SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #1051
THURSDAY, NOVEMBER 11, 2004
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Kintaro KTO-18

Standard Level 1 / 3025
Age of War/Star League [Introductory]
Inner Sphere  Biped
55 Tons

MajorTom
TRO 3025

Kintaro SSW (Solaris Skunk Werks) File

Faction Availability


Kintaro KTO-18

Rules Level: Introductory
Technology Base: Inner Sphere
Chassis Config: Biped
Production Year: 2792
Extinct By: Never

Chassis: Technicron-1 Standard
Power Plant: CoreTek 275 Fusion Engine
Cruising Speed: 53.75 km/h
Maximum Speed: 86.0 km/h
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Leopard V Standard Armor
Armament:
     3 Hovertec-6 SRM-6s
     2 Magna Medium Lasers
     1 Holly LRM-5
Manufacturer: General Dynamics
     Primary Factory: Ozawa
Communications System: OmniComm 3
Targeting and Tracking System: Starbeam 3000

Overview
The Kintaro is a rare example of a 'Mech designed around a weapons system, the Narc missile beacon. The Narc system was a radical new way to activate a missile's target-acquisition computer. Special missiles, called pods, were fitted with powerful homing beacons behind a magnetic head. If a missile hit its target, the Narc pod would emit a clear homing signal for all Narc-equipped missile systems in the area. Target lock-on was virtually guaranteed with the Narc in place. The beacon drew incoming missiles to it, concentrating the missile fire on one portion of the targeted 'Mech. The Narc beacon made pinpoint accuracy possible, and so the Kintaro was extremely popular in fire lances and other units that employed missiles as their primary weapons systems.

Unfortunately, the widespread devastation of the Succession Wars destroyed the Inner Sphere's ability to manufacture Narc pods and provide Narc homing sensors for standard long- and short-range missiles. By 2792, when the last known Narc manufacturing site was destroyed, most Kintaro pilots had replaced their Narc launchers with an additional SRM launcher.

Capabilities
Primarily a missile carrier, the Kintaro packs a considerable punch. It is not well suited for raiding, however. Though it carries ample supplies for a single engagement, it is almost constantly in need of resupply. As the fight wears on, the Kintaro's effectiveness decreases dramatically.

The 'Mech's three Hovertec short-range missile launchers are similar in effect but different in design. The torso-mounted systems are standard models and very compact. The reloads sit next to the launcher, providing an excellent rate of fire with a high degree of reliability. The arm-mounted launcher, however, is a technician's nightmare. Installed to provide a wider arc of fire, the arm-mounted autoloader requires daily maintenance. The lower arm houses both the Holly-5 long-range missile launcher and one of the Hovertec-6 SRMs. The reloads, however, are stored in the left torso. When reloading occurs, the missiles travel down the upper arm into the launch tubes. Reloading requires three seconds, during which time the arm must remain nearly motionless. The system automatically locks the arm in place for the time required, but any movement in the system invariably causes a jam in the upper arm. The time required to clear the jam varies greatly, but it usually takes at least an hour.

The Holly-5 LRM uses the same principle, but works like a charm. Missiles are stored in the torso and fed through the upper arm to the launcher in the forearm. Rare incidents of jamming occur in the storage area, before the missile enters the loading tube. Experts are still debating why two such similar systems differ so widely in performance.

The twin medium lasers mounted on the right arm are there more for the pilot's peace of mind than to fight the enemy; a MechWarrior finds it comforting to have something to fall back on in a tough fight. The lasers provide a good arc of fire and work well as a supplement to the missile system.


Technology Base: Inner Sphere 55.00 tons
Chassis Config: Biped Cost: 4,643,407 C-Bills
BV2: 1,187 Tech Rating/Era Availability: D/C-E-D

Equipment     Mass
Internal Structure: Standard 5.50
Engine: 275 Fusion Engine 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 - Single (10 in engine) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H
Armor: 176 points - Standard Armor 11.00
  Internal Armor
  Structure Factor
Head: 3 9
Center Torso: 18 26
Center Torso (rear):   9
R/L Torso: 13 18
R/L Torso (rear):   7
R/L Arm: 9 18
R/L Leg: 13 23
Weapons and Ammo Location Heat Criticals Tonnage
Medium Laser RA 3 1 1.00
LRM-5 LA 2 1 2.00
SRM-6 LA 4 2 3.00
Medium Laser LA 3 1 1.00
SRM-6 RT 4 2 3.00
SRM-6 CT 4 2 3.00
Ammo: SRM-6 (30) RT -- 2 2.00
Ammo: LRM-5 (24) LT -- 1 1.00
Ammo: SRM-6 (15) LT -- 1 1.00

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 12
5 1 1 1 0 2 2 Structure: 5  
Special Abilities: SRCH, ES, SOA, SRM 1/1/0
Created using Solaris Skunk Werks
Downloadable here