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Background (Sarna.net)

Jenner 1



Introduced in 2784, the fact that the Jenner was the sole property of the Draconis Combine was long a source of national pride. Designed, produced, and, for over fifty years, solely used by the Combine, the Jenner was meant to be a fast guerrilla fighter that would go on to form the foundation for highly mobile lances. Five Smithson Lifter jump jets, two in each side torso and one in the center torso gave it a jumping distance of 150 meters, while its Magna 245 fusion engine allowed for a top speed of over 118 km/h, making it faster than most other 'Mechs. The drawback of the original model was its armament of a Diplan HD large laser and two Argra 27C medium lasers, all mounted in a turret which could be easily disabled with a well-placed shot, while the medium lasers' targeting systems proved to be bug-ridden. After some tinkering, this setup was eventually replaced with the weaponry found in the JR7-D model, creating a good mix of speed and firepower, though only four tons of armor provide paltry protection compared to other 'Mechs in the same weight range.

The Jenner became the standard light workhorse of the DCMS with the outbreak of the First Succession War, though its reputation would be forever tarnished following its role in the Kentares Massacre. Construction of new Jenners continued at Diplan Mechyard's factory on Ozawa until a raw mineral shortage caused a halt in 2815, though they continued to produce new chassis. In 2823 production resumed on Ozawa, with some 3,000 chassis shipped to Diplan's subsidiary on Luthien for final assembly, which itself was retooling to begin full-scale production; by 2830 both production lines were producing 1,350 Jenners a year. The sheer destruction of the Succession Wars finally took their toll when the last Jenner factory was destroyed in 2848, though so many Jenners had been produced by then that nearly every DCMS battalion had at least one of these 'Mechs well into the War of 3039. While the other Successor States eventually managed to procure operational Jenners (every AFFS regiment along the Combine border had at least one), the design remained in predominant use by House Kurita.


Affiliation - Inner Sphere
Model Type - JR7-D Jenner
Class - Light Battlemech
Crew - 1
Scale - Massive


Structure By Location

Head/Cockpit - 100
Reinforced Pilots Compartment - 150
Main Torso - 300
Weapon Pods - 100 ea
Legs - 150 ea
Feet - 80 ea

Note - head can only be hit with a directed shot as is -5 to be hit.

Armour Level - 12 (Front), 10 (Rear)
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 1d6/6 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 5d6x10/300 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (1d6+1/7 to 7d4x10+19/299 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Running - 119 kph (396.5m per round, combat: 26.5m per phase, cruise: 79.5m per phase, max: 132m per phase)
Jump - 150m per round
Range - effectively unlimited, pilot's endurance


Specifications

Height - 6m
Weight - 35 short tons
Strength - Superhuman 35
Cargo - Minimal space for personal items and weapons
Power System - Magna 245 Fusion Engine
Cost - 3,198,375 C-bills


Weapons

Weapon Type - Medium Laser (4, 2 per arm)
Structure - 30
Range - 180/450/900m
Damage - 2d4x10
Rate Of Fire - 4 per round
Payload - na

Weapon Type - SRM 4 (1 main torso)
Structure - 35
Range - 180/450/900m
Damage - 1d6x10+5 per volley of 4 "missiles" (equal to 4d4 per "missile")
Rate Of Fire - 4 per round
Payload - 25 volleys of 4 "missiles"
Bonuses - na


Bonuses and Penalties

Use Mech Combat Training
Punch - 3d6+1
Kick - 4d6+5
Restrained Punch - 2d4+1
Body Block - 2d4+1


Systems of Note

Combat Computer - Bk-309. Identifies friendly and enemy units, types, and classes. Range 3km

Radar - Detects any units in the surrounding area. Affected by terrain. Range - 8km

Target Interlocking Circuits - These allow you to link weapons together in order to fire them at the same time. Each weapon still needs a separate to-hit roll. This system gives you 3 "circuits" to set up which can be rearranged as needed at the cost of 2 melee actions. remember to note the rate of fire of the weapons that are linked. Not all weapons may fire if the rates of fire are not the same.

Comm - Dawson III. This system allows for direct communication between mechs as well longer range communication to a command center or even into low orbit. Range - 100km. Full encryption equipped.

Damage Monitor - This system gives the pilot a detailed reading of their units status and damage situation including ammunition counters and diagnostics. It can also give a rough readout of enemy units status in regards to their damage and functionality status.

Ejection System - Once the head is reduced to zero and the pilots compartment is reduced to zero, the pilot is automatically ejected in order to save them. Once propelled skyward out of the ruined mech, they parachute safely to the ground.


References Used

Sarna.net
masterunitlist.info
mordel.net
Technical Readouts

IS Light Mechs - https://worldofjaymz.fandom.com/wiki/IS_Light_Mechs
Battletech (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Battletech_(Rhodium)
Rhodium RPG System - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

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