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- Enforcer ENF-6CC
- Mass: 50 tons
- Tech Base: Inner Sphere
- Chassis Config: Biped
- Rules Level: Tournament Legal
- Era: Clan Invasion
- Tech Rating/Era Availability: E/X-X-E-A
- Production Year: 3070
- Cost: 9,311,000 C-Bills
- Battle Value: 1,681
- Chassis: Unknown Standard
- Power Plant: Unknown 250 Fusion XL Engine
- Walking Speed: 54.0 km/h
- Maximum Speed: 86.4 km/h
- Jump Jets: Unknown
- Jump Capacity: 150 meters
- Armor: Unknown Ferro-Fibrous
- Armament:
- 1 Plasma Rifle
- 1 ER Large Laser
- 2 Medium Lasers
- 1 Beagle Active Probe
- 1 Guardian ECM Suite
- Manufacturer: Unknown
- Primary Factory: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Overview:
- Created as a result of Duke Davion's interest in autocannons, the ENF-4R
- Enforcer performs as a mobile barrage vehicle. In this key combat role, it will
- lay down a fast and withering pattern of fire with its autocannon and lasers,
- either as a prelude to an offensive or to blunt an approaching enemy's attack.
- The Enforcer is based on ideas gleaned from detailed plans of an unbuilt 'Mech
- design that Davion forces discovered in an engineering library at Achernar.
- Though those plans called for two medium lasers on the left arm, Davion
- engineers discovered that the 'Mech was structurally strong enough to handle a
- heavy laser instead. This proved a better weapon because the heavy laser's
- range matches that of a Class 10 autocannon. The Enforcer was commissioned by
- House Davion in 2777.
- Capabilities:
- Besides being a barrage vehicle, the Enforcer can also serve passibly as a
- trooper 'Mech. Though it has no hands, the 'Mech is a good brawler with good
- jump capability. Its front torso armor allows it to stand exposed to attack for
- short periods, while pounding out its own punishment. What the Enforcer cannot
- take are attacks to its rear torso, where its armor is weaker than that of even
- some light 'Mechs.
- The autocannon, built by government weapon works, is an excellent
- large-caliber model. The weapon is packed within a cooling jacket, which
- doubles as protection for its sensitive innards when the 'Mech is in a brawl.
- The autocannon's massive recoil is also efficiently controlled, which reduces
- the amount of 'Mech shudder and permits the pilot to fire his other weapons
- simultaneously without worrying about his aim.
- The only real problem with the mating of autocannon and 'Mech was,
- predictably, the feed system. Many an Enforcer prototype has its weapon jam. In
- some cases, the jamming round exploded, blowing off the 'Mech's entire arm and
- injuring the MechWarrior.
- As good as the autocannon is, the Enforcer's one major flaw is that it can
- carry only ten rounds for it. Attempts to boost the number of rounds carried
- have proved either unreliable or have slowed the 'Mech down.
- To meet this problem, Enforcers use big, ten-round clips that are easily
- slipped into and out of the 'Mech's back. If possible, a truck and crane system
- are parked close to Enforcers during battle to allow quick reloading of the
- 'Mech's autocannon. If the battle is too mobile and the Enforcer has no
- opportunities to reload, its pilot has no option but to mother his ten shots.
- In the hands of a good MechWarrior, the Enforcer can stand up well against
- almost all other 'Mechs in one-on-one combat. Only those 'Mechs whose armor can
- withstand more than two or three autocannon or laser-fire hits are too tough
- for the Enforcer to handle alone.
- The Enforcer is also an excellent city sniper. If its pilot is familiar with
- the city, he can hit and run many times, returning to base to be reloaded while
- the enemy force flounders about looking for him.
- Battle History:
- Used throughout the history of the Federated Suns, the Enforcer has
- participated honorably in countless battles.
- In the defense of New Avalon, unattached Enforcers were assembled into a
- sniper troop whose purpose was to harass the enemy as it marched through the
- deserted city of Selby. Though all these Enforcers were eventually hunted down
- and destroyed, it was only after they had inflicted much damage, buying the
- Davion forces enough time to regroup.
- At the offense on Capra in the First Succession War, the Enforcers of the 2nd
- Crucis Lancers are credited with laying down such a concentrated barrage of
- autocannon fire that the opposing forces withdrew before the Enforcers had even
- finished. A minor legend grew up around that engagement. Lieutenant Cyril
- Sombelbime, commander of an all-Enforcer lance, was heard exhorting his group
- to fire "until your cannon glows. If need be, until it explodes!" According to
- the story, the lieutenant's autocannon did indeed start to glow, and its
- eventual explosion killed the prophetic officer.
- In the assault on Tannil in the Second Succession War, Enforcers were doubly
- important. As part of the initial group of 'Mechs to drop onto the planet, they
- were responsible for setting up a secure perimeter within which the remainder
- of the assault forces could safely land. After all the troops were down and
- assembled, Enforcers then participated in the move toward the city objective.
- Variants:
- In an effort to alleviate the Enforcer's worst flaws, engineers have been
- attempting to up the number of shells the 'Mech can carry. Removing the small
- laser and implanting another ton of ammo seemed the obvious route. The problem
- is that the linkages and mechanics of sending a shell from the left torso to
- the right arm is extremely complicated. Even worse, the only way to bypass the
- 'Mech's engine is to route the ammo toward the back. Such routing would mean
- that even a minor hit to the 'Mech's back would totally jam its autocannon.
- Efforts are therefore now underway to rebuild the Enforcer's entire torso,
- using a newer and more compact engine. Whether this will result in a new
- Enforcer model or a completely new 'Mech design remains to be seen.
- Notable 'Mechs & MechWarriors:
- MechWarrior Colin McBurnham
- Of proud Scottish descent, Colin is well known for cursing in Scotch Gaelic
- during the heat of battle. His 'Mech, the Bannockburn, is painted in his
- family's dark green, brown, and blue kilt colors. Its unmistakable appearance
- sometimes so intimidates McBurnham's foes that he can make an easy kill.
- Colin's specialty is city fighting. He loves the tense anticipation of waiting
- for an opponent to blunder into his gunsight. One tactic for which he is famous
- has him hiding in a dark alley while a column of enemy 'Mechs passes by. Just
- as the last in line moves past, Colin reaches out to grab and kill it, without
- so much as a shout or scrape of metal. After the first such score, Colin's
- regimental commander found it almost impossible to believe the man could kill
- so silently. In the next battle, he tagged along with Colin, waiting for a
- demonstration of this extraordinary skill. Colin complied, impressing as well
- as terrifying even his commander.
- MechWarrior Sarah Nealson
- Tall and beautiful, Sarah has earned a reputation as a fearless fighter who
- will stand up and face withering enemy fire without the least hesitation. In
- turn, her aim is deadly. As a member of the Davion Heavy Guards, she has had
- plenty of chances to demonstrate her devil's eye.
- Additional:
- Text from TRO 3025, entered by Josh Helton, aka Maverick
- Distribution from RS 3025/3026, entered by Thom Breakiron
- ================================================================================
- Equipment Type Rating Mass
- --------------------------------------------------------------------------------
- Internal Structure: Standard 83 points 5.00
- Engine: XL Fusion Engine 250 6.50
- Walking MP: 5
- Running MP: 8
- Jumping MP: 5 Standard
- Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
- Heat Sinks: Double Heat Sink 14(28) 4.00
- Heat Sink Locations: 1 LT, 2 RT, 1 LA
- Gyro: Standard 3.00
- Cockpit: Standard 3.00
- Actuators: L: SH+UA+LA R: SH+UA+LA
- Armor: Ferro-Fibrous AV - 161 9.00
- Armor Locations: 1 CT, 2 LT, 1 RT, 4 LA, 6 RA
- Internal Armor
- Structure Factor
- Head 3 9
- Center Torso 16 25
- Center Torso (rear) 7
- L/R Torso 12 18
- L/R Torso (rear) 6
- L/R Arm 8 16
- L/R Leg 12 20
- ================================================================================
- Equipment Location Heat Critical Mass
- --------------------------------------------------------------------------------
- Plasma Rifle RA 10 2 6.00
- ER Large Laser LA 12 2 5.00
- Guardian ECM Suite RT 0 2 1.50
- 2 Medium Lasers LT 6 2 2.00
- Beagle Active Probe LT 0 2 1.50
- @Plasma Rifle (10) RA - 1 1.00
- Free Critical Slots: 1
- BattleForce Statistics
- MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 17
- 5j 3 3 1 0 2 0 Structure: 2
- Special Abilities: PRB, RCN, ECM, ENE, SRCH, ES, SEAL, SOA
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