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Background

Atlas battlemech



The Atlas is probably the best-known BattleMech to ever set foot on the modern battlefield. Designed with specifications from Aleksandr Kerensky himself in 2755 in the midst of the Cameron Edicts, the Atlas was originally intended to ensure SLDF superiority over the Star League member states. Though the inexorable arming of the Great Houses continued, the Atlas proved itself to be everything General Kerensky requested. With the largest amount of armor of nearly any 'Mech, crippling firepower, and the foreboding skull-shaped "Death's Head" cockpit/head assembly, the Atlas lived up to its reputation. The mere sight of an Atlas had been known to make even a veteran MechWarrior break out in a cold sweat, and theoretically a single Atlas can take on and wipe out an entire battalion of Stingers in exchange for minor armor loss.

The Atlas' first combat trials came during the Amaris Civil War, where it served an instrumental role as a powerful command vehicle. Though General Kerensky is well-known for being the one who kicked down the palace doors of the Usurper in his Orion, it was his close friend Aaron DeChavilier who, in his Atlas, weathered the storm of enemy fire and breached the protective wall surrounding the complex. After this conflict it was therefore with little surprise that the General wished for all of these 'Mechs to accompany him on Operation EXODUS, but ironically of those MechWarriors who refused his summons fully two-thirds were Atlas pilots. These units were spread among the Successor States and Atlas factories on Al Na'ir, Hesperus II and Quentin would continue production of the 'Mech through the Succession Wars.


Affiliation - Inner Sphere/Clan
Model Type - AS7-D Atlas
Class - Assault
Crew - 1
Scale - Massive


Structure By Location

Head - 350
Reinforced Pilots Compartment - 150
Main Torso - 1520
Arms - 500 ea
Hands - 120 ea
Legs - 720 ea
Feet - 195 ea

Note - the head can only be hit by a called shot and is -5 to strike.

Armour Level - 18 (front), 16 (rear)
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 2d6+3/15 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 2d4x100/800 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 (4d4/16 to 1d6x100+199/799 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Ground - 54 kph (180m per round, combat: 12m per phase, cruise: 36m per phase, max: 60m per phase)
Range - effectively unlimited, pilot endurance


Specifications

Height - 18m
Weight - 100 short tons
Strength - 77 supernatural, Lift - 77 tonnes, Carry - 38.5 tonnes
Cargo - Minimal space for personal items and weapons
Power System - Vlar 300 Fusion powerplant
Cost - 9 626 000 c-bills


Weapons

Weapon Type - A/C 20 (1 main torso)
Structure - 100
Range - 180/450/900m
Damage - 5d6x10+20
Rate Of Fire - up to 2 per round
Payload - 10

Weapon Type - LRM 20 (1 main torso)
Structure - 50
Range - 420m/1.05/2.1km
Damage - 5d4x10+20 per volley of 20 "missiles". Equivalent to 2d4+3 damage per "missile"
Rate Of Fire - up to 3 volleys of 20 "missiles" per round. Only fires volleys of 20 "missiles"
Payload - 12 volleys of 20 "missiles"
Bonuses/Penalties - -2 strike under 600m, Can be fired indirectly

Weapon Type - Medium Laser (4, 1 per arm, 2 main torso rear)
Structure - 30
Range - 180/450/900m
Damage - 2d4x10
Rate Of Fire - up to 4 per round
Payload - unlimited

Weapon Type - SRM 6 (1 main torso)
Structure - 45
Range - 180/450/900m
Damage - 3d4x10+5 per volley of 6 "missiles". Equivalent to 3d6+3 damage per "missile".
Rate Of Fire - up to 4 volleys of 6 "missiles" per round. Only fires volleys of 6 "missiles"
Payload - 15 volleys of 6 "missiles"


Bonuses and Penalties

Use Mech(a) Combat Training
Punch - 2d4x10+16
Kick - 2d6x10+24
Restrained Punch - 1d4x10+8
Body Block - 1d4x10+8


Systems of Note

Combat Computer - Angst Accuracy. 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 - Angst Discom. 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
Battletech Technical Readouts

IS Assault Mechs - https://worldofjaymz.fandom.com/wiki/IS_Assault_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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