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  1. Atlas AS9-CC
  2.  
  3. Mass: 100 tons
  4. Tech Base: Inner Sphere
  5. Chassis Config: Biped
  6. Rules Level: Tournament Legal
  7. Era: Clan Invasion
  8. Tech Rating/Era Availability: E/X-X-E-A
  9. Production Year: 3070
  10. Cost: 11,648,000 C-Bills
  11. Battle Value: 2,430
  12.  
  13. Chassis: Unknown Standard
  14. Power Plant: Unknown 300 Fusion Engine
  15. Walking Speed: 32.4 km/h
  16. Maximum Speed: 54.0 km/h
  17. Jump Jets: None
  18. Jump Capacity: 0 meters
  19. Armor: Unknown Stealth Armor
  20. Armament:
  21. 1 Gauss Rifle
  22. 2 ER Large Lasers
  23. 1 LRM-15
  24. 1 SRM-4
  25. 1 Guardian ECM Suite
  26. Manufacturer: Unknown
  27. Primary Factory: Unknown
  28. Communications System: Unknown
  29. Targeting and Tracking System: Unknown
  30.  
  31. Overview:
  32. The sight of BattleMechs lumbering across the terrain is a familiar one among
  33. the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D Atlas still
  34. manages to make even experienced MechWarriors break out in a sweat and brings
  35. the bitter taste of bile to their mouths.
  36.  
  37. The Atlas was designed as a last-ditch attempt to ensure the superiority of
  38. the Star League's Regular Army over the growing armies of the House Lords. It
  39. was an understandable reaction to the Cameron edicts passed from 2751 to 2761
  40. by the High Council, which permitted the five Lords to double the size of their
  41. personal armies. General Kerensky himself set down the specifications for the
  42. Atlas. He said it should be "a 'Mech as powerful as possible, as impenetrable
  43. as possible, and as ugly and foreboding as conceivable, so that fear itself
  44. will be our ally."
  45.  
  46.  
  47. Capabilities:
  48. Ugly and foreboding are two apt descriptions for the Atlas. Though some 'Mechs
  49. might be taller and heavier, none have the Atlas' aura. Considerable effort
  50. went into making the Atlas' weapons as visible as possible, giving an opposing
  51. MechWarrior plenty of opportunity to see that he is outgunned and to decide he
  52. is not being paid enough to die. Designers spent an entire year fashioning the
  53. head and cockpit to create a perfect merging of function and gruesomeness. The
  54. result was a complete success, and so MechWarriors nicknamed the Atlas "Death's
  55. Head".
  56.  
  57. The Atlas was the first 'Mech to mount such a large and devastating
  58. autocannon. Even though it carries only ten rounds for its Class 20 AC, the
  59. mere threat of such a large autocannon is often enough to send some 'Mechs
  60. scurrying. The weapon's only problem is that it lacks a cooling jacket and can
  61. overheat easily.
  62.  
  63. The Atlas' long-range missile delivery system is a unique design. Upon
  64. discovering that 20 launching tubes would not fit into the 'Mech's torso, the
  65. designers decided to install five tubes with a feed system that can shoot four
  66. salvos within ten seconds. The feed system is fairly reliable, and Techs need
  67. only worry about shielding the ammo from heat emitted from the nearby reactor.
  68. Reloading is quick, as each missile tube system has its own ammunition clip.
  69. Completely loaded, the missile system can shoot twelve salvos of 20 missiles.
  70. The large aperture between the two missile systems may look like another
  71. weapon, but it is the omnicoupling, where power and coolant cables can be
  72. attached to start up or repair the Atlas.
  73.  
  74. The 'Mech's armor is thick, and the forward torso and legs are especially well
  75. protected. Someone once calculated that if a battalion of Stinger 'Mechs
  76. engaged an Atlas, the Atlas would retire for repairs an hour later, leaving
  77. only one Stinger still able to move.
  78.  
  79. The head is roomy enough to support a small disk antenna, giving the Atlas
  80. limited surface-to-space communications. When entering battle, the pilot can
  81. fold up the antenna and stow it in a protected portion of the Atlas' head.
  82.  
  83. The three medium lasers and short-range missiles make the 'Mech a good
  84. close-range fighter, while its internal structure gives the arms and hands
  85. enormous power. This has created many horror stories concerning Atlases and
  86. their ability to pick-up medium-sized 'Mechs with one hand and fling them to
  87. the ground as though they were mere toys.
  88.  
  89. The main drawback of the Atlas is its slow speed. Intelligent opponents will
  90. retreat before the forbidding machine, hoping either to draw it into tight
  91. quarters, such as a city or woods, or sucker it into water or mud. Once there,
  92. the Atlas' lack of mobility is compounded. If a company depends on an Atlas for
  93. fire support, then a wily enemy will hit and run, hoping to draw the swifter
  94. 'Mechs away from the slow Atlas.
  95.  
  96.  
  97. Battle History:
  98. The Atlas was first used against Stefan the Usurper. In the final battles to
  99. gain control of Earth's major spaceports, the Atlas was instrumental in
  100. securing beachheads to allow troops to land safely.
  101.  
  102. General Kerensky's second-in-command, General DeChavilier, spearheaded the
  103. final assault on the Usurper's last stronghold, the Imperial City. He
  104. continually exposed his Atlas to enemy fire, yet marched on as if the laser
  105. bolts, missiles, and cannon shells were nothing more than the annoying buzz of
  106. flies. When DeChavilier's Atlas pushed over the concrete outer wall surrounding
  107. the Imperial Palace, Kerensky headed for the Usurper's palace gates in his
  108. Orion.
  109.  
  110. Considering the Atlas' raw power, it is no wonder that Kerensky wanted all
  111. Atlases to accompany him into his self-imposed exile. Oddly, more than
  112. two-thirds of the pilots who refused to join him were Atlas pilots. Perhaps
  113. they felt that they could better their social standing by remaining in the
  114. Inner Sphere. The remaining Atlases and those still being produced on Hesperus
  115. and Quentin continue to inspire terror wherever they tread.
  116.  
  117.  
  118. Variants:
  119. With the passing years, it has become difficult to replace many Atlas parts, as
  120. most supplies have been destroyed or exhausted. The Atlas can use slightly
  121. different weapon designs, but they invariably decrease the size of the 'Mech's
  122. interior.
  123.  
  124. As for modifications, few Successor Lords have tried to tamper with success.
  125. Some have replaced the medium lasers on the 'Mech's hands with large lasers.
  126. This variant is only moderately successful, however, as the new lasers are
  127. unreliable when tied into the already-taxed battle computer.
  128.  
  129.  
  130. Notable 'Mechs & MechWarriors:
  131. MechWarrior Rodney Van Kleven
  132.  
  133. A member of the elite 6th Syrtis Fusiliers, Rodney Van Kleven is an aristocrat
  134. with the instincts of a democrat. Extremely personable, he is well-liked by
  135. everyone from fellow MechWarriors to the lowliest ship's cook.
  136.  
  137. On the battlefield, Van Kleven uses his Atlas, which he calls the Boar's Head,
  138. like a 100 ton scout. He stomps all over the field, creating general terror in
  139. the enemy lines and almost always overheating his 'Mech. He has won several
  140. land grants, but quickly loses the titles when his 'Mech overheats and shuts
  141. down on the battlefield.
  142.  
  143.  
  144. General of the Army Vasily Cherenkoff
  145.  
  146. Commander of Lord Kurita's forces, Cherenkoff's Atlas is seldom in the
  147. vicinity of a raging battle. Preferring to park his red Atlas next to a mobile
  148. HQ, he uses it only in an emergency or when inspecting troops. The general is
  149. as abrasive as he is fat. The current joke among his troops is that the Atlas
  150. is the only 'Mech that can carry his weight, and that even its leg actuators
  151. groan under the strain.
  152.  
  153.  
  154. Additional:
  155. From TRO 3025.
  156.  
  157.  
  158. Distribution from RS 3025/3026.
  159.  
  160.  
  161. Entered by Corbin Ball.
  162.  
  163.  
  164. ================================================================================
  165. Equipment Type Rating Mass
  166. --------------------------------------------------------------------------------
  167. Internal Structure: Standard 152 points 10.00
  168. Engine: Fusion Engine 300 19.00
  169. Walking MP: 3
  170. Running MP: 5
  171. Jumping MP: 0
  172. Heat Sinks: Double Heat Sink 16(32) 6.00
  173. Heat Sink Locations: 1 LT, 2 LA, 1 RA
  174. Gyro: Standard 3.00
  175. Cockpit: Standard 3.00
  176. Actuators: L: SH+UA R: SH+UA+LA+H
  177. Armor: Stealth Armor AV - 288 18.00
  178. Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
  179.  
  180. Internal Armor
  181. Structure Factor
  182. Head 3 9
  183. Center Torso 31 44
  184. Center Torso (rear) 15
  185. L/R Torso 21 29
  186. L/R Torso (rear) 10
  187. L/R Arm 17 32
  188. L/R Leg 21 39
  189.  
  190. ================================================================================
  191. Equipment Location Heat Critical Mass
  192. --------------------------------------------------------------------------------
  193. ER Large Laser RA 12 2 5.00
  194. ER Large Laser LA 12 2 5.00
  195. Gauss Rifle RT 1 7 15.00
  196. LRM-15 LT 5 3 7.00
  197. SRM-4 LT 3 1 2.00
  198. Guardian ECM Suite CT 0 2 1.50
  199. @Gauss Rifle (16) RT - 2 2.00
  200. @LRM-15 (16) LT - 2 2.00
  201. @SRM-4 (25) LT - 1 1.00
  202. Free Critical Slots: 3
  203.  
  204. BattleForce Statistics
  205. MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 24
  206. 3 4 4 4 0 4 1 Structure: 8
  207. Special Abilities: ECM, STL, SRCH, ES, SEAL, SOA, IF 1
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