Flanker FLK-1B
Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D
Production Year: 2957
Cost: 1,798,958 C-Bills
Battle Value: 690
Chassis: Bergan VII Custom Standard
Power Plant: Nissan 175 175 Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarSlab 1 Standard Armor
Armament:
2 Diverse Optics Type 2 Medium Lasers
1 Holly LRM-5
Manufacturer: Alliance Defenders Limited
Primary Factory: Alpheratz
Communications System: Garret T10B
Targeting and Tracking System: OP 911
Overview:
The Flanker Battlemech came into being as somewhat of a happy accident.
Alliance Defender Limited, builders of the ever populer Locust, Wasp and
Stinger battlemech designs, were working to purchase some Bergan VII chassis
molds from the Taurian Condordat's Pinard Protectorates Limited. These molds
were intended to reduced ADL's dependance on having to import Locust chassis.
The agreement between ADL and Pinard Protectorates Limited took some years but
finally in 2955, ADL recieved the molds. Unfortunately, upon inspection, it was
discovered that the molds PPL had sent were already worn past their useful
tollerances, making them all but worthless at producing a frame for a 20 ton
rated Battlemech.
ADK project managers were ready to scrap the project entirely but a few
engineers suggested that with a few tweeks, the molds could be used to produce
a frame for a 25 ton rated Battlemech. Initially this proposal was rejected but
the engineering team finally got the go ahead to produce a proof-of-concept
prototype to show that the molds could still be used.
Initially engineers simply intended to build a larger Locust but with a
completely different chassis, it was decided to go ahead and produce an
entirely new design. Upon obtaining feedback from light 'Mech pilots in the
field, ADL engineers came up with a design that kept a comparable speed to the
Locust but added heavier and longer ranged weapons.
The prototype, dubbed the Flanker, turned out to be a stunning success and the
order was givin to put the design into full production. Unfortunately problems
with importing the Holly missile system, the main weapon on the Flanker,
ultimately led to the halting of production after only a few years. Only about
a hundred Flankers were ever produced. Most are in the posession of various
mercenary units and the armies of the larger Periphery states.
Capabilities:
The Flanker's main attributes are its quick speed and long range hitting power.
With a rated 118.8 KPh top speed, the Flanker is well suited for roles similar
to that of its cousin, the Locust.
Its Holly LRM rack however really steels the show with the design, giving the
Flanker both long range hitting and fire support capabilities usually only
found in heavier 'Mechs. Use of this weapons allows the Flanker the unique roll
of quick response fire support to friendly units.
Backing up the Holly rack are two Diverse Optics Type 2 Medium Lasers. Sturdy
and reliable, the lasers provide close in protection against any enemy the
Flanker is unable to outrun. Its lack of hand and lower arm actuators gives the
Flanker the ability to place the weapons in the rear arc, giving anyone
attempting to give chase a nasty suprise. However, some pilots have complained
that the lack of hand actuators limits the usefullness of the 'Mech in
non-combat rolls and when attempting to obtain battlefield salvage.
Problems with the LRM turret mechanism have plagued the design since its
inception. Being a modification of the turret mechanism from the Locust, the
Flanker's turret struggles to move the two ton LRM system along with its one
ton ammo supply. As a result, freezing of the turret during operation is a
common occurance. While this doesn't limit the weapon system being fired, it
forces the pilot to have to bring the entire Battlemech to bare on a target.
This can sometimes be extremely difficult if the turret locks in a direction
that is more than a few degrees from straight forward.
Battle History:
Ironically, with the Outworld's Alliance preference for Aerospace units over
Battlemechs, the nation that first developed the Flanker never saw its use. It
wasn't until 3019 when the Flanker saw its first combat engagement. A small
Mercenary unit known as Wilson's Raiders was defending an important electronics
manufacturing facility on the Federade Suns planet Xhosa VII when the world was
raided by Combine forces.
The bulk of the Combine forces were engaged by local planetary defenders but a
small group broke off to engage the facility Wilson's Raiders was contracted to
protect. With only a light lance at Commander Wilson's disposal, including two
Flankers, the Raiders were in poor position to defend against the medium lance
that were headed its way.
Using the Flankers speed and fire support capabilities, Commander Wilson had
his Flankers fire their LRM's then quickly move to new positions. Much of the
fire wasn't accurate but it did cause the Dracs to believe that a much larger
force was protecting the facility.After a short exchange of fire, the Combine
force broke off the engagement with only light damage to both sides.
Deployment:
As of 3025, only a few dozen Flankers still remain in operation. Since about
80% of the Flankers componets are the same as the Locust, many have been
scrapped in order to keep the cheeper to maintain, and more plentiful, Locusts
in operation.
The largest single collection of Flankers is with the mercenary unit Wilson's
Raiders who currently have three in operation. The remainder are spread out
between the Outworlds Alliance, Taurian Concordat and various mercenary and
pirate groups. Though its likely over the next few decades, the design will
become extinct.
Variants:
The 1B variant is a refinement from the 1A model which attempts to fix the
freezing issues with the Holly chin turret. A refit kit from the manufacturer
allows 1A variants to be upgraded to the 1B variant but problems inherant to
the design of the turret and missile system still mean the unit suffers 20%
higher maintenance requirements than expected.
Due to the short run of production, no other variants were produced by the
manufacturer.
With the introduction of the Helm Memory core, some field variants of the
Flanker have begun to appear. Most noteably a 225 Extra Light engine replaces
the standard Nissan 175, increasing the Flanker's speed to over 157 Kph. The
addition of an Artemis IV fire control system makes the Holly weapon system
much more effective in putting missiles on target.
Notable 'Mechs & MechWarriors:
Mecharrior Miki Shimakage
Mechwarrior Miki Shimikage is one of the Flanker Pilots in the mercenary unit
Wilson's Raiders. It was she that came up with the "fire and flee" tactic that
has become the mainstay for the unit's Flankers. While not always effective, it
has turned the tied in enough engagements that it has become one of the unit's
core tactics.
During the battle on Xhosa VII, Mechwarrior Shimikage was wounded when her
Flanker skidded on the slick ferrocrete and fell. Even though her leg was
crushed in the fall, she continued to pilot her 'Mech until the end of the
engagement. In appreciation of her efforts, unit commander Kip Wilson
personally funded a myomer replacement limb. She continued piloting her Flanker
until she retired in 3038. Her 'Mech, "Death by a Thousand Needles" continues
to be piloted by her daughter, Mechwarrior Kelli Shimikage.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 43 points 2.50
Engine: Fusion Engine 175 7.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 HD, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 88 5.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 8 12
Center Torso (rear) 3
L/R Torso 6 9
L/R Torso (rear) 3
L/R Arm 4 8
L/R Leg 6 12
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-5 CT 2 1 2.00
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
@LRM-5 (24) CT - 1 1.00
Free Critical Slots: 44
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
7 2 2 1 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SOA