Tomb Scarab
Overview
In 3030, Khan Lar Seidman of Clan Hell's Horses directed the Horse Scientists to begin work on eliminating the problems and deficiencies associated with a quad-motive BattleMech. Although never a high-priority project, Seidman was convinced that if the bone-shaking ride of the SCP-series Scorpion and the lack of flexibility of the GOL-series Goliath could be solved, that a quad-motive BattleMech might one day serve the Horses as a fire-support element.
Khan Seidman was killed in 3046, but the fruits of his command sixteen years earlier would be felt in just six short years. In 3052, the ilKhan commissioned PROJECT QUICKSILVER, calling for submissions of designs for common Clan-wide production. Khan Malavai Fletcher was determined to win at least one of the coveted slots and she turned to her Scientists, urging them to unearth plans and concepts filed away for future completion.
Scientist-Warrior Timothy Cobb (a Bloodnamed Warrior who had 'retired' from the Horse Touman in 3042 at the age of 41 and begun a second life as a Scientist) was one of the members of Seidman's team working on solving the problems of existing quad-Mechs.
Scientist Cobb requested a meeting with the Khan and there he presented her with the work begun by her predecessor. But the plans and schematics were not for a BattleMech, but instead for a quad-motive OMNI-Mech! Four prototypes, Cobb reassured the Khan, had been tested since 3047 . . . although not armed and not in combat. But the motive difficulties had been eliminated in full by use of computer run-by-wire systems and a gyroscopically stabilized cockpit mounted cradle which automatically controlled roll, pitch, and yaw to compensate for the abnormal (compared to a biped design) movement.
Khan Fletcher almost dismissed the notion, but then Cobb told her that the preliminary design featured a full THIRTY-TWO tons of pod-space for weapons and equipment . . . albeit at a lower speed than the majority of OmniMechs of the same weight class (but not less than many standard BattleMechs).
Fletcher demanded a demonstration which took place on August 17, 3052 at the Cobb Trial Grounds on Niles. There the as-yet-unnamed OmniMech was put through its paces by the veteran Scientist-Warrior as the Khan observed. Timothy Cobb pushed the frame to its utmost and in the end, Malavai Fletcher was convinced that the design had merit.
And after seeing the unique side-ways crawl of the OmniMech, she immediately christened the new war-machine the Tomb Scarab.
Capabilities
Massing 70-tons, the Tomb Scarab uses a 280-rate standard fusion engine that provides for a walking speed of 43.2 kilometers per hour and a maximum running speed of 64.8 kph. Despite the pinch on internal volume, Horse Scientists opted to use Endo-Steel II for the internal frame and Ferro-Fibrous armor plating to protect the war-machine; a full twelve and one-half tons were so fitted providing in excess of 99% of the maximum theoretical armor protection . . . a GREATER amount of armor than that carried by the 75-ton Timber Wolf!
Only the base ten double-strength heat sinks were fitted. This did leave a full 32.0 tons of pod-space available for weapons and equipment, although the limited volume promised to make configurations difficult. Indeed, the majority of configurations shown to date feature two heavy ballistic weapons (low-heat, for the most part), supported by a moderate array of energy weapons designed to use the internal heat sinks to their maximum.
The Prime Configuration carries two LB-10X autocannons, each with three tons of ammunition for thirty twin bursts (divided among the right and left torsos). A Large Pulse Laser is mounted in the center torso to supplement these guns. Cool running, the Tomb Scarab Prime is able to use all three weapons constantly . . . as long as the ammunition reserves last, that is.
The Prime-2 is a almost identical to the Prime, replacing the Large Pulse Laser with a longer-ranged and harder hitting ER PPC. Not quite as cool-running, the Prime-2 can overheat on a running Alpha Strike . . . but only a minimal amount. This was deemed worth the added reach and firepower.
Configuration A is similar, but with twin Ultra AC-10 autocannons and six tons of ammo (once again, evenly divided between the right and left torsos). As with the Prime, a Large Pulse Laser is mounted in the center torso. When firing both UAC-10s in rapid-fire mode, the Tomb Scarab A does generate a slight amount of excess overheat, but it is quite manageable.
Configuration B features two Gauss Rifles and four tons of ammunition for sixteen double shots (right and left torsos AGAIN) with a center torso mounted ER Large Laser in support.
Configuration C is the first scheme that does not feature a ballistic weapon. Three Large Pulse Lasers (right torso, center torso, and left torso) are the main guns, supported by a head-mounted ECM Suite. Fifteen DHS eliminates all excess heat but that caused by movement. One additional Large Pulse Laser has been fitted to the right torso firing to the rear, along with a Medium Pulse Laser in the left torso, also firing to the rear. Although most unusual, they do protect the Tomb Scarab's weakest point and NO ONE expects to encounter a rear-mounted Large Pulse Laser!
Configuration D features a Large Pulse Laser in the center torso and a Medium Pulse Laser in the head . . . but these weapons only exist for when the primary missile launchers exhaust their ammunition. Four LRM-15 launchers with Artemis IV FCS give the Tomb Scarab D its ranged punch (two each in the right and left torsos, fed by six tons of ammunition divided equally between the right and left torsos for 12 quad missile salvoes). With only the base ten DHS, the Tomb Scarab D generates movement heat as excess when using just the missile launchers; however, if the Warrior wishes to conserve ammunition he can substitute the Large Pulse Laser for two of the 15-racks for no added heat burden.
Configuration E has a Large Pulse Laser in the center torso, supported this time by EIGHT Streak SRM-4 launchers (four each in the right and left torso) fed by four tons of ammunition (two each in the right and left torsos) giving a total of 100 missile salvoes. Even with twelve DHS, the Tomb Scarab E will critically overheat if firing all nine forward guns, but with the 'No-Lock, No-Fire' nature of the Streaks, this was deemed acceptable. Two Medium Pulse Lasers (right torso and left torso) were added firing to the rear to provide some additional protection to attacks from that direction.
And finally, Configuration F features four jump-jets (two each right and left torso) for a 120-meter jump capacity. Armament is very similar to the Prime, with two LB-10X autocannons (right torso and left torso) fed by four tons of ammunition (two each in the right and left torsos) for 20 twin bursts. The center torso energy mount is an ER Large Laser. This configuration is heat neutral on a jumping Alpha Strike.
The unique movement modes available to the Tomb Scarab requires specialized training for Warriors to become accustomed to. However, the ability to side-step and to crouch opens up an entire realm of new tactical possibilities on the battlefield. Combined with the heavy armor protection and tremendous firepower available to this OmniMech, the Horses consider it a superb, if slightly slow, fire-support element that will serve the Clans well.
Deployment
Khan Fletcher presented five Tomb Scarabs to the ilKhan late in 3052 for evaluation and testing. This included the original four prototypes and one hastily assembled unit constructed in just forty-four days. Still, she refuses to start even limited production of the design until the ilKhan makes the decision as to whether or not he will select this OmniMech for Clan-wide production. When questioned on this issue, Khan Fletcher answered, "Only a fool spends more in resources than he must. Even if the design wins, the ilKhan might well award production to another Clan. We are the Herd and we shall Wait until the Stallion speaks."
Additional
When the SLDF arrived in the Pentagon, numerous Terran animal and insect species were released into the wild . . . some were genetically modified, others were not. The beetles of the family Scarabaeidae were among those who were NOT genetically modified for their new homes.
Evolution, however, shaped these brilliantly colored insects in a new direction. Competing for a niche within existing ecosystems, the beetles mutated into an aggressive, omnivorous species that relied on their thick exoskeletons and razor-sharp mandibles to protect themselves from other predators.
Soon after the first examples of the new beetles first appeared, the Pentagon Civil War erupted . . . and the scarabs found a new source of protein. Named the Tomb Scarab, the beetles would burrow into fresh graves and devour rotting corpses; often enough, grave diggers of the Civil War would come under attack by swarms of these creatures when he disturbed a nest in an adjacent grave.
Although not among the nineteen species of animals selected by Nicholas Kerensky to serve as the totems of his Clans, the first ilKhan greatly admired these scavengers for their ability to utilize and consume every last scrap of flesh and sinew from the dead . . . a most industrious use of available resources, as he wrote in his journals.
Today, the Tomb Scarab has spread across the Kerensky Cluster (and has been spotted in the Occupation Zones as well) where it is often considered an invasive species. Lethally so, as well, as a typical swarm of Tomb Scarabs often numbers in the hundreds.
Tomb Scarab
Mass: 70 tons
Tech Base: Clan
Chassis Config: Quad Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3052
Cost: 6,920,417 C-Bills
Battle Value: 1,026
Chassis: HH/70-E Endo-Steel
Power Plant: Tokasha F2 280 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Ferroplate 233 Ferro-Fibrous
Armament:
32.0 tons of pod space.
Manufacturer: Tokasha Mechworks
Primary Factory: Tokasha
Communications System: Niles Herdcall III
Targeting and Tracking System: HH Look/Shoot/Kill
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 115 points 3.50
Internal Locations: 2 LT, 1 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine: Fusion Engine 280 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Ferro-Fibrous AV - 233 12.50
Armor Locations: 1 LT, 2 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 35
Center Torso (rear) 9
L/R Torso 15 25
L/R Torso (rear) 5
L/R Front Leg 15 30
L/R Rear Leg 15 30
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Loadout Name: Prime Cost: 9,204,792
Tech Rating/Era Availability: F/X-X-E BV2: 1,782
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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LB 10-X AC RT 2 5 10.00
LB 10-X AC LT 2 5 10.00
Large Pulse Laser CT 10 2 6.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@LB 10-X (Slug) (20) LT - 2 2.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 18
4 3 3 3 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
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Loadout Name: Prime-2 Cost: 9,470,417
Tech Rating/Era Availability: F/X-X-E BV2: 1,947
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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LB 10-X AC RT 2 5 10.00
LB 10-X AC LT 2 5 10.00
ER PPC CT 15 2 6.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (20) RT - 2 2.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@LB 10-X (Slug) (20) LT - 2 2.00
Free Critical Slots: 3
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
4 3 3 3 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1
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Loadout Name: A Cost: 8,864,792
Tech Rating/Era Availability: F/X-X-E BV2: 1,968
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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Ultra AC/10 RT 3 4 10.00
Ultra AC/10 LT 3 4 10.00
Large Pulse Laser CT 10 2 6.00
@Ultra AC/10 (30) RT - 3 3.00
@Ultra AC/10 (30) LT - 3 3.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 20
4 5 5 5 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: B Cost: 8,832,917
Tech Rating/Era Availability: F/X-X-E BV2: 2,200
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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Gauss Rifle RT 1 6 12.00
Gauss Rifle LT 1 6 12.00
ER Large Laser CT 12 1 4.00
@Gauss Rifle (16) RT - 2 2.00
@Gauss Rifle (16) LT - 2 2.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 22
4 4 4 4 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: C Cost: 9,024,167
Tech Rating/Era Availability: F/X-X-E BV2: 2,169
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 15(30) 5.00
Heat Sink Locations: 3 LT, 2 RT
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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Large Pulse Laser RT 10 2 6.00
(R) Large Pulse Laser RT 10 2 6.00
Large Pulse Laser LT 10 2 6.00
(R) Medium Pulse Laser LT 4 1 2.00
Large Pulse Laser CT 10 2 6.00
ECM Suite HD 0 1 1.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 22
4 4 4 4 0 3 0 Structure: 6
Special Abilities: OMNI, ECM, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: D Cost: 9,969,792
Tech Rating/Era Availability: F/X-X-E BV2: 2,298
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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2 LRM-15s RT 10 4 7.00
Artemis IV FCS RT - 2 2.00
2 LRM-15s LT 10 4 7.00
Artemis IV FCS LT - 2 2.00
Large Pulse Laser CT 10 2 6.00
Medium Pulse Laser HD 4 1 2.00
@LRM-15 (Artemis) (24) RT - 3 3.00
@LRM-15 (Artemis) (24) LT - 3 3.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 23
4 5 5 4 0 3 2 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 3
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Loadout Name: E Cost: 9,315,292
Tech Rating/Era Availability: F/X-X-E BV2: 2,200
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LT, 1 RT
CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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4 Streak SRM-4s RT 12 4 8.00
(R) Medium Pulse Laser RT 4 1 2.00
4 Streak SRM-4s LT 12 4 8.00
(R) Medium Pulse Laser LT 4 1 2.00
Large Pulse Laser CT 10 2 6.00
@Streak SRM-4 (50) RT - 2 2.00
@Streak SRM-4 (50) LT - 2 2.00
Free Critical Slots: 1
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 22
4 6 6 1 0 3 2 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 9,733,917
Tech Rating/Era Availability: F/X-X-E BV2: 1,893
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LT, 2 RT 4.00
CASE Locations: LT, RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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LB 10-X AC RT 2 5 10.00
LB 10-X AC LT 2 5 10.00
ER Large Laser CT 12 1 4.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LB 10-X (Cluster) (10) LT - 1 1.00
@LB 10-X (Slug) (10) LT - 1 1.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
4j 3 3 3 0 3 0 Structure: 6
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1