Difference between revisions of "Behemoth II"
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− | + | {{AutoInfoboxVariant|BM-2 | |
+ | |image = Stone_Rhino.png | ||
+ | }} | ||
+ | '''Special Note:''' The Behemoth II BM-2 is a custom [[Community Content]] 'Mech. | ||
+ | ===Description=== | ||
+ | {{MechDetails|BM-2}} | ||
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+ | |||
+ | ===Bonuses=== | ||
+ | {{QuirkClanMech}} | ||
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+ | {{AffinityCommandUnit}} | ||
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+ | ===Factions=== | ||
+ | {{MechFactions|BM-2}} | ||
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+ | {{LoadoutImage|image=BM-2.jpg}} | ||
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+ | [[Category:100 Ton Mechs]] | ||
+ | [[Category:Inner Sphere BattleMechs]] | ||
+ | [[Category:Inner Sphere Mechs]] | ||
+ | [[Category:Community Content]] |
Latest revision as of 07:31, 10 March 2022
BM-2
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General Data | |
'Mech Type | BattleMech |
Class | ASSAULT |
Weight | 100T |
Stock Role | Experimental Weapons Platform |
Stock Specifications | |
Hardpoints | Ballistic: 4 Energy: 4 Support: 1 |
Speed | 3/5/0 |
Firepower | Max Damage: 510 Max Stability: 75 Max Heat: 0 |
Durability | Armor: 1440 Structure: 761 |
Heat Efficiency | Sinking: 84 Alpha: 90 |
Melee | Kick: 100 Punch: 50 |
Stock Equipment | |
Engine | Standard Engine |
Core | 300 |
Heat Sinks | Engine Sink Kit (CDHS) |
E-Cooling | None |
Gyro | Standard Gyro |
Structure | Standard Structure (Fixed) |
Armor | Standard Armor (C) |
Head | TAG (C) |
Left Torso | Heat Sink Double (C) Heat Sink Double (C) Ammo Rail Gun Ammo Rail Gun Ammo Rail Gun Ammo Rail Gun |
Right Torso | Rail Gun |
Left Arm | ER L Laser (C) Heat Sink Double (C) |
Right Arm | ER L Laser (C) Heat Sink Double (C) |
Special Note: The Behemoth II BM-2 is a custom Community Content 'Mech.
Description
The Behemoth II has but 1 purpose: to carry the largest weapon physically possible into battle, the mighty Rail Gun. Armed with the Rail Gun and a few token lasers, the Behemoth II can crush even the largest of foes in but a few shots from its primary weapon. However, the Rail Gun is gigantic and weighty, necessitating the Behemoth II be slow and unwieldy in combat. Additionally, the Rail Gun has rather awful ammunition endurance, meaning the Behemoth II cannot sustain fire for long. Luckily, it usually doesn't need to.
<b><color=#e51717>COMMUNITY CONTENT</color></b>
Bonuses
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy
Pilot Affinity: Command Unit
Gains +1 initiative
Factions