Deathstalker
Overview
Despite their success in the 45-ton category for PROJECT QUICKSILVER, the Khans of Clan Goliath Scorpion were dismayed when the ilKhan awarded exclusive production rights to Clan Diamond Shark! Viewed across the Clan as yet another blow in what had become commonly referred to as "The Aggrievement", the sunder between Clans Wolf and Goliath Scorpion was rapidly widening and growing in scale.
Khan Suvorov, however, continued to refused to offer sukairede to the Wolves and in retaliation for the most recent of offenses offered to her Clan by the ilKhan, she pressed her Scientists hard to develop and win the 60-ton Zombie category.
The Khan designated the new OmniMech (in advance of a finalized, or even tentative, design!) as the Deathstalker after the Terra scorpion species whose venom was extremely lethal. She then set the parameters of the design for her Scientists.
1. The Deathstalker, intended for use as a second-line OmniMech, must be relatively inexpensive for the Clans to produce and maintain.
2. The design MUST be able for Clan Goliath Scorpion to mass-produce at its Roche facility and would therefore have to incorporate armor, internal structures, engines, communications, and targeting and tracking systems manufactured by the Clan, OR systems which could be readily obtained with a minimum of combat.
3. As the design was destined for use by ALL of the Clans, emphasis was NOT to be placed on ballistic or direct fire weaponry, but rather a balanced selection that included missile systems.
And finally, 4. To make up for the general overall lack of skill present in second-line and garrison forces, ALL configurations must include an integral Targeting Computer.
Faced with these requirements, two members of the DEATHSTALKER Development Team proceeded to commit suicide. The remainder rolled up their sleeves and went to work.
With a 60-ton chassis required, the Scientists turned to former Khan Nikolai Djerassi for help. Meeting (once again) with Khan Ian Hawker of Clan Diamond Shark AND Khan Malavai Fletcher of Clan Hell's Horses, Djerassi asked what would those two defend the chassis of the Thresher standard BattleMech with.
Intrigued by the request, the Khans asked for clarification and when Djerassi explained about their development of the Deathstalker, a deal was struck.
Hawker, his factories already converting to produce the Sand Devil, declined to participate, but Fletcher was a different story. Highly interested in Djerassi's description of the (still non-existent) Deathstalker, the Horse Khan offered to supply Clan Goliath with the schematics as well as several dozen incomplete frames . . . in return for a shared participation in the program.
Khan Suvorov was not overly fond of the idea (as the LAST joint project had only served to enrich the Sharks and gave the Scorpions little but empty prestige) . . . but she accepted the offer after Nikolai convinced her that the aid the Horse had offered was absolutely required to finish the project.
Whereupon, Djerassi met with the scientists of the design team. He was presented with the basic concept of the design: a 60-ton chassis utilizing a 240-rate fusion engine acquired from existing Issus ASF and Glass Spider BattleMech production lines. Although this would limit available speed, computer modeling indicated that even with the inclusion of 10.5 tons of ferro-fibrous armor plating, the resulting Deathstalker OmniMech would have some 29 tons of pod-space . . . one ton more than the front-line Mad Dog OmniMech. This would be in addition to the Deathstalker possessing more than 23.3% greater armor protection than that Ghost Bear favorite of the Invasion.
Djerassi approved their plans . . . but then threw a new idea into the mix. Having already promised the Horse Khan that the new Deathstalker would be "a most honorable combatent that renders full honors to our ancestors", he instructed the Development Team to design the configurations based upon the SLDF BattleMechs of old.
This order would produce a number of configurations that would later on awe observers from other Clans . . . and made the Horses very glad that they had pooled resources into the project.
When the final design schematics and computer simulations were presented to the Horse Khans, they were duly impressed. Not so much, however, with the existing GSR Facility-1. The Khans of Hell's Horses, after examining the production facility, doubted that (in its current state) it would ever be able to meet the demand for this new OmniMech. Believing that the Scorpions had created a winner in their new Deathstalker, the Horse Khan sought to alter the existing bargain.
In exchange for 50% ownership of the GSR Facility-1 on Roche (and an enclave of 500 square kilometers bordering the facility), the Horses would provide the capital investment to expand the production facilities to produce ALL components of the design on site (with the sole exception of endo-steel internal structure which would still have to be manufactured in orbit) and allow for true mass-production of the new war-machine.
At first, Khan Suvorov tried to reject the offer, furious at this "betrayal" by the Horse Khans. But, after four hours of intense deliberation with both her saKhan Nelson Elam and former Khan Nikolai Djerassi, she came to realize just how much the Scorpions stood to gain. Gritting her teeth (and hoping for better results than the LAST joint-project), she accepted. The facility would be renamed GSHHR Facility-1 and the Horses had won a new enclave without a shot being fired.
Capabilities
The Deathstalker masses 60-ton, using a modified DSHM Mod 2.4 endo-steel chassis (designated as the Mod 2.7) borrowed from the Shark/Horse's Thresher BattleMech (leading to the design greatly resembling that older 'Mech). Ten and one-half tons of Forging ZM15/b ferro-fibrous armor provides 100% of the maximum possible armor protection on a 60-ton biped design.
A Fusion 240 Mk V standard engine provides sufficient motive power for the design to walk at 43.2 kilometers per hour and run at 64.8 kph; slow, by Clan front-line standards for its weight class, but also relatively inexpensive, simple to repair, and difficult to damage in combat. No jump-jets were fixed to the design, and while the Development Team did consider the use of MASC to boost the speed, they were concerned with the possibility of self-inflicted damage to the myomer bundles and actuators within the legs.
Only the base ten double-strength heat sinks were installed, but the small engine size required one DHS to be fitted outside of the engine core, taking up valuable space in the left torso.
A Crossband System 20 communications system (once again from the Thresher) was installed for communications, but the Targeting and Tracking System was the newly produced Scorpion Mk XIV Multi-Spectrum Phased Array unit. The Mk XIV was integrated with a Clan Targeting Computer in all configurations and was the only truly "new" piece of equipment on the design.
A full twenty-nine tons remained available for weapons and equipment. All twelve known configurations were designed in honor of a famed SLDF Heavy- or Assault-weight BattleMech of old.
The Prime Configuration (also known as the "Orion Configuration") is armed with two ER Medium Lasers (right arm and left arm), an LB-10X autocannon (right torso, with two tons of ammunition for 20 shots stored in the right torso), an LRM-15 launcher with Artemis IV (left torso, with three tons of ammunition for 24 missile salvoes stored in the left torso), and an SRM-6 launcher with Artemis IV (in the right arm, with a ton of ammunition for 15 missile salvoes also stored in the right arm). A three ton Targeting Computer has been fitted to the right torso. An eleventh DHS allows the Prime to remain heat neutral on a walking Alpha Strike, generating excess overheat only on a run (and then only a minimal amount). Unlike the Orion of old, the Prime has fully functional hand actuators on both arms.
Configuration A (aka, the "Marauder Configuration") features two ER Large Lasers (right arm and left arm), two ER Medium Lasers (right arm and left arm), along with an LB-5X autocannon (right torso, with two tons of ammunition for a total of 40 bursts stored alongside). A four-ton Targeting Computer rests in the right torso. Sixteen DHS cannot cope with the full heat load of this configuration, but a trained and experienced Warrior should be able to deal with the heat build-up, especially at range.
Configuration B (aka, the "Grasshopper Configuration") mounts four jump jets (two each in the right and left torsos). Armament consists of a Large Pulse Laser (right torso), four Medium Pulse Lasers (right arm, head, left torso, and left arm), and an LRM-5 missile launcher (left torso, with one ton of ammunition for 24 missile salvoes). A three-ton Targeting Computer in the right torso makes all of the energy weapons more accurate, while sixteen DHS renders the design heat neutral even on a jumping Alpha Strike.
Configuration C (aka, the "Warhammer Configuration") is armed with two ER Large Lasers (right arm and left arm), two ER Medium Lasers (right torso and left torso), two ER Small Lasers (right torso and left torso), a Streak SRM-6 launcher (left torso with one ton of ammunition for 15 missile salvoes alongside), and two Machine-Guns (right torso and left torso, with a half-ton of ammunition for 100 bursts stored in the head). A TAG system for calling artillery fire has been fitted to the right arm, while a three-ton Targeting Computer coordinates the laser fire. Nineteen DHS alleviate most of the heat produced, but the configuration does run hot.
Configuration D (aka the "Archer Configuration") has been fitted with two LRM-20 launchers equipped with Artemis IV fire-control systems (right and left torso, with four tons of ammunition split between the right and left torso for twelve double salvoes). Five Medium Pulse Lasers provide secondary weapons (head, right arm, and left arm, with the remaining two fitted to the right torso and left torso fixed to fire to the rear). A two-ton Targeting Computer has been placed in the right torso. Eleven DHS provides for minimal overheat on a running Alpha Strike (with the forward weapons).
Configuration E (aka the "Thunderbolt Configuration") has been armed with an ER PPC in the right arm, three ER Medium Lasers in the left torso, an LRM-15 launcher with Artemis IV in the right torso (supplied with three tons of ammunition for 24 missile salvoes), a Streak SRM-2 launcher in the head (with a ton of ammunition stored in the left torso for 50 missile salvoes), two Machine-Guns in the left arm (with a half-ton of ammunition stored alongside for 100 bursts), and finally a left-arm mounted Flamer. A two-ton Targeting rests in the right torso. Seventeen DHS is not enough to offset the heat of these systems, but the Khans consider it to be sufficient given that the Streak will not lock against every target and the Flamer will only seldom be used in Trials. The remaining weapons generate a minimal amount of overheat before movement.
Configuration F (aka the "Crusader Configuration") features two LRM-15 launchers with Artemis IV (right arm and left arm, each fed by two tons of ammunition divided between the arms and torsos for 16 tandem missile salvoes), two SRM-6 launchers with Artemis IV (right torso and left torso, with two tons of ammo for 15 twin missile salvoes), two Medium Pulse Lasers (right arm and left arm), and two Machine-Guns (right arm and left arm, fed by a half-ton of ammunition in the right torso). A one-ton Targeting Computer comes standard, along with thirteen DHS, which eliminates all but movement heat.
Configuration G (aka the "Rifleman Configuration") is armed with two LB-5X autocannons (right arm and left arm, with four tons of ammunition for a total of 80 bursts), an ER Large Laser (head), and two ER Medium Lasers (right arm and left arm). The design features a four-ton Targeting Computer in the right torso, along with eleven DHS.
Configuration H (aka the "Victor Configuration") features four jump jets (two each right torso and left torso). Armament is an ER Medium Laser and a Medium Pulse Laser (both in the left arm), a Streak SRM-4 launcher (left torso with a ton of ammo for 25 missile salvoes), and the main gun . . . an LB-20X autocannon in the right arm/right torso with four tons of ammunition (for a total of TWENTY bursts!). A three-ton Targeting Computer in the right torso supports these weapons. Just the base 10 DHS are fitted, but this is sufficient to negate all excess overheat on anything but a jumping Alpha-Strike.
Configuration I (aka the "Awesome Configuration") is brutally simple in the Scorpion Way. Armament consists of three Large Pulse Lasers (right arm, right torso, and left torso), supported by a Medium Pulse Laser (head). All are tied into a four-ton Targeting Computer in the right torso. Sixteen DHS eliminates all but movement heat, allowing for the Deathstalker I to run and gun almost with impunity.
Configuration J (aka the "Battlemaster Configuration") is outfitted with an ER PPC (right arm), six ER Medium Lasers (three each in the right and left torso, two fixed to fire to the rear), a Streak SRM-6 launcher (left torso with a ton of ammunition for 15 missile salvoes), and two Machine-Guns (left arm, with a half-ton of ammunition for 100 bursts). Even with seventeen DHS, heat can be a concern with this machine. A three-ton Targeting Computer in the right torso makes the weapons fire more accurate.
And finally, there is Configuration K (aka, the "Cylcops Configuration"). Armament consists of two Medium Pulse Lasers (right arm and left arm), an LRM-10 with Artemis IV (left torso with two tons of ammo for 24 missile salvoes), a Streak SRM-4 launcher (left torso with a ton of ammo for 25 missile salvoes), and an LB-10X autocannon (right torso, with two tons of ammunition for 20 bursts). In addition, the Deathstalker K carries a Flamer on the right arm for anti-personnel work and one-ton of specialized Communications Gear in the head. A three-ton Targeting Computer is fitted to the right torso. Even with just the base 10 DHS, the Deathstalker K generates only movement heat on an Alpha-Strike.
Additional
The Scorpions and Horse's submitted the Deathstalker to the ilKhan late in 3052 for consideration. Realizing that there was sharp opposition from other submissions (and that the ilKhan might well be biased against the Scorpions due to the on-going Wolf-Scorpion Feud), each Clan received two Deathstalkers as a gift for their own evaluations.
Even Clans who do not normally care for such "Zombies" were impressed with the configurations and payload . . . and all recognized the value of such a war-machine in their second-line and garrison Toumans (where speed is not so much of a concern, but expense and resource allocation IS).
But the Scorpions and Horse's were taken aback when Clan Coyote announced that they would soon be restarting production of the ancient Lupus . . . and submitted new configurations of that design in direct competition with the Deathstalker. Although no decision has yet been made, every Blood-named Warrior of the Clans knows that THIS slot will be the most contested to date.
And eagerly awaits the results.
Deathstalker
Mass: 60 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3052
Cost: 5,540,000 C-Bills
Battle Value: 884
Chassis: DSHM Endo 2.7 Endo-Steel
Power Plant: Fusion 240 Mk V 240 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Forging ZM15/b Ferro-Fibrous
Armament:
29.0 tons of pod space.
Manufacturer: GSHHR Facility-1
Primary Factory: Roche
Communications System: Crossband System 20
Targeting and Tracking System: Scorpion Mk XIV Multi-Spectrum Phased Array
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: Fusion Engine 240 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 201 10.50
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 30
Center Torso (rear) 10
L/R Torso 14 20
L/R Torso (rear) 8
L/R Arm 10 20
L/R Leg 14 28
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Loadout Name: Prime (Orion) Cost: 7,973,200
Tech Rating/Era Availability: F/X-X-E BV2: 1,815
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 2 LT
CASE Locations: LT, RT, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ER Medium Laser RA 5 1 1.00
SRM-6 RA 4 1 1.50
Artemis IV FCS RA - 1 1.00
ER Medium Laser LA 5 1 1.00
LB 10-X AC RT 2 5 10.00
Targeting Computer RT - 3 3.00
LRM-15 LT 5 2 3.50
Artemis IV FCS LT - 1 1.00
@SRM-6 (Artemis) (15) RA - 1 1.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LRM-15 (Artemis) (24) LT - 3 3.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18
4 5 5 2 0 3 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 1/1/1
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Loadout Name: A (Marauder) Cost: 7,424,000
Tech Rating/Era Availability: F/X-X-E BV2: 2,038
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 5 LT, 1 LA, 1 RA
CASE Locations: RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
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ER Large Laser RA 12 1 4.00
ER Medium Laser RA 5 1 1.00
ER Large Laser LA 12 1 4.00
ER Medium Laser LA 5 1 1.00
LB 5-X AC RT 1 4 7.00
Targeting Computer RT - 4 4.00
@LB 5-X (Cluster) (20) RT - 1 1.00
@LB 5-X (Slug) (20) RT - 1 1.00
Free Critical Slots: 7
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 20
4 4 4 3 0 3 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: B (Grasshopper) Cost: 7,077,200
Tech Rating/Era Availability: F/X-X-E BV2: 2,199
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 4.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 2 LT, 1 RT, 2 LA, 2 RA
CASE Locations: LT 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Medium Pulse Laser RA 4 1 2.00
Medium Pulse Laser LA 4 1 2.00
Large Pulse Laser RT 10 2 6.00
Targeting Computer RT - 3 3.00
Medium Pulse Laser LT 4 1 2.00
LRM-5 LT 2 1 1.00
Medium Pulse Laser HD 4 1 2.00
@LRM-5 (24) LT - 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 22
4j 5 5 2 0 3 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: C (Warhammer) Cost: 7,433,000
Tech Rating/Era Availability: F/X-X-E BV2: 2,111
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 19(38) 9.00
Heat Sink Locations: 2 LT, 2 RT, 3 LA, 3 RA
CASE Locations: HD, LT 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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ER Large Laser RA 12 1 4.00
TAG RA 0 1 1.00
ER Large Laser LA 12 1 4.00
ER Medium Laser RT 5 1 1.00
ER Small Laser RT 2 1 0.50
Machine Gun RT 0 1 0.25
Targeting Computer RT - 3 3.00
ER Medium Laser LT 5 1 1.00
ER Small Laser LT 2 1 0.50
Machine Gun LT 0 1 0.25
Streak SRM-6 LT 4 2 3.00
@Streak SRM-6 (15) LT - 1 1.00
@MG (1/2) (100) HD - 1 0.50
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 21
4 7 6 3 0 3 1 Structure: 5
Special Abilities: OMNI, TAG, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: D (Archer) Cost: 7,823,200
Tech Rating/Era Availability: F/X-X-E BV2: 2,179
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 LT, 1 RA
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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Medium Pulse Laser RA 4 1 2.00
Medium Pulse Laser LA 4 1 2.00
LRM-20 RT 6 4 5.00
Artemis IV FCS RT - 1 1.00
(R) Medium Pulse Laser RT 4 1 2.00
Targeting Computer RT - 2 2.00
LRM-20 LT 6 4 5.00
Artemis IV FCS LT - 1 1.00
(R) Medium Pulse Laser LT 4 1 2.00
Medium Pulse Laser HD 4 1 2.00
@LRM-20 (Artemis) (12) RT - 2 2.00
@LRM-20 (Artemis) (12) LT - 2 2.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 22
4 7 7 4 0 3 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 4
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Loadout Name: E (Thunderbolt) Cost: 7,674,600
Tech Rating/Era Availability: F/X-X-E BV2: 2,275
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 3 LT, 1 RT, 1 LA, 3 RA
CASE Locations: LT, RT, LA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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ER PPC RA 15 2 6.00
2 Machine Guns LA 0 2 0.50
Flamer LA 3 1 0.50
LRM-15 RT 5 2 3.50
Artemis IV FCS RT - 1 1.00
Targeting Computer RT - 2 2.00
3 ER Medium Lasers LT 15 3 3.00
Streak SRM-2 HD 2 1 1.00
@MG (1/2) (100) LA - 1 0.50
@LRM-15 (Artemis) (24) RT - 3 3.00
@Streak SRM-2 (50) LT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 23
4 6 6 3 0 3 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: F (Crusader) Cost: 8,107,200
Tech Rating/Era Availability: F/X-X-E BV2: 1,916
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 2 LT, 2 RT
CASE Locations: LT, RT, LA, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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LRM-15 RA 5 2 3.50
Artemis IV FCS RA - 1 1.00
Medium Pulse Laser RA 4 1 2.00
Machine Gun RA 0 1 0.25
LRM-15 LA 5 2 3.50
Artemis IV FCS LA - 1 1.00
Medium Pulse Laser LA 4 1 2.00
Machine Gun LA 0 1 0.25
SRM-6 RT 4 1 1.50
Artemis IV FCS RT - 1 1.00
Targeting Computer RT - 1 1.00
SRM-6 LT 4 1 1.50
Artemis IV FCS LT - 1 1.00
@LRM-15 (Artemis) (8) RA - 1 1.00
@LRM-15 (Artemis) (8) LA - 1 1.00
@LRM-15 (Artemis) (8) RT - 1 1.00
@SRM-6 (Artemis) (15) RT - 1 1.00
@MG (1/2) (100) RT - 1 0.50
@LRM-15 (Artemis) (8) LT - 1 1.00
@SRM-6 (Artemis) (15) LT - 1 1.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 19
4 7 7 3 0 3 0 Structure: 5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 3