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master arminas

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Bandit
« on: April 28, 2010, 03:00:11 PM »

==Overview:==
The first design of Project 3000 to enter service with the TDF was Taurus
Territorial Industries' BDT-1A Bandit.  From the initial design sketch
onwards, TTI engineers operated in conjunction with active and retired
MechWarriors of the Defense Force to create a light-weight BattleMech capable
of serving in a variety of roles.  Unlike many previous designs in common
service with the Inner Sphere, the input from men and women who had seen 'Mech
combat up close and personnel was considered of vital importance in the design
and construction of the new unit.

Team Bandit (as TTI's development team was soon known) learned from the group
of veterans what real soldiers in the field wanted and needed--and, perhaps
even more important, what they hated about older 'Mechs.  The advisory group
was united in the need for good speed and mobility, since one of the
predominate roles for light 'Mechs is that of scouting.  But, they cautioned
the design engineers from going too far in the quest for speed since an
excessive rate of movement ate into space for weapons and armor.

The second point raised by the MechWarriors was the need for solid armor
protection.  Many of the current and former 'Mech-jockies voiced weary
complaints to Team Bandit of so-called BattleMechs whose armor protection
could be doubled with the addition of cardboard boxes duct-taped to the frame.
 Speed and jump capacity were important, yes, but the group of veteran
soldiers hammered that point at the designers almost non-stop:  speed is NOT
the same as armor.

Team Bandit pointed out to their advisors that even a moderate speed and jump
capability, combined with near-maximum armor protection for a 30-ton frame
would leave little room for weapon systems.  And the advisors agreed, bringing
up the third major problem they had with most existing designs:  the damned
things were simply over-gunned.  Sure, the amount of firepower a Commando or
Firestarter or Jenner could carry was incredible, but none of it did any good
if it could not be used.

Traditional light 'Mechs seldom mounted enough heat sinks to use their
considerable weapon batteries on a consistent basis; and for 'Mechs with
sizable munitions magazines, the high heat output presented an unacceptable
risk of onboard detonation.  The advisors stated, time and time again, that
what the TDF MechWarriors (what any MechWarrior) really wanted was a battery
of guns that they could constantly fire with little need to worry over the
heat scale.

Team Bandit took four years to finalize plans for the BDT-1A and -2A Bandits,
but the end result reflected the wants and needs of the actual troopers who
would take the 'Mechs into combat.  By 2984, the first prototypes had been
completed and the advisory group was impressed.  Endorsing the TTI design,
they recommended full-production of the Bandit as a multi-mission light 'Mech
for the scout and striker roles.

==Capabilities:==
Using the same 30-ton Concordat Common Light frame as the Scout, Patriot, and
Grenadier, the BDT-1A Bandit is the premier design of Project 3000 and has
become the darling of the reinvigorated Taurian Defense Force.  Using a
light-weight, yet powerful, GM 180 Fusion engine, the designers of Team Bandit
managed to create a unit with the same maximum ground speed as the ubiqitious
Stingers, Wasps, and Commandoes found in all Taurian units:  97.2 kilometers
per hour.

With the inclusion of six Hamilton 180 Liftjet jump-jets, the Bandit was
capable of the same agility and maneuverability as the two ancient bugs and
the larger medium-weight Phoenix Hawk scout leader.  While some argued against
the inclusion of the jets (insisting that the additional tonnage could be used
for a larger weapons battery--which incidentally became the basis for the
Pinard Protectorates Grenadier), most of the soldiers assigned to pilot the
Bandits praised the ability to maneuver in tight quarters.

Armor protection was classified at a hefty 99% of theoretical maximum for a
30-ton chassis, with 6.5 tons of Renault Composite 104.  This ample
application of standard armor plating gives the Bandit protection equal to
that of a Combine Panther--and superior to that of the Davion Valkyrie.  Few
other light 'Mechs can boast of such heavy protective qualities, and the
improved survivability under combat conditions has been praised as one of the
Bandits finest features.

As predicated, armament was somewhat lighter than on other 30-ton designs, but
that was balanced against the minimal heat build-up created by the weapons
mix.  A Martin-Gordan Rapier medium laser carried in a right arm mount is the
primary weapon, with twin Hyades Weapons Consortium Reaper machine-guns and a
half-ton ammo magazine installed in the left arm to provide anti-personnel and
close-combat capacity.  The heavy punch of the design comes in the form of an
Aurora Missilers Foxglove SRM-4 launcher in the left torso.  Devastating at
short-range, the 25 missile salvoes of the Foxglove give Bandit jocks a weapon
for both anti-Mech and anti-vehicle work; one well able to deliver the
coup-de-grace against foes whose armor has already been weakened.

Intended to replace Stingers, Wasps, Firestarters, and Falcons in the TDF
inventory, the Bandit is a solid and capable design that is rugged and simple
to maintain even in the field.  Parts compatibility with other Project 3000
light 'Mechs ensures that battlefield repairs will almost never be slowed by
tangled logistcal lines.  For example, the right and left arms of the Bandit
are indentical in design and weapons load with the arms of the all three other
stock Project 3000 lights.  The gyro and engine are jointly shared with the
Grenadier, and both the Grenadier and Patriot mount the same missile launcher.
 All four 'Mechs use the same communications systems, the same targeting and
tracking arrays, and have cockpit controls laid out on the same basic
pattern.

While the Bandit may lack advanced systems and features common to Inner Sphere
'Mechs, and many of the controls and electronics use old-tech analog gauges
and dials instead of modern multi-function digital displays, the Taurians do
not see this as a weakness.  Instead it is viewed as a strength.  MFDs and
black-box style electronics cannot be repaired in the field, only replaced.
The simple and robust systems used by Project 3000 can often be repaired in
fifteen minutes by a junior 'Tech armed with a wrench and a caliper, both
reducing maintenance hours and giving these new designs excellent
reliability.

One of the most overlooked parts of Project 3000 was a component that most
MechWarriors devotely hope they never have to use:  the ejection seat.  Having
lost scores of MechWarriors over the past centuries to accidents common in
ejections (including amputation of the legs on several occassions), the TDF
instructed all three major design teams to jointly produce a new ejection seat
that was both safe and reliable.  The Mark XIV ejector used in all Project
3000 'Mechs is that new component.  Six hundred test-firings of the seat were
conducted over a three-year period to eliminate as many of the gremlins as
possible.  Unlike the ultra-modern full-heat ejection of the Hatchetman
design, the Mark XIV does not rely on removing the entire head to protect the
pilot.  Like most traditional ejectors, explosive bolts remove the overhead
canopy before firing the main ejection rockets below the MechWarrior.  But
unlike with other traditional designs, the Mark XIV ejector jettisons an
armored box that contains the pilot, his seat, his controls, and the command
console.  Four parachutes (one per side of the box) deploy after the rockets
burnout, allowing the entire pod to safely land.  This system was adopted for
Project 3000 after hundreds of test-firings and safety studies showed a far
less risk of lower extremity injury to the MechWarrior during ejection.

While most TDF MechWarriors hope they never have to eject, the time and money
spent by the service on ensuring their survival if they do has earned their
sincerest gratitude.

==Battle History:==
A relatively new design, the Bandit has yet to participate in any major
engagement.  It has, however, repeatedly proven itself in small-unit action
against both pirates and raiders.  In these lance-on-lance and company scale
actions, the increased survivability and solid steady firepower of the Bandit
have proven themselves as superior to the vast majority of other light
BattleMechs today.

==Variants:==
Designed to complement the hard-hitting close combat role of the -1A, the
Bandit model -2A replaces the Aurora Missiliers Foxglove SRM launcher with a
five-tube Aurora Missiliers Privet LRM launcher, along with a magazine holding
24 missile salvoes.  The -2As are intended to provide long-range support fire
for their brothers-in-arms as the Foxglove equipped -1As close with the enemy.
 The standard Rapier medium laser and Reaper machine-guns have been retained
as well.

Operating in lance strength, the -2A Bandits compare quite favorably with
Davions favorite Valkyrie in the fire-support role.  Faster, more
maneuverable, and with heavier armor protection, the -2A lacks just 5 tubes of
matching the Valkyries firepower at range, but mounts a close-combat
anti-personnel system the Davion 'Mech lacks.  The Bandit also has twice the
combat endurance of the Valkyrie, with 24 missile salvoes carried onboard
versus 12 for the FedSuns units.

==Notable 'Mechs & MechWarriors:==
Captain Jerimiah Holbrooke, commander of 4 Company, 1st Battalion, Concordat
Cuirassiers on Organo led his light company into battle early in 3002 against
pirate raiders attempting to hijack the annual ore shipment.  Deployed in the
hills surrounding the Shackleton Mineral Extraction company refinery on a
field training exercise for local militia forces, Holbrooke's light company of
Bandits and Scouts was the only TDF 'Mech formation in posistion to engage the
raiders.

As the pirates burned in, Holbrooke ordered 4 Company to shut-down and
directed a platoon of militia VTOLs to shadow the pirates once they put boots
on the ground.  Shortly thereafter, the local scouts reported that eight
'Mechs were en route to the refinery, escorting four vehicles and a
company-sized formation of ground-pounders.

The enemy force consisted of a Centurion, a Trebuchet, a Phoenix Hawk, a
Hermes II, a Valkyrie, a Commando, and two Wasps, but the ground vehicles were
unarmed and unarmored.  4 Company waited until the pirates had closed to only
a few hundred meters, and then lit off their fusion engines and bounded into
action.

Using the crest of the ridge as cover, the eight Bandits jumped, firing
missile salvo after missile salvo into the pirates at point-blank range.  That
first volley was directed at the Commando and the pair of Wasps.
Simultaneously, the quartet of Scouts used their superior speed and jump
capability to close with the pirates, and engaged the surprised ground troops
with a hail of machine-gun fire, even as their lasers raked the vulnerable
vehicles again and again.

Within seconds, half of the pirates ground contingent was dead or scattered,
and all four of their cargo vehicles were burning.  Both Wasps were shattered
hulks and the Commando was in dire straits.  The pirates quickly recovered
their equilibrium and began to return fire; but the Bandits were shielded by
the ridges and the Scouts were difficult to track as they continually bounced
around the battlefield.

As the firefight heated up, and his Scouts began to take damage, Holbrooke
ordered the Bandits to charge into action.  Eight untouched Taurian 'Mechs
raced down the slope, quickly passing into the minimum range of the Centurion
and Trebuchets missile launchers.  A full lance of Bandits engaged each of the
two pirate 'Mechs, ignoring the hostile Phoenix Hawk and Hermes II, as the
Scouts turned their attention to the enemy Valkyrie.

Lasers spat coherent light; autocannons barked bursts of flame and smoke;
missiles roared away to impact on armor that was all-too-thin.  4 Company
began to take damage, but it was too late for the pirates.  The Centurion
exploded as a pair of Bandits unleashed a volley of eight SRM's into his
already weakened rear armor, and the Treb lay crippled on the ground, its
right hip broken and useless.  A stream of debris rained from the Valkyrie as
machine-gun and laser fire delivered death from a thousand cuts.

In the midst of the carnage, the pirate Phoenix Hawk turned tail and ran,
quickly followed by the Hermes.  4 Company finished off the three crippled
'Mechs and then Holbrooke left a pair of Bandits to keep guard on the
surviving pirates and set out in pursuit.

The Scouts pulled ahead and slowly caught up with the Hermes, whose lack of
jump-jets had seperated it from the Phoenix Hawk.  Turning to fight the
Scouts, the Hermes quickly died as the Bandits closed into range.  The Phoenix
Hawk managed to evade 4 Company and returned to its DropShip, which hurriedly
blasted off into orbit.

While all the 'Mechs of 4 Company were damaged, none had been disabled in the
short, sharp engagement.  The surviving pirates were taken into custody,
tried, found guilty, and executed by firing squad less than two weeks later.
Jerimiah Holbrooke, along with the men and women of 4 Company, was awarded
several commendations for his actions that day against the pirates.

==Deployment==
More Bandits have been produced as part of Project 3000 than any of the other
new units.  Integrated into the line formations of the TDF and mercenary
formations long associated with the Concordat, these excellent little 'Mechs
have almost completely replaced Stingers, Wasps, and other comparable light
'Mechs in service.

TDF doctrine is to deploy the Bandit in lances of four:  either 3 model -1A
and a single model -2A or one model -1A and three model -2As.  The first
configuration is used in the close assault role, while the second provides
needed covering fire as the first closes.

Additional Bandits are often assigned to round out medium or heavy lances--and
often operate in conjuction with the SCT series Scout class Light Recon
BattleMech as well.  In all of these formations, the versatile and capable
Bandit more than pulls its own weight.

Code: [Select]
               BattleMech Technical Readout

Type/Model:    Bandit BDT-1A
Tech:          Inner Sphere / 2984
Config:        Biped BattleMech
Rules:         Level 1, Custom design

Mass:          30 tons
Chassis:       Concordat Light 30 Standard
Power Plant:   180 GM Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     6 Hamilton Liftjets 180 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type:    Renault Composite 104 Standard
Armament:     
  1 Martin Gordan Rapier Medium Laser
  2 Hyades Weapons Consortium Reaper Machine Guns
  1 Aurora Missiliers Foxglove SRM 4
Manufacturer:  Taurian Military Industries
  Location:    (Unknown)
Communications System:  Wintershaven Comm IVIS Mk IX
Targeting & Tracking System:  Bell & Sun Phalanx Silver

--------------------------------------------------------------------------------------------------------------------------------------
Type/Model:    Bandit BDT-1A
Mass:          30 tons

Equipment:                                 Crits    Mass
Int. Struct.:  51 pts Standard               0      3.00
Engine:        180 Fusion                    6      7.00
   Walking MP:   6
   Running MP:   9
   Jumping MP:   6
Heat Sinks:     10 Single                    3       .00
 (Heat Sink Loc: 1 HD, 1 LL, 1 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  104 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             10         14     
   Center Torso (Rear):                  5     
   L/R Side Torso:            7      10/10     
   L/R Side Torso (Rear):              4/4     
   L/R Arm:                   5      10/10     
   L/R Leg:                   7      14/14     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
2 Machine Guns           LA      0  100      3      1.50
  (Ammo Locations: 1 LA)
1 SRM 4                  LT      3   25      2      3.00
  (Ammo Locations: 1 LT)
6 Standard Jump Jets:                        6      3.00
 (Jump Jet Loc: 2 LT, 2 RT, 2 CT)
--------------------------------------------------------
TOTALS:                          6          46     30.00
Crits & Tons Left:                          32       .00

Calculated Factors:
Total Cost:        2,333,890 C-Bills
Battle Value:      569
Cost per BV:       4,101.74
Weapon Value:      256 / 256 (Ratio = .45 / .45)
Damage Factors:    SRDmg = 9;  MRDmg = 1;  LRDmg = 0
BattleForce2:      MP: 6J,  Armor/Structure: 3/3
                   Damage PB/M/L: 2/1/-,  Overheat: 0
                   Class: ML;  Point Value: 6

Code: [Select]
               BattleMech Technical Readout

Type/Model:    Bandit BDT-2A
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Custom design

Mass:          30 tons
Chassis:       Concordat Light 30 Standard
Power Plant:   180 GM Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     6 Hamilton Liftjets 180 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type:    Renault Composite 104 Standard
Armament:     
  1 Martin Gordan Rapier Medium Laser
  2 Hyades Weapons Consortium Reaper Machine Guns
  1 Aurora Missiliers Privet LRM 5
Manufacturer:  Taurian Military Industries
  Location:    (Unknown)
Communications System:  Wintershaven Comm IVIS Mk IX
Targeting & Tracking System:  Bell & Sun Phalanx Silver

--------------------------------------------------------
Type/Model:    Bandit BDT-2A
Mass:          30 tons

Equipment:                                 Crits    Mass
Int. Struct.:  51 pts Standard               0      3.00
Engine:        180 Fusion                    6      7.00
   Walking MP:   6
   Running MP:   9
   Jumping MP:   6
Heat Sinks:     10 Single                    3       .00
 (Heat Sink Loc: 1 HD, 1 LL, 1 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  104 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             10         14     
   Center Torso (Rear):                  5     
   L/R Side Torso:            7      10/10     
   L/R Side Torso (Rear):              4/4     
   L/R Arm:                   5      10/10     
   L/R Leg:                   7      14/14     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Medium Laser           RA      3           1      1.00
2 Machine Guns           LA      0  100      3      1.50
  (Ammo Locations: 1 LA)
1 LRM 5                  LT      2   24      2      3.00
  (Ammo Locations: 1 LT)
6 Standard Jump Jets:                        6      3.00
 (Jump Jet Loc: 2 LT, 2 RT, 2 CT)
--------------------------------------------------------
TOTALS:                          5          46     30.00
Crits & Tons Left:                          32       .00

Calculated Factors:
Total Cost:        2,298,790 C-Bills
Battle Value:      599
Cost per BV:       3,837.71
Weapon Value:      251 / 251 (Ratio = .42 / .42)
Damage Factors:    SRDmg = 7;  MRDmg = 3;  LRDmg = 1
BattleForce2:      MP: 6J,  Armor/Structure: 3/3
                   Damage PB/M/L: 2/1/-,  Overheat: 0
                   Class: ML;  Point Value: 6
Logged

Takiro

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Re: Bandit
« Reply #1 on: April 28, 2010, 03:58:10 PM »

Very nice, enjoyable read as always.
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MechRat

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Re: Bandit
« Reply #2 on: April 28, 2010, 04:27:49 PM »

Another great design! I happen to like the -2A version as a nice alternative to the Valkyrie.
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Ice Hellion

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Re: Bandit
« Reply #3 on: April 29, 2010, 04:53:45 PM »

Or a heavier Thorn.
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"In turn they tested each Clan namesake
in trial against the Ice Hellion's mettle.
Each chased the Ice Hellion, hunting it down.
All failed to match the predator's speed and grace.
Khan Cage smiled and said, "And that is how we shall be."

The Remembrance (Clan Ice Hellion) Passage 5, Verse 3, Lines 1 - 5

Rainbow 6

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Re: Bandit
« Reply #4 on: April 30, 2010, 02:33:26 PM »

Very nice.
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