Difference between revisions of "Jackrabbit"

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Latest revision as of 06:26, 1 September 2024

JKR-8A
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Ballistic: 2
Missile: 3
Support: 3
Speed 6/9/0
Firepower Max Damage: 90
Max Stability: 39
Max Heat: 0
Durability Armor: 358
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 19
Melee Kick: 25
Punch: 13
Stock Equipment
Engine XL Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Endo-Steel Structure (Fixed)
Armor Ferro-Fibrous Armor
Left Torso Heat Sink
Right Torso CASE II
Heat Sink
Ammo MG
Ammo MG
Ammo Streak SRM [Half]
Left Arm Shredder MG
Streak SRM6
Right Arm HMG
HMG
Shredder MG
Shredder MG
Left Leg Heat Sink
Right Leg Heat Sink


Description

The Jackrabbit might have been intended for the SLDF but it became famous as a tool of Stefan Amaris's short-lived empire. Thankfully, with the fall of the Usurper the Jackrabbit could be redeemed in the hands of the Rim Worlds Republic that survived to rebuild itself. The Jackrabbit JKR-8A uses a combination of Shredder and Heavy Machine Guns for primary firepower against softer targets. Against hardened ones, it carries a Streak SRM-6. Ferro-Fibrous armor and an XL engine ensure the Jackrabbit has the tonnage for the weaponry and still have a little armor left over to survive in a fire-fight.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-8T
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Ballistic: 2
Missile: 3
Support: 3
Speed 6/9/0
Firepower Max Damage: 45
Max Stability: 17
Max Heat: 0
Durability Armor: 310
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 9
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Standard Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Endo-Steel Structure (Fixed)
Armor Ferro-Fibrous Armor
Left Torso Heat Sink
Ammo Streak SRM
Right Torso Ammo AC/2
Heat Sink
Left Arm Streak SRM2
Right Arm AC/2
Left Leg Heat Sink
Right Leg Heat Sink


Description

Originally developed for the SLDF, the Jackrabbit was ultimately co-opted by Stefan Amaris after he overthrew the Star League. Given the mech's poor reputation, it was a favored target during the civil war for the SLDF. Those that survived the war were left to the remnants of the Rim Worlds Republic's military where they were mothballed unless absolutely necessary, such as when the Clans invaded in 3049 which necessitated pulling the Jackrabbits out of retirement. The Jackrabbit is armed with an AC/2 and a Streak SRM-2, meaning it is largely ineffective against hardened targets.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-8Hz
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Light Artillery
Stock Specifications
Hardpoints Ballistic: 1
Energy: 1
Missile: 1
Support: 2
Artillery: 1
Speed 6/9/0
Firepower Max Damage: 60
Max Stability: 4
Max Heat: 0
Durability Armor: 313
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 29
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Prototype XL Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Prototype Endo-Steel Structure (Fixed)
Armor Light Plating Armor
Left Torso Heat Sink
Ammo Howitzer
Ammo Howitzer Canister
Ammo Howitzer Piercing
Right Torso Heat Sink
Left Arm Howitzer/4
Right Arm M Binary Laser
Periphery TAG
Left Leg Heat Sink
Right Leg Heat Sink


Description

The Jackrabbit is often maligned as a 'bad mech.' Truth be told, it isn't great. But the same can be said for just about any 20-25 ton mech built with a standard fusion core. Some groups, specifically Pafftek Industries, as well as the Word of Blake, have sought to upgrade/renew the Jackrabbit design. We at Periphery Arms however, thought we would take the Pafftek Industries JKR-8WT 'Nuclear Shape carrier' and turn it into something specially for deployment to cash strapped periphery powers. First we removed the horrendously expensive infantry Davey Crockett launcher and its ammunition. In its place, a Howitzer/4 with 3 tons of ammo. A Periphery TAG system and a medium binary laser round out the JKR-8Hz's weapon loadout. Protection is provided by cheap and reliable Retro Light Plating.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-8PA
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Ballistic: 2
Missile: 3
Support: 3
Speed 6/9/0
Firepower Max Damage: 210
Max Stability: 100
Max Heat: 0
Durability Armor: 320
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 42
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Prototype XL Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Prototype Endo-Steel Structure (Fixed)
Armor Standard Armor
Left Torso Heat Sink
Right Torso Heat Sink
Ammo Heavy Rifle
Ammo Heavy Rifle
Left Arm RL10
RL10
RL10
Right Arm Heavy Rifle
Left Leg Heat Sink
Right Leg Heat Sink


Description

One of the worst received mechs in human history, the Jackrabbit was a failure in virtually every way. Of course, this meant it was also dirt cheap and refurbished chassis floated around Periphery mech markets for centuries, drifting from owner to owner until finally coming to rest with Periphery Arms, Inc. PAI decided to put them to use with the JKR-8PA. Armed with a Heavy Rifle and triple Rocket Launcher-10s, the -8PA carries a surprising punch. However, to do so it has to use Prototype Endo-Steel and a Prototype XL engine, increasing the cost somewhat significantly.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-9A
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Energy: 3
Missile: 3
Support: 2
Speed 6/9/0
Firepower Max Damage: 110
Max Stability: 40
Max Heat: 0
Durability Armor: 403
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 47
Melee Kick: 25
Punch: 13
Stock Equipment
Engine XL Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Endo-Steel Structure (Fixed)
Armor Ferro-Fibrous Armor
Left Torso Ammo Atom Smasher
Heat Sink
Right Torso Heat Sink
Left Arm Atom Smasher/10
Right Arm M Laser
M Laser
M Laser
Left Leg Heat Sink
Right Leg Heat Sink


Description

The Jackrabbit might have been intended for the SLDF but it became famous as a tool of Stefan Amaris's short-lived empire. Thankfully, with the fall of the Usurper the Jackrabbit could be redeemed in the hands of the Rim Worlds Republic that survived to rebuild itself. The Jackrabbit JKR-9A is armed with one of the RWR's home-grown weapon systems, the Atom Smasher/10. This short-range armor-piercing missile weapon can shred light targets in seconds. With a brace of three Medium Lasers backing it up, the Atom Smasher/10 is a deadly weapon at the Jackrabbit's disposal.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-9PA
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Energy: 3
Missile: 3
Support: 2
Speed 6/9/0
Firepower Max Damage: 103
Max Stability: 0
Max Heat: 0
Durability Armor: 400
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 32
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Standard Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Prototype Endo-Steel Structure (Fixed)
Armor Standard Armor
Left Torso Heat Sink
Right Torso Ammo Chemical Laser
Ammo Chemical Laser
Heat Sink
Left Arm S Chem Pulse Laser
Right Arm M Chem Pulse Laser
M Chem Pulse Laser
M Chem Pulse Laser
S Chem Pulse Laser
Left Leg Heat Sink
Right Leg Heat Sink


Description

One of the worst received mechs in human history, the Jackrabbit was a failure in virtually every way. Of course, this meant it was also dirt cheap and refurbished chassis floated around Periphery mech markets for centuries, drifting from owner to owner until finally coming to rest with Periphery Arms, Inc. PAI decided to put them to use with the JKR-9PA. Using a Prototype Endo-Steel frame for weight, the -9PA mounts five Chemical Pulse Lasers, three Medium and two Small, giving it a tremendous punch against other light mechs.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-9R
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Energy: 3
Missile: 3
Support: 2
Speed 6/9/0
Firepower Max Damage: 58
Max Stability: 8
Max Heat: 0
Durability Armor: 400
Structure: 216
Heat Efficiency Sinking: 44
Alpha: 24
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Standard Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Endo-Steel Structure (Fixed)
Armor Ferro-Fibrous Armor
Left Torso Heat Sink
Ammo Streak SRM
Right Torso Heat Sink
Heat Sink
Left Arm Streak SRM2
Right Arm L Laser
Left Leg Heat Sink
Right Leg Heat Sink


Description

Originally developed for the SLDF, the Jackrabbit was ultimately co-opted by Stefan Amaris after he overthrew the Star League. Given the mech's poor reputation, it was a favored target during the civil war for the SLDF. Those that survived the war were left to the remnants of the Rim Worlds Republic's military where they were mothballed unless absolutely necessary, such as when the Clans invaded in 3049 which necessitated pulling the Jackrabbits out of retirement. The JKR-9R, also dubbed the Joker, swapped the -8T's AC/2 for a Large Laser, a heat sink, and another ton of armor, making it far superior to the original.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions
  • Rim Worlds Republic
    • Rim Worlds Republic
    • 8th Helius Fusiliers
    • 1st Helius Legionnaires
    • Republican Guard


Stock Loadout
Stock Loadout
JKR-9W
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Infantry Support
Stock Specifications
Hardpoints Ballistic: 2
Energy: 1
Missile: 3
Support: 3
Speed 6/9/0
Firepower Max Damage: 83
Max Stability: 28
Max Heat: 0
Durability Armor: 310
Structure: 216
Heat Efficiency Sinking: 40
Alpha: 30
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Standard Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Endo-Steel Structure (Fixed)
Armor Ferro-Fibrous Armor
Left Torso Heat Sink
Ammo Streak SRM
Right Torso Ammo AC/5
ER M Laser
Heat Sink
Left Arm Streak SRM2
Right Arm LAC/5
Left Leg Heat Sink
Right Leg Heat Sink


Description

After the Word of Blake split from ComStar in the 3050s, they realized that they needed to improve their military forces. Included in that roster was the remaining Jackrabbits in their inventory, leading to the JKR-9W. Upgrading from the -8T 'standard', the -9W replaces the AC/2 with a Light AC/5 and an ER Medium Laser while retaining the Streak SRM-2 for some reason. The Jackrabbit JKR-9W proved moderately effective and the Word of Blake slowly upgraded most of their Jackrabbits to the -9W.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions
  • Word of Blake
    • Word of Blake
    • 40th Shadow Division
    • 9th Division III-Gamma


Stock Loadout
Stock Loadout
JKR-10M
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Terror Mech
Stock Specifications
Hardpoints Ballistic: 2
Missile: 3
Support: 3
Speed 6/9/0
Firepower Max Damage: 90
Max Stability: 80
Max Heat: 110
Durability Armor: 492
Structure: 216
Heat Efficiency Sinking: 44
Alpha: 40
Melee Kick: 25
Punch: 13
Stock Equipment
Engine Prototype XL Engine
Core 150
Heat Sinks Heat Sink Kit (SHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Prototype Endo-Steel Structure (Fixed)
Armor Light Plating Armor
Head Heat Sink
Left Torso Heat Sink
Heat Sink
Right Torso Heat Sink
Heat Sink
Left Arm Inferno RL20
Inferno RL20
Rocket Ammo Feed
Rocket Ammo Feed
Right Arm Flamer
Flamer
Left Leg Ammo MRM
Right Leg Ammo MRM


Description

The Jackrabbit-10M is the Marian Redesign of the mech, taking the infamously poor performing mech and changing the meaning of that infamy to one of terror. Due to technological constraints its ferro has been replaced with retro light and its endo is downgraded to proto endo, however it has gained a proto-xl engine. Designed to slaughter infantry, tanks and fortified locations its has 40 ammo fed inferno rocket tubes in the left arm and two back up flamers in the right. While lacking mech to mech combat power it excels in its role as a terror mech making it very feared by the Marians' periphery enemies who have dubbed it the Hell Bunny.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.


Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions


Stock Loadout
Stock Loadout
JKR-AM
Jackrabbit.png
General Data
'Mech Type BattleMech
Class LIGHT
Weight 25T
Stock Role Ancestral Mech
Stock Specifications
Hardpoints Energy: 4
Support: 2
Speed 6/9/0
Firepower Max Damage: 115
Max Stability: 0
Max Heat: 0
Durability Armor: 403
Structure: 216
Heat Efficiency Sinking: 60
Alpha: 60
Melee Kick: 25
Punch: 13
Stock Equipment
Engine XL Engine
Core 150
Heat Sinks Heat Sink Kit (DHS)
E-Cooling None
Gyro Jackrabbit Easy to Maintain (Fixed)
Structure Endo-Steel Structure (Fixed)
Armor Ferro-Fibrous Armor
Left Torso Heat Sink (D)
Right Torso Heat Sink (D)
Left Arm Heat Sink (D)
M Laser
M Laser
Right Arm Heat Sink (D)
Improved L Binary Laser


Description

This Jackrabbit has been passed down through your family since the Star League era and has served the Rim Worlds Republic with distinction, receiving many refits in that time. At present, the family Jackrabbit is built on a 150-rated XL Engine with Endo-Steel and Ferro-Fibrous for weight savings. It uses the weight, and its 10 DHS, to power a Large Binary Laser and twin standard Medium Lasers, giving it an unexpectedly strong punch for its size.


Bonuses

Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.

Mech Quirk: Ancestral Mech

+2 accuracy with ranged weapons, +5 lance resolve gain

Pilot Affinity: Keen Eyed

15% boost to sensor and sight range


Factions

Factions
Mech not found with any factions, it's probably obtained from Game World contracts or an event!'


Stock Loadout
Stock Loadout