Type/Model: |
Dillinger (Human Sphere) |
Tech: |
Inner Sphere / 3059 |
Config: |
Hovercraft |
Rules: |
Level 1, Standard design |
|
|
Mass: |
40 tons |
Power Plant: |
105 Nissan I.C.E. |
Cruise Speed: |
75.6 km/h |
Maximum Speed: |
118.8 km/h |
Armor Type: |
StarSlab/3 Standard |
Armament:
1 LongFire V LRM 5
5 Kressly Air Cannon Machine Guns
Manufacturer: Kressly Warworks
Location: Epsilon Eridani
Communications System: Angst Clear Channel 3
Targeting & Tracking System: BlazeFire Sightlock
Overview:
The dissolution of the Sarna March captured the media attention of all of the Successor States. They flocked to these embattled worlds and told riveting stories of the dueling nobles, battling mercenaries, and suffering people. What they didn’t reveal was the incredible upsurge in criminal activity. The nobles believed they’d been released from the oversight of interstellar governments; the criminals of these worlds thought every day was Christmas.
On Epsilon Eridani the new President, Pierre Benton, saw this groundswell of crime. He knew his Eridani Guards could not hope to battle both petty thieves and daring pirates, so he pushed his police forces to new levels of performance. He demanded that the various counties and palatinates of Epsilon Eridani support their law enforcement. To supplement this, Kressly WarWorks produced and marketed the Dillinger hovercraft.
Capabilities:
The main weapon of this hovercraft is its imposing presence; although it masses only forty tons, the structure of this monstrosity was expanded to make it as large as possible. It towers over any other vehicle traffic in any of Epsilon Eridani’s cities. Many police forces use these craft as mobile command centers, knowing that criminals will see the bulky craft from a distance and know that the police are taking them seriously.
Intimidation is not the Dillinger’s only weapon. An LRM launcher like that used by its smaller and swifter cousin, the Blizzard, is almost always loaded with flares, smoke, or other less-lethal ammunition. That armament is fleshed out by five main cannons, one in the turret, of a unique design created by Kressly specifically for the Dillinger. Instead of firing shells by using a firing pin to ignite powder, the Dillinger's cannons use compressed air reserves to push the shells out. The "standard" machine gun shells actually have similar flight characteristics as a normal machine gun, and use shaped charges to do comparable damage. Where the air cannons really shine though is in their ability to fire almost anything at their target. They can fire any shell, from armor piercing to rubber bullets, and can even act as a flame thrower, smoke generator, or a water gun. Dillingers have often used water to disperse violent protesters without hurting them.
For headquarters duty, the Dillinger carries space enough for all the policemen of almost any precinct to gather. Military-grade communications gear provides incorruptible communication and tactical control, and a paramedic station in the rear of the vehicle provides a ready source of medical care. In the rare cases when the Dillinger is called upon for tactical work, it can transport a full platoon of Special Weapons and Tactics troopers in a small compartment in the nose.
They are sometimes also used to ferry combat troops, but they attempt to avoid true combat at every opportunity. They may actually be better armed than a Blizzard, but their crews almost never see combat and their size and slow top speed makes them easy targets to any true combat unit.
Deployment
The Dillinger is deployed by every significant police force in The Triumvirate, and is very common throughout all the member states of the Free Tikonov Republic.
Type/Model: |
Dillinger (Human Sphere) |
Mass: |
40 tons |
Equipment: |
|
Items |
Mass |
Internal Structure: |
20 pts Standard |
0 |
4.00 |
Engine: |
105 I.C.E. |
0 |
8.00 |
Cruise MP: |
7 |
|
|
Flank MP: |
11 |
|
|
Heat Sinks: |
0 Single |
0 |
.00 |
Cockpit & Controls:
| 0 |
2.00 |
Crew: |
3 Members |
0 |
.00 |
Lift Equipment: |
|
0 |
4.00 |
Turret Equipment: |
|
0 |
.50 |
Armor Factor: |
48 pts Standard |
0 |
3.00 |
|
|
Internal |
Armor |
|
|
Structure |
Value |
|
Front: |
4 |
10 |
|
Left / Right Sides: |
4 |
10/10 |
|
Rear: |
4 |
9 |
|
Turret: |
4 |
9 |
Weapons & Equipment: |
Loc |
Heat |
Ammo |
Items |
Mass |
1 LRM 5 |
Turret |
0 |
96 |
2 |
6.00 |
1 Machine Gun |
Turret |
0 |
400 |
2 |
2.50 |
1 Machine Gun |
Front |
0 |
|
1 |
.50 |
1 Machine Gun |
Left |
0 |
|
1 |
.50 |
1 Machine Gun |
Right |
0 |
|
1 |
.50 |
1 Machine Gun |
Rear |
0 |
|
1 |
.50 |
Police Bay |
Body |
0 |
|
1 |
7.00 |
Paramedic Station |
Body |
0 |
|
1 |
1.00 |
TOTALS: |
|
0 |
|
10 |
40.00 |
Items & Tons Left: |
|
|
|
3 |
.00 |
Calculated Factors: |
Total Cost: |
755,100 C-Bills |
Battle Value: |
347 |
Cost per BV: |
2,176.08 |
Weapon Value: |
51 / 51 (Ratio = .15 / .15) |
Damage Factors: |
SRDmg = 5; MRDmg = 2; LRDmg = 1 |
BattleForce2: |
MP: 7H, Armor/Structure: 0 / 2 |
|
Damage PB/M/L: 1/-/-, Overheat: 0 |
|
Class: GM, Point Value: 3 |