"Wizkids LLC has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, and/or any other proprietary used in connection with the game Classic Battletech. Wizkids has granted permission to affshc.net to use any such names, logos, artwork, marks and/or any other written material for promotional and informational purposes on its website, but does not endore and is not affiliated with affshc.net in any official capacity whatsoever."
Type/Model: Whirlwind Urban Assault Tank
Tech: Inner Sphere / 3060
Config: Wheeled Omni Vehicle
Rules: Level 2-FA, Standard design
Mass: 80 tons
Power Plant: 300 Vlar XL Fusion
Cruise Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Armor Type: Ferro-Fibrous
Armament: None
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
Overview
The Typhoon is the Federated Suns premiere Urban Assault Vehicle and was an obvious candidate for conversion to Omni technology. Modern urban battlefields vary from city to city and the Typhoon has several limations in its ability to perform its mission. Omni technology would allow the assault tank to be configured to suit the particular urban environments the assault tank has to fight in ....... or not fight in. Renamed the Whirlwind for its unpredictable armament, this assault vehicle is guaranteed to strike fear in the hearts of defenders everywhere. As more of these tanks are made they will replace the Typhoon in front line units.
Capabilities
With the Clan threat over, many vehicle manufactures now have the resources available to research new vehicle designs. Jalastar has seen the success and flexability of the Schriliton tank, and plans were made to try and copy that OmniVehicles success with a design of their own. While designers began preleminary work on the design, the FedCom procurement department came to Jalastar with suggested improvements on the Typhoon Urban Assault Tank. Jalastar proposed that the new OmniVehicle they were working on could overcome all the short comings of the Typhoon and offer flexability to Davion RCT's that they never had before. FedCom procurement officials agreed to have four
prototypes built for trails, but if it did not meet expectations then Jalastar would have to make the suggested modifications to the Typhoon.
Jalastar engineers immediately began work on finding the basic characteristics they wanted the vehicle to have. Good armor protection was a must, so the tank was given 13 tons of ferro-fibrous armor. Engineers then focused on the vehicles speed. Many Typhoon tank crews complained about the vehicles ability to close with faster units. What good was it to have such a devastating array of weapons if you could not catch anyone to fire at! The only way to increase the vehicles speed was to increase the size of the engine. Due to the large number of extra-light engines being produced it was decided to place this engine in the vehicle. Unfortunately the engines size reduced the pod space available to a level that was unexceptable. It was therefore decided to increase the vehicles overall tonnage to 80 tons, and widen the vehicles wheel base to keep the Typhoons low profile. This allowed the vehicle to mount the engine and not seriously compromise the pod space available and still travel at a flank speed of 65 kph. CASE was then added to help the tank and crew survive ammunition explosions and fight again. The turret was designed to allow up to two primary weapons to be mounted there, or a primary weapon and several smaller weapons.
Engineers then spent the next 6 months configuring weapon systems with the help of several veteran Typhoon crews. The veteran crews gave the engineers valuable insight into battlefield conditions and situations that they otherwise would never have imagined.
Battle History
Currently this design has seen no combat, but combat trials show this new tank has promise.
Variants
Prime: This variant is used once the enemies outer defenses are breached. The tanks then rush in and widen the gap with their massive ultra autocannon.
Alpha: This variant features two of the new rotary autocannons and a NAIS targeting computer. Enemy 'Mechs would be wise to steer clear of this vehicle unless overwealming force can be used.
Beta: This variant is unique in the arena of assault vehicles in that it carries a full platoon of infantry. Once this vehicle enters a city the infantry disembark and scout out targets for the tank to ambush.
Charlie: This variant is used to bombard enemy fortifications and positions. The large supply of ammunition for each set of launchers guarantee the destruction of enemy positions.
Delta: This variants weapons are equally effective in a city or an open battlefield. This variant is seen in combat when enemy forces are being pushed towards a city where the weapons can be used to pursue the enemy through the urban areas.
Echo: This variant is used in difficult attacks on enemy positions that this tank cannot normally reach.
Fox: This variant is seen when supplies are low or on extended operation where only a limited amount of ammunition may be carried.
Notable Vehicles & Crew
Thundering Death
This is the name of the initial prototype vehicle made by Jalastar. Lft Richard Anderson and his veteran crew put their vehicle through every urban combat situation they could dream up. During one combat test they were tasked with hunting down and destroying an Enforcer and Wolverine battlemech in an urban environment. Lft Anderson used the Whirlwinds speed to keep from being cornered by both 'Mechs at the same time during the combat simulation. Despite the Lft's best efforts, he could not keep up the game forever. Despite inflicting considerable damage to both 'Mechs, the Thundering Death's luck finally ran out. While running from the Wolverine, the Enforcer stepped out from an alleyway, blocking the road and only escape route. Seeing no other alternative, Lft. Anderson ordered the driver to excellerate to flank speed. (The Enforcer pilot had expected the tank to stop and fight, but was shocked to see a 80 ton monster excellerating!) The Whirlwind hit the Enforcer at top speed, ripping the right leg off and throwing the 'Mech into a side building. Traveling too fast to make the turn at the end of the street, the driver yelled for the crew to brace themselves as he aimed for the building in front of him. The Whirlwind punched through the building and kept going through the next building as well. As the crew shook off the shock, the Wolverine landed next to them and prepared to finish off the damaged vehicle. The driver put the vehicle in reverse and backed through the hole it had just created in an attempt to escape the guns of the Wolverine. The Wolverine's guns stripped the last bit of armor off the Whirlwind, but did not destroy it, but the Thundering Death's flight throught the building weakened it enough for it to fall on the Wolverine, immobilizing it. While not a qualified success, it did show the resiliance of the tank in an urban environment and gave the crew something to joke about.
Deployment
The Whirlwind will first be deployed to heavy RCT's in the Federated Suns. As more are produced every vehicle regiment will recieve at least a lance of these new vehicles.
Type/Model: Whirlwind Urban Assault Tank
Mass: 80 tons
Construction Options: Fractional Accounting
Equipment: Items Mass
Int. Struct.: 40 pts Standard 0 8.00
Engine: 300 XL Fusion 2 9.50
Shielding & Transmission Equipment: 0 4.75
Cruise MP: 4
Flank MP: 6
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 4.00
Crew: 6 Members 0 .00
Turret Equipment (Locked): 0 2.00
Armor Factor: 232 pts Ferro-Fibrous 2 13.00
Internal Armor
Structure Value
Front: 8 50
Left / Right Sides: 8 47/47
Rear: 8 40
Turret: 8 48
Fixed Equipment
Weapons and Equipment Loc Heat Ammo Items Mass
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 0 5 41.75
Items & Tons Left: 16 38.25
Prime
Weapons and Equipment Loc Heat Ammo Items Mass
1 Ultra AC/20 Turret 0 25 2 20.00
2 Medium Pulse Lasers Turret 8 2 4.00
1 MRM 30 Front 0 16 2 12.00
1 Beagle Active Probe Body 0 1 1.50
1 Anti-Personnel Pod Front 0 1 .50
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 8 13 79.60
Items & Tons Left: 8 .40
Calculated Factors:
Total Cost: 13,956,250 C-Bills
Battle Value: 1,061
Cost per BV: 13,153.86
Weapon Value: 1,361 / 1,361 (Ratio = 1.28 / 1.28)
Damage Factors: SRDmg = 45; MRDmg = 11; LRDmg = 1
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 6/6/-, Overheat: 0
Class: GA; Point Value: 11
Specials: omni, prb
Alpha
Weapons and Equipment Loc Heat Ammo Items Mass
2 Rotary AC/5s Turret 0 60 3 23.00
1 Streak SRM 4 Front 0 25 2 4.00
1 Streak SRM 2 Left 0 50 2 2.50
1 Streak SRM 2 Right 0 1 1.50
1 Beagle Active Probe Right 0 1 1.50
1 Anti-Personnel Pod Front 0 1 .50
1 Targeting Computer Body 1 5.00
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 0 16 79.70
Items & Tons Left: 5 .30
Calculated Factors:
Total Cost: 13,832,875 C-Bills
Battle Value: 1,137
Cost per BV: 12,166.12
Weapon Value: 1,799 / 1,671 (Ratio = 1.58 / 1.47)
Damage Factors: SRDmg = 49; MRDmg = 30; LRDmg = 3
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 6/6/-, Overheat: 0
Class: GA; Point Value: 11
Specials: omni, prb
Beta
Weapons and Equipment Loc Heat Ammo Items Mass
1 LB 20-X AC Turret 0 20 2 18.00
2 Medium Pulse Lasers Turret 8 2 4.00
2 SRM 6s Front 0 30 3 8.00
1 SRM 4 Left 0 25 2 3.00
1 SRM 4 Right 0 1 2.00
1 C.A.S.E. Equipment Body 1 .50
Infantry Bay Body 1 3.00
TOTALS: 8 16 79.75
Items & Tons Left: 5 .25
Calculated Factors:
Total Cost: 14,001,750 C-Bills
Battle Value: 946
Cost per BV: 14,801.0
Weapon Value: 1,588 / 1,588 (Ratio = 1.68 / 1.68)
Damage Factors: SRDmg = 46; MRDmg = 10; LRDmg = 0
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 6/6/-, Overheat: 0
Class: GA; Point Value: 9
Specials: omni, tran3
Charlie
Weapons and Equipment Loc Heat Ammo Items Mass
3 MRM 10s Turret 0 48 4 11.00
2 LRM 20s Front 0 30 3 25.00
2 ER Medium Lasers Turret 10 2 2.00
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 10 14 79.75
Items & Tons Left: 7 .25
Calculated Factors:
Total Cost: 13,667,500 C-Bills
Battle Value: 1,089
Cost per BV: 12,550.51
Weapon Value: 1,796 / 1,796 (Ratio = 1.65 / 1.65)
Damage Factors: SRDmg = 36; MRDmg = 28; LRDmg = 11
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 4/5/2, Overheat: 0
Class: GA; Point Value: 11
Specials: omni, if
Delta
Weapons and Equipment Loc Heat Ammo Items Mass
1 Gauss Rifle Turret 0 24 2 18.00
2 ER Medium Lasers Turret 10 2 2.00
1 MRM 10 Turret 0 24 2 4.00
1 Streak SRM 6 Front 0 15 2 5.50
1 SRM 2 Left 0 50 2 2.00
1 SRM 2 Right 0 1 1.00
1 Anti-Personnel Pod Front 0 1 .50
1 Targeting Computer Body 1 5.00
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 10 18 79.70
Items & Tons Left: 3 .30
Calculated Factors:
Total Cost: 13,451,375 C-Bills
Battle Value: 1,168
Cost per BV: 11,516.59
Weapon Value: 1,784 / 1,675 (Ratio = 1.53 / 1.43)
Damage Factors: SRDmg = 41; MRDmg = 21; LRDmg = 10
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 5/5/2, Overheat: 0
Class: GA; Point Value: 12
Specials: omni
Echo
Weapons and Equipment Loc Heat Ammo Items Mass
1 Arrow IV System Turret 0 25 2 20.00
1 Arrow IV System Front 0 15 1 18.00
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 0 8 79.75
Items & Tons Left: 13 .25
Calculated Factors:
Total Cost: 13,685,000 C-Bills
Battle Value: 693
Cost per BV: 19,747.47
Weapon Value: 1,323 / 1,323 (Ratio = 1.91 / 1.91)
Damage Factors: SRDmg = 23; MRDmg = 23; LRDmg = 23
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 2/4/4, Overheat: 0
Class: GA; Point Value: 7
Specials: omni, artA
Foxtrot
Weapons and Equipment Loc Heat Ammo Items Mass
1 ER PPC Turret 15 1 7.00
2 Medium Lasers Turret 6 2 2.00
2 Medium Lasers Front 6 2 2.00
2 Small Lasers Left 2 2 1.00
2 Small Lasers Right 2 2 1.00
2 Small Lasers Rear 2 2 1.00
1 Anti-Personnel Pod Left 0 1 .50
1 Anti-Personnel Pod Right 0 1 .50
1 C.A.S.E. Equipment Body 1 .50
TOTALS: 33 18 79.70
Items & Tons Left: 3 .30
Calculated Factors:
Total Cost: 12,977,125 C-Bills
Battle Value: 736
Cost per BV: 17,631.96
Weapon Value: 1,361 / 1,361 (Ratio = 1.85 / 1.85)
Damage Factors: SRDmg = 30; MRDmg = 10; LRDmg = 4
BattleForce2: MP: 4W, Armor/Structure: 0 / 9
Damage PB/M/L: 5/3/1, Overheat: 0
Class: GA; Point Value: 7
Specials: omni