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- Atlas AS9-CC
- Mass: 100 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: 11,648,000 C-Bills
- Battle Value: 2,430
- Chassis: Unknown Standard
- Power Plant: Unknown 300 Fusion Engine
- Walking Speed: 32.4 km/h
- Maximum Speed: 54.0 km/h
- Jump Jets: None
- Jump Capacity: 0 meters
- Armor: Unknown Stealth Armor
- Armament:
- 1 Gauss Rifle
- 2 ER Large Lasers
- 1 LRM-15
- 1 SRM-4
- 1 Guardian ECM Suite
- Manufacturer: Unknown
- Primary Factory: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Overview:
- The sight of BattleMechs lumbering across the terrain is a familiar one among
- the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D Atlas still
- manages to make even experienced MechWarriors break out in a sweat and brings
- the bitter taste of bile to their mouths.
- The Atlas was designed as a last-ditch attempt to ensure the superiority of
- the Star League's Regular Army over the growing armies of the House Lords. It
- was an understandable reaction to the Cameron edicts passed from 2751 to 2761
- by the High Council, which permitted the five Lords to double the size of their
- personal armies. General Kerensky himself set down the specifications for the
- Atlas. He said it should be "a 'Mech as powerful as possible, as impenetrable
- as possible, and as ugly and foreboding as conceivable, so that fear itself
- will be our ally."
- Capabilities:
- Ugly and foreboding are two apt descriptions for the Atlas. Though some 'Mechs
- might be taller and heavier, none have the Atlas' aura. Considerable effort
- went into making the Atlas' weapons as visible as possible, giving an opposing
- MechWarrior plenty of opportunity to see that he is outgunned and to decide he
- is not being paid enough to die. Designers spent an entire year fashioning the
- head and cockpit to create a perfect merging of function and gruesomeness. The
- result was a complete success, and so MechWarriors nicknamed the Atlas "Death's
- Head".
- The Atlas was the first 'Mech to mount such a large and devastating
- autocannon. Even though it carries only ten rounds for its Class 20 AC, the
- mere threat of such a large autocannon is often enough to send some 'Mechs
- scurrying. The weapon's only problem is that it lacks a cooling jacket and can
- overheat easily.
- The Atlas' long-range missile delivery system is a unique design. Upon
- discovering that 20 launching tubes would not fit into the 'Mech's torso, the
- designers decided to install five tubes with a feed system that can shoot four
- salvos within ten seconds. The feed system is fairly reliable, and Techs need
- only worry about shielding the ammo from heat emitted from the nearby reactor.
- Reloading is quick, as each missile tube system has its own ammunition clip.
- Completely loaded, the missile system can shoot twelve salvos of 20 missiles.
- The large aperture between the two missile systems may look like another
- weapon, but it is the omnicoupling, where power and coolant cables can be
- attached to start up or repair the Atlas.
- The 'Mech's armor is thick, and the forward torso and legs are especially well
- protected. Someone once calculated that if a battalion of Stinger 'Mechs
- engaged an Atlas, the Atlas would retire for repairs an hour later, leaving
- only one Stinger still able to move.
- The head is roomy enough to support a small disk antenna, giving the Atlas
- limited surface-to-space communications. When entering battle, the pilot can
- fold up the antenna and stow it in a protected portion of the Atlas' head.
- The three medium lasers and short-range missiles make the 'Mech a good
- close-range fighter, while its internal structure gives the arms and hands
- enormous power. This has created many horror stories concerning Atlases and
- their ability to pick-up medium-sized 'Mechs with one hand and fling them to
- the ground as though they were mere toys.
- The main drawback of the Atlas is its slow speed. Intelligent opponents will
- retreat before the forbidding machine, hoping either to draw it into tight
- quarters, such as a city or woods, or sucker it into water or mud. Once there,
- the Atlas' lack of mobility is compounded. If a company depends on an Atlas for
- fire support, then a wily enemy will hit and run, hoping to draw the swifter
- 'Mechs away from the slow Atlas.
- Battle History:
- The Atlas was first used against Stefan the Usurper. In the final battles to
- gain control of Earth's major spaceports, the Atlas was instrumental in
- securing beachheads to allow troops to land safely.
- General Kerensky's second-in-command, General DeChavilier, spearheaded the
- final assault on the Usurper's last stronghold, the Imperial City. He
- continually exposed his Atlas to enemy fire, yet marched on as if the laser
- bolts, missiles, and cannon shells were nothing more than the annoying buzz of
- flies. When DeChavilier's Atlas pushed over the concrete outer wall surrounding
- the Imperial Palace, Kerensky headed for the Usurper's palace gates in his
- Orion.
- Considering the Atlas' raw power, it is no wonder that Kerensky wanted all
- Atlases to accompany him into his self-imposed exile. Oddly, more than
- two-thirds of the pilots who refused to join him were Atlas pilots. Perhaps
- they felt that they could better their social standing by remaining in the
- Inner Sphere. The remaining Atlases and those still being produced on Hesperus
- and Quentin continue to inspire terror wherever they tread.
- Variants:
- With the passing years, it has become difficult to replace many Atlas parts, as
- most supplies have been destroyed or exhausted. The Atlas can use slightly
- different weapon designs, but they invariably decrease the size of the 'Mech's
- interior.
- As for modifications, few Successor Lords have tried to tamper with success.
- Some have replaced the medium lasers on the 'Mech's hands with large lasers.
- This variant is only moderately successful, however, as the new lasers are
- unreliable when tied into the already-taxed battle computer.
- Notable 'Mechs & MechWarriors:
- MechWarrior Rodney Van Kleven
- A member of the elite 6th Syrtis Fusiliers, Rodney Van Kleven is an aristocrat
- with the instincts of a democrat. Extremely personable, he is well-liked by
- everyone from fellow MechWarriors to the lowliest ship's cook.
- On the battlefield, Van Kleven uses his Atlas, which he calls the Boar's Head,
- like a 100 ton scout. He stomps all over the field, creating general terror in
- the enemy lines and almost always overheating his 'Mech. He has won several
- land grants, but quickly loses the titles when his 'Mech overheats and shuts
- down on the battlefield.
- General of the Army Vasily Cherenkoff
- Commander of Lord Kurita's forces, Cherenkoff's Atlas is seldom in the
- vicinity of a raging battle. Preferring to park his red Atlas next to a mobile
- HQ, he uses it only in an emergency or when inspecting troops. The general is
- as abrasive as he is fat. The current joke among his troops is that the Atlas
- is the only 'Mech that can carry his weight, and that even its leg actuators
- groan under the strain.
- Additional:
- From TRO 3025.
- Distribution from RS 3025/3026.
- Entered by Corbin Ball.
- ================================================================================
- Equipment Type Rating Mass
- --------------------------------------------------------------------------------
- Internal Structure: Standard 152 points 10.00
- Engine: Fusion Engine 300 19.00
- Walking MP: 3
- Running MP: 5
- Jumping MP: 0
- Heat Sinks: Double Heat Sink 16(32) 6.00
- Heat Sink Locations: 1 LT, 2 LA, 1 RA
- Gyro: Standard 3.00
- Cockpit: Standard 3.00
- Actuators: L: SH+UA R: SH+UA+LA+H
- Armor: Stealth Armor AV - 288 18.00
- Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
- Internal Armor
- Structure Factor
- Head 3 9
- Center Torso 31 44
- Center Torso (rear) 15
- L/R Torso 21 29
- L/R Torso (rear) 10
- L/R Arm 17 32
- L/R Leg 21 39
- ================================================================================
- Equipment Location Heat Critical Mass
- --------------------------------------------------------------------------------
- ER Large Laser RA 12 2 5.00
- ER Large Laser LA 12 2 5.00
- Gauss Rifle RT 1 7 15.00
- LRM-15 LT 5 3 7.00
- SRM-4 LT 3 1 2.00
- Guardian ECM Suite CT 0 2 1.50
- @Gauss Rifle (16) RT - 2 2.00
- @LRM-15 (16) LT - 2 2.00
- @SRM-4 (25) LT - 1 1.00
- Free Critical Slots: 3
- BattleForce Statistics
- MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 24
- 3 4 4 4 0 4 1 Structure: 8
- Special Abilities: ECM, STL, SRCH, ES, SEAL, SOA, IF 1
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