Jackrabbit
JKR-8A
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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
- Rim Worlds Republic
- Rim Worlds Republic
- 1st Helius Legionnaires
JKR-8T
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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
- Rim Worlds Republic
- Rim Worlds Republic
- 8th Helius Fusiliers
- Republican Guard
JKR-8Hz
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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
- Chainelane Isles
- Circinus Federation
- Hanseatic League
- Illyrian Palatinate
- JàrnFòlk
- Lothian League
- Mercenaries
- Band of the Damned
- Bronson's Horde
- Ramilie's Raiders
- Harcourt's Destructors
- Dragonslayers
- Bullard's Armored Cavalry
- Gray's Ghosts
- Quint's Olympian Groundpounders
- Irukjandi Company
- Antian Lanciarii
- Canopian Highlanders
- Longwood's Bluecoats
- New Belt Pirates
- Morrison's Extractors
- Death's Consorts
- Caesar's Cohorts
- Tortuga Fusiliers
- Bannockburn's Bandits
- Shen-Se Tian
- Clean Kill
- Black Caravel
- New Delphi Compact
- Nueva Castile
- Pirates
- Local Government
- Saiph Triumvirate
- Sarna Supremacy
- Styk Commonality
- Terracap Confederation
- Tortuga Dominions
JKR-8PA
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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
- Chainelane Isles
- Circinus Federation
- Hanseatic League
- Illyrian Palatinate
- JàrnFòlk
- Lothian League
- Mercenaries
- Band of the Damned
- Bronson's Horde
- Ramilie's Raiders
- Harcourt's Destructors
- Dragonslayers
- Bullard's Armored Cavalry
- Gray's Ghosts
- Quint's Olympian Groundpounders
- Irukjandi Company
- Antian Lanciarii
- Canopian Highlanders
- Longwood's Bluecoats
- New Belt Pirates
- Morrison's Extractors
- Death's Consorts
- Caesar's Cohorts
- Tortuga Fusiliers
- Bannockburn's Bandits
- Shen-Se Tian
- Clean Kill
- Black Caravel
- New Delphi Compact
- Nueva Castile
- Pirates
- Local Government
- Saiph Triumvirate
- Sarna Supremacy
- Styk Commonality
- Terracap Confederation
- Tortuga Dominions
JKR-9A
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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
- Rim Worlds Republic
- Rim Worlds Republic
- 1st Helius Legionnaires
JKR-9PA
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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
- Chainelane Isles
- Circinus Federation
- Hanseatic League
- Illyrian Palatinate
- JàrnFòlk
- Lothian League
- Mercenaries
- Band of the Damned
- Bronson's Horde
- Ramilie's Raiders
- Harcourt's Destructors
- Dragonslayers
- Bullard's Armored Cavalry
- Gray's Ghosts
- Quint's Olympian Groundpounders
- Irukjandi Company
- Antian Lanciarii
- Canopian Highlanders
- Longwood's Bluecoats
- New Belt Pirates
- Morrison's Extractors
- Death's Consorts
- Caesar's Cohorts
- Tortuga Fusiliers
- Bannockburn's Bandits
- Shen-Se Tian
- Clean Kill
- Black Caravel
- New Delphi Compact
- Nueva Castile
- Pirates
- Local Government
- Saiph Triumvirate
- Sarna Supremacy
- Styk Commonality
- Terracap Confederation
- Tortuga Dominions
JKR-9R
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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
- Rim Worlds Republic
- Rim Worlds Republic
- 8th Helius Fusiliers
- 1st Helius Legionnaires
- Republican Guard
JKR-9W
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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
- Word of Blake
- Word of Blake
- 40th Shadow Division
- 9th Division III-Gamma
JKR-10M
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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
- Chainelane Isles
- Circinus Federation
- Hanseatic League
- Illyrian Palatinate
- JàrnFòlk
- Lothian League
- Mercenaries
- Band of the Damned
- Bronson's Horde
- Ramilie's Raiders
- Harcourt's Destructors
- Dragonslayers
- Bullard's Armored Cavalry
- Gray's Ghosts
- Quint's Olympian Groundpounders
- Irukjandi Company
- Antian Lanciarii
- Canopian Highlanders
- Longwood's Bluecoats
- New Belt Pirates
- Morrison's Extractors
- Death's Consorts
- Caesar's Cohorts
- Tortuga Fusiliers
- Bannockburn's Bandits
- Shen-Se Tian
- Clean Kill
- Black Caravel
- New Delphi Compact
- Nueva Castile
- Pirates
- Local Government
- Saiph Triumvirate
- Sarna Supremacy
- Styk Commonality
- Terracap Confederation
- Tortuga Dominions
JKR-AM
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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