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DBK-001AA Scarab

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Description

After some thought. I talked with [link] about fluffing a mech of his, well This one, gave me ideas. [link] so here is the result both readout and fluff.

DBK-001aa Scarab

Chassis: Star League MN-01
Power Plant: Kagushima 340 XL (Clan)
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: Luxor Load Lifters
Jump Capacity: 60 meters
Armor: Durallex with CASE
Armament:
2 SpyView Lockmaster 1 Narc Missile Beacons
2 NovaCat Rebuild LRM 15s
2 NovaCat Rebuild SRM 4s
1 Clantech AMS
2 Clantech ER Medium Pulse Lasers
Manufacturer: Star League Weapons Research
Primary Factory: Luthien
Communications System: Datacom with Guardian ECM Suite
Targeting and Tracking System: Alexis Photon Targeting Acquisition System

Capabilities:
Tons: 84.81 Free Tons. .19
Max Heat: 32,000
Heat Vent:34,000
Critical Slots Free: 4
Battle Value: 2,099
Frame: Biped
Armor: Standard Plating

Cost:
22,402,329 C$bills.
Max damage at range 1 to 9 hexes is 60 using the following
weapons:
(C) SRM 4 (x2)
(C) ER Medium Pulse Laser (x2)
(C) SRM 4
(x2)
Max damage at range 10 to 14 hexes is 44 using the following
weapons:
(C) ER Medium Pulse Laser (x2)
(C) LRM 15 (x2)
Max damage at range 15 to 21 hexes is 30 using the following
weapons:
(C) LRM 15 (x2)


Deployment:
Possible prototype, no other known models at this time. Spare
parts found along with damaged unit, used in repair.

Battle History:
Unknown battle record.

Known Variants:
Single Build: Found in Star chamber of former SL outpost on the
rim.


DBK-001aa Scarab

Technology Base: - Mixed (Clan Chassis) - Level 3
Equipment Mass
Internal Structure: 8.5
Engine: 340 XL (Clan) 13.5
Walking MP: 4
Running MP: 6
Jumping MP: 2
Heat Sinks: 17(34) - (C) Double 7
Gyro: 4
Cockpit: - Torso-Mounted 4
Armor Factor: 229 14.31

Internal Armor
Structure Value
Head 3 9
Center Torso 27 40
Center Torso(rear) 12
R/L Torso 18 22
R/L Torso(rear) 12
R/L Arm 14 16
R/L Leg 18 34

Weapons and Ammo Location Critical Tonnage
(C) ER Medium Pulse Laser LA 2 2
(C) LRM 15 LT 2 3.5
(C) LRM 15 Ammo LT 2 2
(C) Narc Missile Beacon LT 1 2
(C) Narc Missile Beacon Ammo LT 1 1
(C) SRM 4 LT 1 1
(C) SRM 4 Ammo LT 2 2
(C) A-Pod LL 1 0.5
Jump Jet LL 1 1
(C) A-Pod RL 1 0.5
Jump Jet RL 1 1
(C) LRM 15 RT 2 3.5
(C) LRM 15 Ammo RT 2 2
(C) Narc Missile Beacon RT 1 2
(C) Narc Missile Beacon Ammo RT 1 1
(C) SRM 4 RT 1 1
(C) SRM 4 Ammo RT 2 2
(C) ER Medium Pulse Laser RA 2 2
(C) AMS H 1 0.5
(C) AMS Ammo H 2 2
(C) ECM Suite H 1 1


Scarab Battlemech: Repair notes and general history.

In the early years before Kerensky left, technology was more equal if still new. This battlemech,dubbed the Scarab due to its pincer like claws is a possible holdover from that time. Tall, massing in at more tons then a Mad Cat and bearing a decent missile capacity it was a mech that could have done well. For unknown reasons its design was built and then discarded into a long forgotten Cache, rusting unused and hidden in the outer rim area. Mining operations in the location uncovered it, after the initial surprise was over the owner of the site wished it to be brought to combat ready status if possible.

Resembling a massive Catapult Battlemech it's original design enclosed multiple small lasers that were removed when it was rebuilt in favor of sensor capacity, ECM and a more advanced engine. Nearly all of its electronics were updated as much as possible and the Battlecomputer was removed and programmed to be more in tune with the modern weaponry mounted in it.

Brought to JMY Inc by a private citizen for repair and if possible refit, the plan was laid out. Fragmented blueprints of the rust and age caked hulk were examined, Battlemech's of the time were examined to fill in the blanks and overall the finalized form was a fitting homage to the fast hard days of the 2300's on through the late 2900's when life was new and war was brewing hotly.

The mech was little more then framework, cockpit and rusting armor, over the course of several months, its original body was rebuilt, standard armor plating sealing up holes and rents; slowly the large somewhat archaic looking mech took shape.

Its primary weapons were twin LRM20s, powerful, but due to the age damage done to them, little use. Stripped out all but the bare casings; a mixed pack was installed into the mechs frame. Its main long range punch is a set of LRM 15 racks, loaded with several tons of ammo each. For close range twin SRM 4 racks lay in the same housing for anti vehicle anti armor work. To improve the rack's accuracy a NARC launcher has been included as well, the machines tube count numbering twenty in each bay but with this configuration it is allowed a bit more selective fire.

The myomer and heat sink system was replaced wholesale,updating the mech's movement array to the latest available, giving it a smooth, fast gait for its tonnage and a pantherlike agility. A combined AMS/ECM pod sits over the cockpit, buried where the neck stump would be if the mech was a normal configuration. Its only other means of armament are twin ER Medium class Pulse lasers, trading damage for rate of fire, they are typically used in conjunction with the SRM's to ensure a target is leveled.

Protecting this large assault mech is some fourteen tons of Durallex plating, most of it in the body and lower legs. The arms bearing a thin layer that though can be dangerous, helps with the lasers venting capacity.

The mech itself was very clan like in technology before the rebuild, just age and bad protection rendered most of it useless. Now, the machine has been given the latest or near latest advanced hardware to be gotten. Though expensive, the mech is a capable long range killer and armored enough to take a pounding at close range when its less destructive weapons are brought to bear. Overall, the machine is a decent balance between the so called 'grinder' mech's made popular in the Arenas and a stealthy long range assassin.

Due to extensive heat sink reworking, the mech runs very cool under fire, able to lash out again and again with its LRM racks at range to pound targets down. The Narc attachment is a boon to allied combatants to help make certain critical volleys reach their targets. Up close, underestimating the damage potential of the pulse lasers could quickly turn fatal to unwary opponents especially when backed up with a SRM spread to the opponents cockpit at close range.

It's most useful advantage however, may be the jump jets built into the general assembly, giving the large machine more reach and the ability to chase down or get away from, targets quickly. A feature seen in but a few mechs of this tonnage, carefully used this function can lend a new aspect to combat.

Lengthy study turned up little information on it, at least in any Spheroid computer files and clan, being clan were typically closed mouthed about such things. It may be one of the many dead end prototypes, highly advanced for its time but too expensive to mass produce or it may have been a unknown pilots personalized machine as much of its original components did resemble the typical clan technology of the era. What is known however is that the current rebuild, though spare on ammunition, is a potential dangerous new opponent on the battlefield.
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Comments5
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TDBK's avatar
Never mind! I see you added the fluff!! I'll add this soon. I think I'll do a new render first so people look at it and don't go oh, I've seen that before. I want them to read these specs. :D

:wave: THANK YOU! :wave: