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Mantis
Introduced: Early 3062
Tech: Clan / 3060
Configuration: Biped OmniMech
Rules: Level 2, Standard design
Mass: 60 tons
Chassis: Endo Steel
Power Plant: 360 XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament: None
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
Overview
Battlefield experience gained during the Wars of Possession following the Grand Refusal lead Diamond Shark scientists to the belief that a new heavy OmniMech was needed to replace the Mad Dog. Though the Mad Dog is one of the most successful OmniMechs in use by the Clans, that same success has removed any surprise from the ‘Mechs use.
The Mantis was developed to fill some of the same rolls that the Mad Dog currently fills and to have a new element of mystery. While equal in weight to the Mad Dog, the Mantis adds an additional ton of ferro-fibrous armor, and increases the fusion plant size to allow for top speeds of nearly 100 kph. These changes reduce the pod space remaining in the ‘Mech but also make it more survivable in direct confrontations.
Capabilities
In its Primary configuration the Mantis acts as a fire support platform. The main firepower derives from ATM-6 launchers mounted in both the left and right torsos. Each launcher is outfitted with 2 tons of ammo which is mixed between the extended range, standard and high explosive depending on the threat the ‘Mech will face. Two extended range large lasers provide precise fire to supplement the ATM systems.
The Alternate Configuration Alpha is a striker ‘Mech for fast raids. The left arm mounts a triangle of one Extended Range Large Laser and two Heavy Medium Lasers. The right arm is replaced by a LB10-X with 2 tons of ammo usually mixed 1 ton of solid and 1 ton of cluster rounds. Supplemental anti-infantry/anti-battle armor fire comes in the form of two Small Pulse Lasers.
Configuration Beta combines the elements of a fire support ‘Mech with short range power to create a versatile general combat mech. Long range hitting power comes from a Clan Extended Range PPC in the right arm and a torso mounted LRM20 with Artemis IV guidance package. Though the LRM20 is limited to 6 shots, the Artemis makes the most of what there is. For closer opponents, the left arm mounts a Medium Pulse Laser backed up by an efficient Streak SRM6 in the left torso. An ECM Suite in the center torso degrades enemy targeting and communications system. This variant is most often used by commanders in medium & heavy recon stars.
The Charlie configuration of the Mantis is the classic Clan dueling mech. A massive LB20-X autocannon replaces the right arm of the mech. When fired with solid ammo, the LB20-X can quickly strip the armor off of any ‘Mech and the cluster rounds can exploit the damage done. In addition to the massive autocannon, three Exteneded Range Medium Lasers in the left arm provide additional destructive power and a torso mounted LRM10 covers the longer ranges of combat. Duals are deadly affairs and the designers help increase the possibility of the Mantis walking away from the combat by including an Anti-Missile System in the left torso as well.
OmniMech technology allows for simple changes to greatly alter the capabilities of a ‘Mech; and the D configuration is a prime example of this. By adding 6 tons of jump jets, the mobility available to the mechwarrior is drastically altered. While this does remove from the weight and room available for weapons it does allow for combat in varied terrain where jumpjets are nearly essential. Primary fire is provided by a Large Pulse Laser mounted on the right arm. To provided as large a weapon envelope as possible with limited space, an ATM9 with 3 tons of mixed ammo is placed in the right torso. Two Extended Range Medium Lasers in the left arm give excellent hitting power or a small cost in weight and round out the D configuration.
Deployment
Only recently introduced into service with Clan Diamond Shark, few of these mechs have seen action. With the Possession Wars still raging across the clan home worlds, it will not be long before this mech faces a baptism by fire. If the design is successful, as analysis suggest, further trials for the design will result and perpetuate the cycle.
Type/Model: Mantis (Base)
Mass: 60 tons
Equipment: Crits Mass
Int. Structure: Endo Steel 7 3.00
(Endo Steel Loc: 1 HD, 1 LA, 1 RA, 3 LT, 1 RT)
Engine: 360 XL 10 16.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 12 Double [24] 0 2.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 182 pts Ferro-Fibrous 7 9.50
(Armor Crit Loc: 1 LA, 1 RA, 2 LT, 1 RT, 2 CT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 30
Center Torso (Rear): 7
L/R Side Torso: 14 20/20
L/R Side Torso (Rear): 5/5
L/R Arm: 10 18/18
L/R Leg: 14 25/25
Primary Configuration
Weapons and Equipment Loc Heat Ammo Crits Mass
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
Adv. Tact. Missile 6 RT 4 40 7 7.50
(Ammo Locations: 2 LT, 2 RT)
Adv. Tact. Missile 6 LT 4 3 3.50
TOTALS: 32 67 60.00
Crits & Tons Left: 11 .00
Primary Configuration Calculated Factors:
Total Cost: 17,891,200 C-Bills
Battle Value: 1,816
Cost per BV: 9,851.98
Weapon Value: 2,490 / 2,490 (Ratio = 1.37 / 1.37)
Damage Factors: SRDmg = 28; MRDmg = 22; LRDmg = 10
BattleForce2: MP: 6, Armor/Structure: 5/4
Damage PB/M/L: 6/4/3, Overheat: 0
Class: MH; Point Value: 18
Specials: Omni
Alpha Configuration
Weapons and Equipment Loc Heat Ammo Crits Mass
LB 10-X AC RA 2 20 7 12.00
(Ammo Locations: 2 RA)
ER Large Laser LA 12 1 4.00
2 Heavy Medium Lasers LA 14 4 2.00
Small Pulse Laser RT 2 1 1.00
Small Pulse Laser LT 2 1 1.00
TOTALS: 32 65 60.00
Crits & Tons Left: 13 .00
Alpha Configuration Calculated Factors:
Total Cost: 17,575,600 C-Bills
Battle Value: 1,525
Cost per BV: 11,524.98
Weapon Value: 2,242 / 2,242 (Ratio = 1.47 / 1.47)
Damage Factors: SRDmg = 32; MRDmg = 15; LRDmg = 7
BattleForce2: MP: 6, Armor/Structure: 5/4
Damage PB/M/L: 5/4/2, Overheat: 1
Class: MH; Point Value: 15
Specials: Omni
Beta Configuration
Weapons and Equipment Loc Heat Ammo Crits Mass
ER PPC RA 15 2 6.00
Medium Pulse Laser LA 4 1 2.00
LRM 20 w/ Artemis IV RT 6 6 6 7.00
(Ammo Locations: 1 RT)
Streak SRM 6 LT 4 15 3 4.00
(Ammo Locations: 1 LT)
ECM Suite CT 0 1 1.00
TOTALS: 29 64 60.00
Crits & Tons Left: 14 .00
Beta Configuration Calculated Factors:
Total Cost: 18,251,600 C-Bills
Battle Value: 2,166
Cost per BV: 8,426.41
Weapon Value: 3,227 / 2,871 (Ratio = 1.49 / 1.33)
Damage Factors: SRDmg = 43; MRDmg = 29; LRDmg = 13
BattleForce2: MP: 6, Armor/Structure: 5/4
Damage PB/M/L: 6/5/3, Overheat: 0
Class: MH; Point Value: 22
Specials: Omni
Charlie Configuration
Weapons and Equipment Loc Heat Ammo Crits Mass
LB 20-X AC RA 6 10 11 14.00
(Ammo Locations: 2 RT)
3 ER Medium Lasers LA 15 3 3.00
Anti-Missile System LT 1 24 2 1.50
(Ammo Locations: 1 LT)
LRM 10 LT 4 12 2 3.50
(Ammo Locations: 1 LT)
TOTALS: 26 65 60.00
Crits & Tons Left: 13 .00
Charlie Configuration Calculated Factors:
Total Cost: 18,163,600 C-Bills
Battle Value: 1,824
Cost per BV: 9,958.11
Weapon Value: 2,652 / 2,652 (Ratio = 1.45 / 1.45)
Damage Factors: SRDmg = 39; MRDmg = 22; LRDmg = 4
BattleForce2: MP: 6, Armor/Structure: 5/4
Damage PB/M/L: 7/5/1, Overheat: 0
Class: MH; Point Value: 18
Specials: Omni, IF
Delta Configuration
Weapons and Equipment Loc Heat Ammo Crits Mass
Large Pulse Laser RA 10 2 6.00
2 ER Medium Lasers LA 10 2 2.00
Adv. Tact. Missile 9 RT 6 21 7 8.00
(Ammo Locations: 3 RT)
6 Standard Jump Jets 6 6.00
(Jump Jet Loc: 1 LT, 1 RT, 2 LL, 2 RL)
TOTALS: 26 66 60.00
Crits & Tons Left: 12 .00
Delta Configuration Calculated Factors:
Total Cost: 18,289,200 C-Bills
Battle Value: 2,125
Cost per BV: 8,606.68
Weapon Value: 2,008 / 2,008 (Ratio = .94 / .94)
Damage Factors: SRDmg = 28; MRDmg = 21; LRDmg = 7
BattleForce2: MP: 6J, Armor/Structure: 5/4
Damage PB/M/L: 5/3/2, Overheat: 1
Class: MH; Point Value: 21
Specials: Omni