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Type/Model: Wildcat WLD-O
Tech: Inner Sphere / 3062
Config: Quad OmniMech
Rules: Level 2, Standard design
Mass: 55 tons
Chassis: Archernar Type A4 Standard
Power Plant: 275 Core Tek XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: StarGuard III Standard
Armament: None
Manufacturer: Achernar BattleMechs
Location: New Avalon
Communications System: Achernar Electronics HID-21
Targeting & Tracking System: Federated Hunter Type 3
Overview
The Wildcat is the Federated Suns forth OmniMech design fielded, and the second that is a Quad design. While the Wildcat is not as fast as some designs in the medium class, it does have superior firepower when compared to other
designs. The Wildcat is a pure hunter 'Mech, designed to seek out and destroy enemy 'Mechs. The designs low profile allows ambushes in relatively flat terrain where a MechWarrior generally is less cautious. In trials the Wildcat has on numerious occasions been able to take on designs 15 tons heavier than itself with a better than average chance of carrying the engagement.
Due to the limitations of space within a quad 'Mech there had to be several compromises in its design. Designers had to chose between either an advanced extra-light engine of a endosteel internal structure. Designers decided to go with the engine to free up as much weight as possible while not loosing too much internal room. Engineers next armored the Woldcat to the gills so she could survive the close encounters that were sure to happen when the Wildcat hunted down enemy 'Mechs. At this time jump jets were added to the design to give it maximum mobility to properly do its hunter job. This left 22.5 tons of room to add weaponry, which was a very nice amount to play with.
Capabilities
Simulation results and life fire exercises show the Wildcat is a very capable design. Though a slight heat problem exists with several of the variants, it is easily avoided by managing and staggering your jumping and weapons firing. The designs low profile was very beneficial in all but the smoothest terrain, and even then the designs movement capabilities make it very difficult to hit.
Battle History
Currently the Wildcat has seen no combat other than the testing at the production facility.
Variants
Prime: The prime variant is designed to strike a target hard and fast, destroying it before it has a chance to get out a call for help or recover from the initial attack. The new NAIS Rotary Autocannon/5 allows for a very high rate of fire that is able to deliver that knock out blow. An array of medium lasers fills out the armament and gives the design a bank of non-ammo weapons in case it runs short on ammo.
Alpha: The Alpha keeps the array of medium lasers, but replaces the RAC/5 with a PPC and a LRM/10 rack with Artemis assisted control. This variant is designed for prolonged combat where ammo might be in short supply. The Artemis IV system was added to the Long Range Missile rack to ensure the design gets the most out of its missile ammunition.
Beta: This variant is used most often in cramped and confining battlefields such as cities or very rough terrain. A Large Pulse Laser replaces the PPC and two Streak Short Range Missile/6 racks replace the jump jets and some of the medium lasers.
Charlie: This variant is also designed for close in work. The devastating Ultra Autocannon/20 is guaranteed to open up any target that gets in the crosshairs and the medium lasers will exploit that damage.
Notable 'Mechs & MechWarriors
There are no notable 'Mechs or Mechwarriors at this time.
Deployment
The Wildcat will slowly find its way to medium and light 'Mech regiments first. Once these 'Mechs are distributed to those units the rest of the AFFC will be outfitted with these new Omni's
Type/Model: Wildcat WLD-O (base)
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 5.50
Engine: 275 XL Fusion 12 8.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 201 pts Standard 0 13.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 26
Center Torso (Rear): 10
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Front Leg: 13 26/26
L/R Rear Leg: 13 26/26
Weapons and Equipment Loc Heat Ammo Crits Mass
TOTALS: 37 32.50
Crits & Tons Left: 29 22.50
Calculated Factors:
Total Cost: 11,003,320 C-Bills
Battle Value: 691
Cost per BV: 15,923.76
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 1; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 5, Armor/Structure: 5/2
Damage PB/M/L: 1/-/-, Overheat: 0
Class: MM; Point Value: 7
Specials: omni