configuration is suited for scouting and the defense of the flanks of a main advance (a lesson learned from Tukayyid).  An Active Probe and TAG allow for detection of hidden opponents and targeting them for artillery fire while the ECM suite degrades the enemies ability to do the same.  Paired, torso mounted, LRM5s allow give enough long range fire to pin an enemy in place if detected early.  For close up combat, such as detection of hidden units nearby, a triangle of one Extended Range Medium Laser and two Medium Pulse Lasers mounted in the right arm and a Streak SRM6 in the left arm can make short work of lighter targets and buy enough time for the Lampray to fallback if heavier units are encountered.

Configuration Beta is a lethal combination used for head hunting of opposing force commanders.  A deadly Clan Extended Range PPC is mounted on the left side of the ‘Mech in similar style to the Gauss Rifle on the Shadow Cat Prime.  Increasing the lethality of the already deadly weapon is the addition of a Clan Targeting Computer.  Two Extended Range Medium Lasers, also linked to the Targeting Computer, supplement the ERPPC on closer ranged targets.   Survivability is increased by the inclusion of two, highly efficient, Clan Anti-Missile System with a ton of ammo each.

Alternate configuration Charlie, at first glance, does not seem to fit any of the rolls meant for this mech.  A high powered LB10-X with 2 tons of ammo give a solid hitting power and the Extended Range Medium Laser backs it up well enough.  The addition of a single LRM5 does not give enough power at long range to make a credible threat.  When the use of the ‘Mech was analyzed, it was found that this configuration was most often used when a strong anti-vehicle and anti-VTOL system was required.  Few clan forces use conventional vehicles, but many Inner Sphere militaries have large numbers of hovercraft and VTOLs used for recon.  The source for developing this variant now becomes apparent.

Variant Echo is a recent field modification of the recon dedicated Alpha variant.  The Diamond Sharks seem to be making use of large numbers of the recently developed Advanced Tactical Missile system and Heavy Lasers.  The electronics package of the A variant is maintained but the weapons are completely replaced.  An ATM12 in the left arm with 3 tons of ammo serve as the main punch of the mech.  The expanded targeting profile of the ATM ER ammo allow for first shot opportunities and support fire to other recon ‘Mechs in the star.  Two Heavy Medium Lasers in the right arm can devestate close range targets.  When combined with the ATM HE ammo, the close range power is matched by few ‘Mechs.


Battle History
Though few battles with the Lampray are published, the chatterweb has several hints to the capabilities of this mech.
ChatterWeb rumor has it that the Clan Coyote learned the lethality of this mech in a trial of possession for ProtoMech technology.  At the end of the trial, the Coyotes lost the designs to several ProtoMechs types and immediately challenged the Diamond Shark force to a trial for the Lampray design.  The loss of their Star Captain to a Lampray variant B ended this second trial.  Diamond Shark merchants later sold examples to the Coyotes to prevent further trials.  The terms of the deal are not known. In another engagement against an unmentioned opponent, a Lampray Prime was attacked by a 90 ton Inner Sphere design that had never been seen before and seems to be an advanced Rifleman replacement.  The Lampray made use of speed and terrain to avoid the ERLL and 4 LB5s of the Inner Sphere mech.  After losing the left arm and most of the armor protection on his ‘Mech, the Lampray pilot was able to strip the right torso of the heavier ‘Mech open and detonate the ammo stored there.  The ‘Mech is now under study by the Diamond Sharks to determine the capabilities of the design.


Deployment
Clan Diamond Shark is working hard to produce as many Lamprays as possible.  Already this ‘Mech has proved itself in the recent Possession Wars and the demand is high.  Diamond Shark merchants are also hard at work with the Lampray, selling limited quantities to Clan Star Adder and Clan Cloud Cobra for additional Heavy Laser and Slyph Battle Armor systems.


Type/Model:  Lampray Prime
Mass:  35 tons
Equipment:
                             Crits    Mass
Int. Structure:  Endo Steel
              7      2.00
(Endo Steel Loc: 2 LT, 3 RT, 1 LL, 1 RL)
Engine:  245 XL
                         10      6.00
   Walking MP:  7
   Running MP:  11
   Jumping MP:  0
Heat Sinks:  11 Double [22]
              4      1.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                    4      3.00
Cockpit, Life Supt., Sensors:            5      3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H  16       .00
Armor Factor:  115 pts Ferro-Fibrous     7      6.00
(Armor Crit Loc: 3 LT, 2 RT, 1 LL, 1 RL)


                        Internal  Armor
                       Structure  Value
   Head:                    3       9
   Center Torso:           11      18
   Center Torso (Rear):             4   
   L/R Side Torso:          8     14/14
   L/R Side Torso (Rear):          2/2
   L/R Arm:                 6     12/12
   L/R Leg:                 8     14/14



Primary Configuration
Weapons and Equipment   Loc  Heat  Ammo  Crits  Mass
Large Pulse Laser       RA    10           2    6.00
2 Medium Pulse Lasers   RA     8           2    4.00
LRM 10                  LA     4    12     2    3.50
  (Ammo Locations: 1 LA)
ER Small Laser          HD     2           1     .50

TOTALS:                       24          60   35.00
Crits & Tons Left:                        18     .00

Primary Configuration Calculated Factors:
Total Cost:  7,333,060 C-Bills
Battle Value:  1,476
Cost per BV:  4,968.2
Weapon Value:  1,473 / 1,473 (Ratio = 1.00 / 1.00)
Damage Factors:  SRDmg = 30; MRDmg = 21; LRDmg = 9
BattleForce2:  MP: 7, Armor/Structure: 3/2
Damage PB/M/L: 4/4/2, Overheat: 0
Class: ML; Point Value: 15
Specials: omni



Alpha Configuration
Weapons and Equipment   Loc  Heat  Ammo  Crits  Mass
ER Medium Laser         RA     5           1    1.00
2 Medium Pulse Lasers   RA     8           2    4.00
TAG                     LA     0           1    1.00
Streak SRM 6            LA     4    15     3    4.00
  (Ammo Locations: 1 LA)
2 LRM 5s                LT     4    24     3    3.00
  (Ammo Locations: 1 LT)
ECM Suite               CT     0           1    1.00
Active Probe            HD     0           1    1.00

TOTALS:                       21          63   35.00
Crits & Tons Left:                        15     .00

Alpha Configuration Calculated Factors:
Total Cost:  8,213,513 C-Bills
Battle Value:  1,560
Cost per BV:  5,265.07
Weapon Value:  1,812 / 1,688 (Ratio = 1.16 / 1.08)
Damage Factors:  SRDmg = 34; MRDmg = 19; LRDmg = 3
BattleForce2:  MP: 7, Armor/Structure: 3/2
Damage PB/M/L: 5/4/1, Overheat: 0
Class: ML; Point Value: 16
Specials: omni, if, tag, prb



Beta Configuration
Weapons and Equipment   Loc  Heat  Ammo  Crits  Mass
2 ER Medium Lasers      RA    10           2    2.00
ER PPC                  LA    15           2    6.00
Anti-Missile System     RT     1    48     3    2.50
  (Ammo Locations: 2 RT)
Anti-Missile System     LT     1           1     .50
Targeting Computer      LT                 2    2.00

TOTALS:                       27          63   35.00
Crits & Tons Left:                        15     .00

Beta Configuration Calculated Factors:
Total Cost:  7,753,585 C-Bills
Battle Value:  1,875
Cost per BV:  4,135.25
Weapon Value:  1,515 / 1,515 (Ratio = .81 / .81)
Damage Factors:  SRDmg = 27; MRDmg = 21; LRDmg = 10
BattleForce2:  MP: 7, Armor/Structure: 3/2
Damage PB/M/L: 5/3/2, Overheat: 0
Class: ML; Point Value: 19
Specials: omni



Charlie Configuration
Weapons and Equipment   Loc  Heat  Ammo  Crits  Mass
LB 10-X AC              RA     2    20     7   12.00
  (Ammo Locations: 2 RA)
ER Medium Laser         LA     5           1    1.00
LRM 5                   LA     2    24     2    2.00
  (Ammo Locations: 1 LA)

TOTALS:                        9          59   35.00
Crits & Tons Left:                        19     .00

Charlie Configuration Calculated Factors:
Total Cost:  7,615,210 C-Bills
Battle Value:  1,089
Cost per BV:  6,992.85
Weapon Value:  818 / 818 (Ratio = .75 / .75)
Damage Factors:  SRDmg = 18; MRDmg = 12; LRDmg = 4
BattleForce2:  MP: 7, Armor/Structure: 3/2
Damage PB/M/L: 3/2/1, Overheat: 0
Class: ML; Point Value: 11
Specials: omni



Echo Configuration
Weapons and Equipment   Loc  Heat  Ammo  Crits  Mass
2 Heavy Medium Lasers   RA    14           4    2.00
Adv. Tact. Missile 12   LA     8    15     8   10.00
  (Ammo Locations: 3 LA)
ECM Suite               CT     0           1    1.00
Active Probe            CT     0           1    1.00
TAG                     HD     0           1    1.00

TOTALS:                       22          64   35.00
Crits & Tons Left:                        14     .00

Echo Configuration Calculated Factors:
Total Cost:  8,646,272 C-Bills
Battle Value:  1,388
Cost per BV:  6,229.3
Weapon Value:  1,165 / 1,165 (Ratio = .84 / .84)
Damage Factors:  SRDmg = 22; MRDmg = 10; LRDmg = 1
BattleForce2:  MP: 7, Armor/Structure: 3/2
Damage PB/M/L: 6/4/1, Overheat: 0
Class: ML; Point Value: 14
Specials: omni, tag, prb