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Jul 18th, 2016
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  1. Atlas AS9-Gr
  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-D-A
  9. Production Year: 3050
  10. Cost: 10,054,000 C-Bills
  11. Battle Value: 2,286
  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 Standard Armor w/ CASE
  20. Armament:
  21. 1 Gauss Rifle
  22. 2 ER Large Lasers
  23. 1 LRM-15
  24. 1 SRM-4
  25. Manufacturer: Unknown
  26. Primary Factory: Unknown
  27. Communications System: Unknown
  28. Targeting and Tracking System: Unknown
  29.  
  30. Overview:
  31. The sight of BattleMechs lumbering across the terrain is a familiar one among
  32. the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D Atlas still
  33. manages to make even experienced MechWarriors break out in a sweat and brings
  34. the bitter taste of bile to their mouths.
  35.  
  36. The Atlas was designed as a last-ditch attempt to ensure the superiority of
  37. the Star League's Regular Army over the growing armies of the House Lords. It
  38. was an understandable reaction to the Cameron edicts passed from 2751 to 2761
  39. by the High Council, which permitted the five Lords to double the size of their
  40. personal armies. General Kerensky himself set down the specifications for the
  41. Atlas. He said it should be "a 'Mech as powerful as possible, as impenetrable
  42. as possible, and as ugly and foreboding as conceivable, so that fear itself
  43. will be our ally."
  44.  
  45.  
  46. Capabilities:
  47. Ugly and foreboding are two apt descriptions for the Atlas. Though some 'Mechs
  48. might be taller and heavier, none have the Atlas' aura. Considerable effort
  49. went into making the Atlas' weapons as visible as possible, giving an opposing
  50. MechWarrior plenty of opportunity to see that he is outgunned and to decide he
  51. is not being paid enough to die. Designers spent an entire year fashioning the
  52. head and cockpit to create a perfect merging of function and gruesomeness. The
  53. result was a complete success, and so MechWarriors nicknamed the Atlas "Death's
  54. Head".
  55.  
  56. The Atlas was the first 'Mech to mount such a large and devastating
  57. autocannon. Even though it carries only ten rounds for its Class 20 AC, the
  58. mere threat of such a large autocannon is often enough to send some 'Mechs
  59. scurrying. The weapon's only problem is that it lacks a cooling jacket and can
  60. overheat easily.
  61.  
  62. The Atlas' long-range missile delivery system is a unique design. Upon
  63. discovering that 20 launching tubes would not fit into the 'Mech's torso, the
  64. designers decided to install five tubes with a feed system that can shoot four
  65. salvos within ten seconds. The feed system is fairly reliable, and Techs need
  66. only worry about shielding the ammo from heat emitted from the nearby reactor.
  67. Reloading is quick, as each missile tube system has its own ammunition clip.
  68. Completely loaded, the missile system can shoot twelve salvos of 20 missiles.
  69. The large aperture between the two missile systems may look like another
  70. weapon, but it is the omnicoupling, where power and coolant cables can be
  71. attached to start up or repair the Atlas.
  72.  
  73. The 'Mech's armor is thick, and the forward torso and legs are especially well
  74. protected. Someone once calculated that if a battalion of Stinger 'Mechs
  75. engaged an Atlas, the Atlas would retire for repairs an hour later, leaving
  76. only one Stinger still able to move.
  77.  
  78. The head is roomy enough to support a small disk antenna, giving the Atlas
  79. limited surface-to-space communications. When entering battle, the pilot can
  80. fold up the antenna and stow it in a protected portion of the Atlas' head.
  81.  
  82. The three medium lasers and short-range missiles make the 'Mech a good
  83. close-range fighter, while its internal structure gives the arms and hands
  84. enormous power. This has created many horror stories concerning Atlases and
  85. their ability to pick-up medium-sized 'Mechs with one hand and fling them to
  86. the ground as though they were mere toys.
  87.  
  88. The main drawback of the Atlas is its slow speed. Intelligent opponents will
  89. retreat before the forbidding machine, hoping either to draw it into tight
  90. quarters, such as a city or woods, or sucker it into water or mud. Once there,
  91. the Atlas' lack of mobility is compounded. If a company depends on an Atlas for
  92. fire support, then a wily enemy will hit and run, hoping to draw the swifter
  93. 'Mechs away from the slow Atlas.
  94.  
  95.  
  96. Battle History:
  97. The Atlas was first used against Stefan the Usurper. In the final battles to
  98. gain control of Earth's major spaceports, the Atlas was instrumental in
  99. securing beachheads to allow troops to land safely.
  100.  
  101. General Kerensky's second-in-command, General DeChavilier, spearheaded the
  102. final assault on the Usurper's last stronghold, the Imperial City. He
  103. continually exposed his Atlas to enemy fire, yet marched on as if the laser
  104. bolts, missiles, and cannon shells were nothing more than the annoying buzz of
  105. flies. When DeChavilier's Atlas pushed over the concrete outer wall surrounding
  106. the Imperial Palace, Kerensky headed for the Usurper's palace gates in his
  107. Orion.
  108.  
  109. Considering the Atlas' raw power, it is no wonder that Kerensky wanted all
  110. Atlases to accompany him into his self-imposed exile. Oddly, more than
  111. two-thirds of the pilots who refused to join him were Atlas pilots. Perhaps
  112. they felt that they could better their social standing by remaining in the
  113. Inner Sphere. The remaining Atlases and those still being produced on Hesperus
  114. and Quentin continue to inspire terror wherever they tread.
  115.  
  116.  
  117. Variants:
  118. With the passing years, it has become difficult to replace many Atlas parts, as
  119. most supplies have been destroyed or exhausted. The Atlas can use slightly
  120. different weapon designs, but they invariably decrease the size of the 'Mech's
  121. interior.
  122.  
  123. As for modifications, few Successor Lords have tried to tamper with success.
  124. Some have replaced the medium lasers on the 'Mech's hands with large lasers.
  125. This variant is only moderately successful, however, as the new lasers are
  126. unreliable when tied into the already-taxed battle computer.
  127.  
  128.  
  129. Notable 'Mechs & MechWarriors:
  130. MechWarrior Rodney Van Kleven
  131.  
  132. A member of the elite 6th Syrtis Fusiliers, Rodney Van Kleven is an aristocrat
  133. with the instincts of a democrat. Extremely personable, he is well-liked by
  134. everyone from fellow MechWarriors to the lowliest ship's cook.
  135.  
  136. On the battlefield, Van Kleven uses his Atlas, which he calls the Boar's Head,
  137. like a 100 ton scout. He stomps all over the field, creating general terror in
  138. the enemy lines and almost always overheating his 'Mech. He has won several
  139. land grants, but quickly loses the titles when his 'Mech overheats and shuts
  140. down on the battlefield.
  141.  
  142.  
  143. General of the Army Vasily Cherenkoff
  144.  
  145. Commander of Lord Kurita's forces, Cherenkoff's Atlas is seldom in the
  146. vicinity of a raging battle. Preferring to park his red Atlas next to a mobile
  147. HQ, he uses it only in an emergency or when inspecting troops. The general is
  148. as abrasive as he is fat. The current joke among his troops is that the Atlas
  149. is the only 'Mech that can carry his weight, and that even its leg actuators
  150. groan under the strain.
  151.  
  152.  
  153. Additional:
  154. From TRO 3025.
  155.  
  156.  
  157. Distribution from RS 3025/3026.
  158.  
  159.  
  160. Entered by Corbin Ball.
  161.  
  162.  
  163. ================================================================================
  164. Equipment Type Rating Mass
  165. --------------------------------------------------------------------------------
  166. Internal Structure: Standard 152 points 10.00
  167. Engine: Fusion Engine 300 19.00
  168. Walking MP: 3
  169. Running MP: 5
  170. Jumping MP: 0
  171. Heat Sinks: Double Heat Sink 16(32) 6.00
  172. Heat Sink Locations: 1 LT, 1 LA, 2 RA
  173. Gyro: Standard 3.00
  174. Cockpit: Standard 3.00
  175. Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
  176. Armor: Standard Armor AV - 304 19.00
  177. CASE Locations: 1 LT, 1 RT 1.00
  178.  
  179. Internal Armor
  180. Structure Factor
  181. Head 3 9
  182. Center Torso 31 48
  183. Center Torso (rear) 13
  184. L/R Torso 21 31
  185. L/R Torso (rear) 11
  186. L/R Arm 17 33
  187. L/R Leg 21 42
  188.  
  189. ================================================================================
  190. Equipment Location Heat Critical Mass
  191. --------------------------------------------------------------------------------
  192. ER Large Laser RA 12 2 5.00
  193. ER Large Laser LA 12 2 5.00
  194. Gauss Rifle RT 1 7 15.00
  195. LRM-15 LT 5 3 7.00
  196. SRM-4 LT 3 1 2.00
  197. @Gauss Rifle (16) RT - 2 2.00
  198. @LRM-15 (16) LT - 2 2.00
  199. @SRM-4 (25) LT - 1 1.00
  200. Free Critical Slots: 13
  201.  
  202. BattleForce Statistics
  203. MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 23
  204. 3 4 5 4 0 4 0 Structure: 8
  205. Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
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