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May 14th, 2016
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  1. Quickdraw QKD-10M
  2.  
  3. Mass: 60 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: 9,957,760 C-Bills
  11. Battle Value: 1,590
  12.  
  13. Chassis: Unknown Endo-Steel
  14. Power Plant: Unknown 300 Light Fusion Engine
  15. Walking Speed: 54.0 km/h
  16. Maximum Speed: 86.4 km/h
  17. Jump Jets: Unknown
  18. Jump Capacity: 150 meters
  19. Armor: Unknown Standard Armor w/ CASE
  20. Armament:
  21. 2 MML-7s
  22. 4 ER Medium Lasers
  23. Manufacturer: Unknown
  24. Primary Factory: Unknown
  25. Communications System: Unknown
  26. Targeting and Tracking System: Unknown
  27.  
  28. Overview:
  29. The new QKD-5M Quickdraw coming out of the Savannah factory of Technicron
  30. Manufacturing departs from traditional Free Worlds League practice of sticking
  31. with mainstream models. The use of double heat sinks and Kallon FWL Special
  32. Ferro-Fibrous Armor follow standard theory, making significant improvements in
  33. the Quickdraw's protection and ability to dissipate heat. The use of Cellular
  34. Ammunition Storage Equipment to protect the reloads for the long-range missiles
  35. is also sound.
  36.  
  37. What has created a furor is the substitution of a Hovertec Short-Range Missile
  38. Detachable Quad for the old model mounted inside the center torso. This
  39. one-shot weapon is normally used only on helicopters, hovercraft, and other
  40. vehicles designed to make a single offensive pass and then flee. The lack of
  41. reloads for the Detachable Quad seems too large a drawback to offset the safety
  42. gained by removing the ammo bins from the Quickdraw's center torso.
  43.  
  44. Luthien Armor Works, meanwhile, is beginning to produce a model that avoids
  45. this pitfall but is controversial in another way. This model, the QKD-5K,
  46. removes the long-range missile launchers, installing two additional medium
  47. lasers instead. With fewer missiles aboard, the 'Mech does not use CASE. With
  48. more laser weapons, it goes further to avoid heat buildup, carrying 17 double
  49. heat sinks. This unit has not reached the field as yet, but it is predictable
  50. that many MechWarriors will be unhappy about losing their long-range firepower.
  51.  
  52.  
  53. Additional:
  54. Entered by Dave Welch from TRO 3050
  55.  
  56. Distribution from RS 3050
  57.  
  58.  
  59. ================================================================================
  60. Equipment Type Rating Mass
  61. --------------------------------------------------------------------------------
  62. Internal Structure: Endo-Steel 99 points 3.00
  63. Internal Locations: 1 HD, 1 CT, 2 RT, 3 LA, 5 RA, 1 LL, 1 RL
  64. Engine: Light Fusion Engine 300 14.50
  65. Walking MP: 5
  66. Running MP: 8
  67. Jumping MP: 5 Standard
  68. Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 5.00
  69. Heat Sinks: Double Heat Sink 13(26) 3.00
  70. Heat Sink Locations: 1 LA
  71. Gyro: Standard 3.00
  72. Cockpit: Standard 3.00
  73. Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
  74. Armor: Standard Armor AV - 176 11.00
  75. CASE Locations: 1 LT 0.50
  76.  
  77. Internal Armor
  78. Structure Factor
  79. Head 3 9
  80. Center Torso 20 26
  81. Center Torso (rear) 9
  82. L/R Torso 14 18
  83. L/R Torso (rear) 6
  84. L/R Arm 10 18
  85. L/R Leg 14 24
  86.  
  87. ================================================================================
  88. Equipment Location Heat Critical Mass
  89. --------------------------------------------------------------------------------
  90. ER Medium Laser RA 5 1 1.00
  91. ER Medium Laser LA 5 1 1.00
  92. 2 ER Medium Lasers RT 10 2 2.00
  93. MML-7 RT 4 4 4.50
  94. MML-7 LT 4 4 4.50
  95. @MML-7 (LRM) (34) LT - 2 2.00
  96. @MML-7 (SRM) (28) LT - 2 2.00
  97. Free Critical Slots: 4
  98.  
  99. BattleForce Statistics
  100. MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 16
  101. 5j 4 3 1 0 3 1 Structure: 3
  102. Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
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