Mass: 20 tons
Chassis: Bergan VII
Power Plant: 160 LTV XXL
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Fincastle Take Air Model 6
Jump Capacity: 300 Meters
Armor: Star Slab Ferro Fibrous
Armament:
3 Martel Medium Lasers
Manufacturer: Fincastle Mechwerks
Communications System: Garret T10B C3 Enabled
Targeting and Tracking System: O/P 911 C3 Enabled
Type: LCT-HD2 Locust Tons
Tonnage: 20 Tons 20
Internal Structure: 2
Engine: 160 LTV XXL 2
Walking MPs: 8
Running MPs: 12
Jumping MPs: 10 4
JJ Locations: 3 LT, 3RT, 1 LL, 1 RL
Heat Sinks: 10 0
Heat Sink Locations: (6 Engine) 1 LA, 1 RA, 1 LL, 1 RL
Gyro: XL 1
Cockpit: Small 2
Armor Factor: 69 Ferro Fibrous 4
FF Locations: 7 LA, 7 RA
Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 8/4
Rt/Lt Torso: 5 7/3
Rt/Lt Arm: 3 6
Rt/Lt Leg: 4 8
Weapons and Ammo:
Type: Loc: Critical:
Medium Lasers LA 2 2
Medium Laser RA 1 1
Partial Wing LT/RT 3/3 1
C3 Slave H 1 1
When called upon to create a fast and highly mobile scout 'Mech, the designers at Fincastle Mechwerks immediately thought of the Locust. When told they would be required to use a 20 ton chassis, it sealed the deal. The design team got to work immediately, chomping at the bit to include a highly experimental piece of new technology, the Battlemech Partial Wing. This wing would not only increases a light Battlemech's jump distance by 60 meters, but also help cool the 'Mech as if it were carrying an additional trio of heat sinks.
The only issue: Locusts don't jump. This was remedied quickly by adding eight Fincastle Take Air Model 6 Jump Cores. Although very light weight, they increased the 'Mech's tonnage beyond the specified limits. Designers then looked to the proverbial "tech bin" to see what they could find to bring the weight down. A couple of technologies jumped out right away. The new, lighter weight Small Cockpit, though cramped, would allow two of the jump jets to find their homes in the 'Mechs legs. More weight was gained by introducing the LCT-HD2 to the new XL Gyro system. A bit bulkier than a standard gyro, it was able to reduce the design's weight by an additional ton. The rest of the weight was removed by installing a whole new class of engine, the XXL 160 by LTV. While taking up more space and running hotter than other engines available, the weight is a full two thirds lighter than a standard version. As bulky as it was, the engine still allowed enough room for the remaining 6 jump jets to be arranged in the LCT-HD2's left and right torsos, just under the Partial Wing system. All of these systems in concert allow the LCT-HD2 to jump an incredible 300 meters when needed, though the heat created can cause issues if the 'Mech is required to jump continuously.
The next step in the design process was to re-work the Locust's weapons array. While the original excelled in crowd suppression and infantry engagements, it was assumed that such a mobile scout would likely encounter other 'Mechs and would need the firepower to at least hold it's own if another light or medium unit were to get close. For this reason, all weapons were stripped from the machine and replaced. Although the center torso mounted medium laser was later added back in, it was placed in the right arm to increase it's firing arc and to make room for the XL Gyro. Two more Martel medium lasers were added to the left arm to finish out the new machine's payload. Designers thought of placing pulse lasers on the new 'Mech, however they felt the overall increase in damage potential and range outweighed the accuracy benefits of pulse technology.
Now highly mobile and armed with a respectable weapons payload, Fincastle Mechwerks looked to the electronics. When originally considering the unit's scouting capabilities, designers wanted to place an active probe in the new Locust, however at the request of the client, a C3 computer system was brought into play. This C3 Slave system was placed in the 'Mech's head giving lancemates unparalleled targeting telemetry for standard heavy weapons fire.
It was now obvious that this 'Mech was going to be used in coordination with at least a lance of Battlemechs. For this reason, Fincastle Mechwerks added the maximum armor possible for a 20 ton chassis, using 4 tons of Star Slab Ferro Fibrous. They actually had to shave down a couple of the armor plates on the 'Mech's torsos to avoid grinding against the shoulder actuators and locking the arms in a "hands up" position which gave the 'Mech the appearance of being startled and running for it's life.
It is still unknown how Fincastle Mechwerks is able to incorporate all of these technologies into one 'Mech when most come from very distant, and in some cases, unfriendly star systems. Clients don't seem to care as long as the result is built on time and on budget, which to this point, has been the case with the plucky refit shop.