Type/Model: |
Wasp WSP-3S (Human Sphere) |
Tech: |
Inner Sphere / 3067 |
Config: |
Biped BattleMech |
Rules: |
Level 2, Standard design |
|
|
Mass: |
20 tons |
Chassis: |
Defiance WSP Endo Steel |
Power Plant: |
120 Edasich Motors Light Fusion |
Walking Speed: |
64.8 km/h |
Maximum Speed: |
97.2 km/h |
Jump Jets: |
6 Rawlings 52 Standard Jump Jets |
Jump Capacity: |
180 meters |
Armor Type: |
Durallex Light Standard |
Armament:
2 Defiance Model XII ER Medium Lasers
1 CherrySeed Guardian Guardian ECM
1 CherrySeed Bullseye TAG
Manufacturer: Defiance Industries
Location: Furillo, Northwind
Communications System: Nashan Quartet ComSy with Guardian ECM
Targeting & Tracking System: RCA Instatrac Mark XII with TAG
Overview:
The Wasp was the first recon 'Mech to be mass-produced for the Terran military. Since its initial production in 2471, the 'Mech has spread to all parts of Human-occupied space. Old Star League records show that thousands of Wasps were constructed in the four centuries preceding the Succession Wars and more than half this number were still in service with every major and many minor governments when the Fourth Succession War broke out, a testament to the basic hardiness of the design.
The flood of new designs that swept across the Human Sphere after the discovery of the Helm memory core relegated the Wasp to the back line though, and reaction to the Clan Invasion only compounded this trend. By the 3060s, Wasps had become a militia 'Mech, too light to fight in the crush of the main battle. The Lyran theft of the light engine technology from the Wolf's Dragoons gave Defiance of Furillo the option to revisit less capable designs and the humble Wasp gained a new lease on life.
Capabilities:
The WSP-3S Wasp is well fitted out for its scouting role. With a maximum speed of over 95 kph on open terrain, the 'Mech can usually flee from heavy 'Mechs. Its worst enemies are heavier light and medium 'Mechs, many of which can match or surpass it in speed. For such enemies, the Wasp uses its sophisticated Rawlings 52 jump jets to bypass natural or unnatural obstacles with ease. Their CherrySeed electronics allow them to hide at need, or to call in fire, a tactic that Wasp pilots have used to great effect in the last three decades. Heat buildup is rarely a problem for the Wasp. It can, in fact, fire its entire weapons complement continuously with no heat problems, even while jumping.
The Wasp's armor is average for light 'Mechs, which means it cannot stand up to much punishment. Usually two hits in the same area are enough damage to cause the 'Mech major problems. The Wasp is armed with a pair of Defiance Model XII ER medium lasers placed in its right arm, enough firepower to discourage most other light BattleMechs from approaching them too closely.
Deployment
The new Wasp has become one of the primary scout/spotter 'Mechs of the Federation of Skye, and the arrival of one is very often the herald of very accurate incoming fire from very far away. The construction of a new factory on Northwind in 3084 opened the WSP-3S to a whole new market, and Defiance of Northwind has since become a major supplier of the Allied Mercenary Command.
Type/Model: |
Wasp WSP-3S (Human Sphere) |
Mass: |
20 tons |
Equipment: |
|
Crits |
Mass |
Internal Structure: |
33 pts Endo Steel |
14 |
1.00 |
(Endo Steel Loc: 4 LA, 4 RA, 1 LT, 1 RT, 2 LL, 2 RL) |
Engine: |
120 Light |
10 |
3.00 |
Walking MP: |
6 |
|
|
Running MP: |
9 |
|
|
Jumping MP: |
6 |
|
|
Heat Sinks: |
10 Double [20] |
18 |
.00 |
(Heat Sink Loc: 1 LA, 1 RA, 2 LT, 2 RT) |
Gyro: |
|
4 |
2.00 |
Cockpit, Life Support, Sensors: |
5 |
3.00 |
Actuators: |
L: Sh+UA+LA+H, R: Sh+UA+LA |
15 |
.00 |
Armor Factor: |
56 pts Standard |
0 |
3.50 |
|
|
Internal |
Armor |
|
|
Structure |
Value |
|
Head: |
3 |
6 |
|
Center Torso: |
6 |
8 |
|
Center Torso (Rear): |
|
2 |
|
L/R Side Torso: |
5 |
6/6 |
|
L/R Side Torso (Rear): |
|
2/2 |
|
L/R Arm: |
3 |
5/5 |
|
L/R Leg: |
4 |
7/7 |
Weapons & Equipment: |
Loc |
Heat |
Ammo |
Crits |
Mass |
2 ER Medium Lasers |
RA |
10 |
|
2 |
2.00 |
1 Guardian ECM |
CT |
0 |
|
2 |
1.50 |
1 TAG |
HD |
0 |
|
1 |
1.00 |
6 Standard Jump Jets: |
|
|
|
6 |
3.00 |
(Jump Jet Loc: 3 LT, 3 RT) |
TOTALS: |
|
10 |
|
77 |
20.00 |
Crits & Tons Left: |
|
|
|
1 |
.00 |
Calculated Factors: |
Total Cost: |
2,535,120 C-Bills |
Battle Value: |
595 |
Cost per BV: |
4,260.71 |
Weapon Value: |
186 / 186 (Ratio = .31 / .31) |
Damage Factors: |
SRDmg = 9; MRDmg = 3; LRDmg = 0 |
BattleForce: |
MP: 6J, Armor/Structure: 1/1 |
|
Damage PB/M/L: 1/1/-, Overheat: 0 |
|
Class: ML, Point Value: 6 |
|
Specials: ecm, tag |