This is kind of an old repost, but since this doesn't fit neatly in either of my two projects (TRO 3100 or the Vaults AU), I figured I'd toss it here.
"Spelunker MechWorks" is something I came up with as a consequence of a self-insert merc unit from a long while ago; there was supposed to be a Blakist attack on Furillo in 3071 (because why not, my unit needed baddies to fight) and some random civilians found a small, old Age of War factory in a cave during the chaos. Defiance bought it up as a subsidiary during the Jihad, but it was later downgraded to make IndustrialMechs once the fighting was over and Semi-Primitive rustbuckets weren't selling anymore.
Also, be prepared for non-canon weaponry whenever I post. This one isn't too bad on that score, just the IS Micro Pulse, which is pretty self explanatory.
Grenzer GNZ-1R
Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped IndustrialMech
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-X
Production Year: 3140
Cost: 4,115,160 C-Bills
Battle Value: 944
Chassis: Spelunker GNZ Industrial
Power Plant: Edasich 240 Fuel Cell
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Maximillian 100
Armament:
1 Defiance Type J AC/5
1 Defiance P1M Micro Pulse Laser
Manufacturer: Spelunker MechWorks
Primary Factory: Furillo
Communications System: Neil 6000
Targeting and Tracking System: RCA Instatrac Mark VIII
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Equipment Type Rating Mass
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Internal Structure: Industrial 99 points 12.00
Engine: Fuel-Cell Engine 240 14.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 1 0.00
Gyro: Standard 3.00
Cockpit: Torso-Mounted 4.00
Power Amplifiers: 0.50
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
iTSM Locations: 3 LT, 3 RT, 3 LA, 3 RA
Armor: Standard Armor AV - 201 13.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 30
Center Torso (rear) 10
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 28
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Equipment Location Heat Critical Mass
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Autocannon/5 HD 1 4 8.00
Lift Hoist RT 0 3 3.00
(R) Micro Pulse Laser LT 1 1 0.50
@AC/5 (20) LT - 1 1.00
@AC/5 (AP) (10) LT - 1 1.00
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 9
4 1 1 1 0 3 0 Structure: 5
Special Abilities: I-TSM, SRCH, EE
Overview:
Spelunker Mechworks spent the Republic era as a barely-recognized subsidiary of Defiance Industries, churning out various IndustrialMechs for the civilian market. When the HPG network collapsed, followed closely by the Republic's defenses, Defiance saw the opportunity to profit from this by selling some 'deniable' chassis to the various combatants in the area. The Grenzer, as it came to be known, was in the prototype stage long enough that Archon Melissa caught wind of it and used her influence to scupper it.
The Archon's death and the succession of Trillian Steiner has led to the reactivation of the Grenzer project, due to the Lyrans' desperate need for materiel in the wake of the Wolf and Jade Falcon invasions.
Capabilities:
From the start, the techs at Defiance and Spelunker endeavored to build the Grenzer out of a cheaper IndustrialMech skeleton. The idea was that it would be heavy enough to use any handheld weapon commonly available, including those from the QKD-8P Quickdraw seen in Republic units, as well as Defiance's own AXM-6T Axman, produced nearby on Furillo. In order to carry handhelds heavier than 6 tons, though, Industrial TSM was added.
Because the use of handheld weapons precludes the firing of any torso or arm-mounted weaponry, none was installed. Instead, taking a page from the QKD-8P, the cockpit was moved into the torso for greater protection, and the now-vacant 'head' was fitted with a common medium autocannon. The autocannon's placement on the very top of the Grenzer allows the pilot to peek over hills or obstructions and fire while remaining almost entirely behind cover.
For defense against battle armor, a micro pulse laser (usually of Inner Sphere manufacture, but a Clan version can easily be substituted) was fitted to the rear of the 'Mech. A lift hoist allows the Grenzer to carry more handheld weapons on its back at need.
A fuel-cell engine is the cheapest option available for power, though it lacks the longevity to power the 'Mech for extended periods in the field. Given that the Grenzer is intended for irregular units and militias -- units usually fielded defensively -- this is not usually seen as being a crippling problem, but some operators are known to swap out the engine for a common Pitban fusion engine of the same type.
Thirteen tons of standard armor is considered more than sufficient protection for a 60-ton 'Mech, Industrial or no. The main downside in the Grenzer's defenses is its lack of CASE for the autocannon's ammo bin, compounding the vulnerable external ammo linkage.
Deployment:
Grenzers have been distributed to a number of militia units and battalion-level commands, but seem to be most commonly massed around Tharkad and the systems near Furillo and Hesperus II. Because its construction is made from civilian parts, costs are low, and both Defiance and its Spelunker division seem to be profiting handsomely from sales of the Grenzer.
Variants:
Spelunker has begun producing the GNZ-2R, which mounts a common Vlar 300 fusion engine and changes the autocannon out for an ER Medium Laser. A full set of jump jets are also added. The cockpit is in a more conventional location. At the moment, equal numbers of both of these variants -- as well as hundreds of the external handheld weapons -- are being produced and shipped to bolster Tharkad's defenses. (GNZ-2R: 300 SFE, Standard Cockpit, erMLAS, 11 SHS, 5/8/5. 1,019 BV; cost 4,415,540 C-Bills.)
Grenzer-1's that have been refitted with fusion engines are designated the GNZ-1S. Generally, operators fit some lasers to the legs to use up the tonnage that is freed up by the engine swap, along with CASE for the autocannon's ammo bin. (GNZ-1S: 240 SFE; add CASE, 2 MLAS and 2 erµLAS. 1,089 BV; cost 4,602,070 C-Bills.)