Type/Model: |
Assassin ASN-21 BC1 |
Tech: |
Inner Sphere / 3060 |
Config: |
Biped BattleMech |
Rules: |
Level 2, Standard design |
|
|
Mass: |
40 tons |
Chassis: |
Maltex 40 Standard |
Power Plant: |
240 VOX Fusion |
Walking Speed: |
64.8 km/h |
Maximum Speed: |
97.2 km/h |
Jump Jets: |
6 100AFVTA Standard Jump Jets |
Jump Capacity: |
180 meters |
Armor Type: |
Lox lift Series 1 Standard |
Armament:
1 Medium Laser
1 Large Laser
1 Streak SRM 2
Manufacturer: Maltex Corporation
Location: (Unknown)
Communications System: Garret T-15B
Targeting & Tracking System: Garret 500S
Overview:
Many of the purchasing agents for the Star League's military branch seem to have overstepped their authority in the case of the Assassin BattleMech. Although a new light 'Mech was not required in great numbers, lobbyists for Maltex Corporation managed to gain several key contracts for the production of this 'Mech. Despite the politics involved, the Assassin turned out to be a successful 'Mech in combat. Its ample firepower, good armor protection, and speed have made it a popular model. Its mobility especially seems to be the key to its success in battle.
Capabilities:
This 'Mech was originally marketed to compete against the Wasp and Stinger 'Mechs. Though heavier than the light 'Mechs, it is still a fast vehicle with full jump capabilities. A rousing success, the Assassin nonetheless failed to replace the Stingers and Wasps, which were less expensive and to which the military felt loyal.
The Assassin's weaponry consists primarily of three systems: the long-range missile rack, the short-range rack, and the arm-mounted Martell medium laser. Most of these systems require constant ammunition. As it can carry only a total of 74 combat rounds, the Assassin limits its pilots. It also has one of the most cramped cockpits in use in the Inner Sphere. In the past 200 years, the cockpit's cooling system has been overhauled several times, but none have been totally successful. The net result is an uncomfortable, sometimes deadly place to sit for any amount of time.
The only other problem with the Assassin is the ammunition feed system for the short-range missile rack sometimes jams. To correct the problem, the whole mechanism must be disassembled, which is nearly impossible in a battlefield situation. This can cause major problems in battle, as the short-range rack is the Assassin's primary weapon system.
Battle History:
Only several hundred Assassins were created. Due to their modular design and access systems, most of these are still functional. Once repairs have been made on its ammunition feed system, these 'Mechs are very popular for their long-range capabilities.
While Houses Marik and Steiner were battling for Rochelle in 2980, the Assassin Class 'Mech made its first appearance. The fighting on Rochelle was muddy and bloody at best, yet tacticians agreed that the Assassin fared well where other 'Mechs failed.
After the Assassin's impressive display on Rochelle, House Marik reassigned many of these 'Mechs to garrison duty along their borders. Several Marik lances of crack recon troops consist of nothing but Assassins, though these units are only used in rear area raiding parties.
The mercenary unit called the Amphigean Light Assault Group encountered some difficulties with their Assassins at the battle for Sevren while fighting for House Kurita. In 2990, Assassins from the mercenary unit ducked behind Steiner lines and raided enemy supply bases and rear area cities for several weeks. Eventually, however, they ran low on ammunition. This left them with only their medium lasers to face the fury of Steiner's 15th Lyran Guard. The Assassins tried to sneak back to Kurita lines, but only two of them made it.
In battles on Saffell, Cylene, and Wheel, there are records of Assassins running low on ammunition and falling prey to rear guard units. In 3021, realizing that the 'Mech needed a means of defense other than its laser, House Davion designed a variant with three lasers. At present, only House Liao does not have any working Assassins.
Variants:
The only known variant of the ASN-21 was designed by House Davion. By reducing the jump jets and armor weight, three small Maxum 50 lasers were installed, two of which are leg-mounted and one head-mounted. The only three working models of this variant (termed the ASN-101) are stationed with elements of the Capellan March Militia.
Notable 'Mechs & MechWarriors:
MechWarrior Kryloon Hyperten
Kryloon serves in House Kurita's Galedon Regulars. He received a commendation for his actions in the battle of Wheel. With virtually no ammunition or supplies, Kryloon spent nearly eight months dodging Steiner units. His 'Mech is barely functional and shows signs of impending breakdown. Both leg actuators are shot, and he has replaced his Martell laser with an inferior Forge medium laser.
MechWarrior Dale Sandstrom
Dale was assigned to House Marik's Fifth Regulan Hussars when his Archer was destroyed, relegating him to the ranks of the Dispossessed. For several years, he worked in the infantry until he came across the fresh remains of an Assassin. It took his entire life savings to get it working again. Sandstrom has since become a bounty hunter working free-lance for any state that will hire him. His 'Mech, DarkDeath, is painted grey with black stripes. To date, he has killed an estimated 30 MechWarriors, some in fair combat, and some not. While his family does not consider his work to be honorable, the job does manage to keep him busy.
Type/Model: |
Assassin ASN-21 BC1 |
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: |
10 Double [20] |
3 |
.00 |
(Heat Sink Loc: 1 RT) |
Gyro: |
|
4 |
3.00 |
Cockpit, Life Support, Sensors: |
5 |
3.00 |
Actuators: |
L: Sh+UA+LA+H, R: Sh+UA+LA |
15 |
.00 |
Armor Factor: |
104 pts Standard |
0 |
6.50 |
|
|
Internal |
Armor |
|
|
Structure |
Value |
|
Head: |
3 |
9 |
|
Center Torso: |
12 |
15 |
|
Center Torso (Rear): |
|
6 |
|
L/R Side Torso: |
10 |
10/10 |
|
L/R Side Torso (Rear): |
|
4/4 |
|
L/R Arm: |
6 |
9/9 |
|
L/R Leg: |
10 |
14/14 |
Weapons & Equipment: |
Loc |
Heat |
Ammo |
Crits |
Mass |
1 Medium Laser |
RA |
3 |
|
1 |
1.00 |
1 Large Laser |
RT |
8 |
|
2 |
5.00 |
1 Streak SRM 2 |
LT |
2 |
50 |
2 |
2.50 |
(Ammo Loc: 1 LT) |
CASE Equipment: |
LT |
|
|
1 |
.50 |
6 Standard Jump Jets: |
|
|
|
6 |
3.00 |
(Jump Jet Loc: 3 LT, 3 RT) |
TOTALS: |
|
13 |
|
45 |
40.00 |
Crits & Tons Left: |
|
|
|
33 |
.00 |
Calculated Factors: |
Total Cost: |
3,753,680 C-Bills |
Battle Value: |
922 |
Cost per BV: |
4,071.24 |
Weapon Value: |
522 / 500 (Ratio = .57 / .54) |
Damage Factors: |
SRDmg = 14; MRDmg = 5; LRDmg = 0 |
BattleForce2: |
MP: 6J, Armor/Structure: 3/3 |
|
Damage PB/M/L: 3/2/-, Overheat: 0 |
|
Class: MM, Point Value: 9 |