Clan Blood Spirit is not known for Subtly. So when they announced their latest entry in the quicksilver program to be named the "Snake Eater" few wewre surprised at the stab towards Clan Star Adder, long a provocateur in their feud with the Burrocks. What the council of Khans and the collected Scientists Generals received however was a surprisingly effective design that more then any other so far, could beat the inner sphere at it's own game of maneuver warfare, while maximizing Clan Technical advantages. the Quadmech's chassis allows for sweeping advances thanks to the frames ability to laterally shift seemingly at will. as the test pilots, who spent six months learning to operate quad mechs with maximum efficiency have shown, the Snake Eater to slip between fortifications and rough terrain easily. Through the input of Khan Phelan Kell and Natasha Kerensky, as well as observations from Sevren Lerroux and Natalie Breen (all Khans who have faced the Inner Sphere and have expressed concern about Clan Tactical Doctrine) the ability for the Quad to take cover either behind natural barriers or prepared Positions also presents a distinct advantage few mechs possess. more aggressive Khans and even the IlKhan itself pointed out a lack of adherence to the speed standards of the design. The Blood Spirit scientist who led the development team openly scoffed at this, reminding the council of khans that slower designs in computer models have yet to prove a hindrance when a pilot who knows how to properly fight is at the helm.
The Primary Configuration of the Snake Eater is geared more towards defensive duty and Clan Trial Warfare. A massive 210mm Dual purpose autocannon dominates the right torso, while a significantly smaller large over medium laser. In a non trial situation the Active probe in the head allows the Snake Eather to perform picket duty, ensuring whatever forces it sniffs out have no chance to return to who sent them
Alternate Configuration A is a fire support mech modeled after the Howler, but upscaled drastically. Three LRM 20 racks and five tons of ammunition allow a hailstorm of fire that defies a mech of this size. the diverse ammunition bins also permit the use of alternative ammunition such as illumination missiles for night combat, Thunder Mines for seige warfare, or an experimental, but viable minefield clearing missiles for use in assaults.
Alternate configuration B is built for long marches. being given a full Electronics Suite and armament that is either energy based of able to conserve ammunition well. n four Jump jets allow the mech to leap over terrain, or as demonstrated by Mechwarrior Tovar, pounce on fallen foes to finish them off. the B's limits are projected to be nearly 87% greater then comparably equipped mechs used for Long Range Patrol.
The C Configuration was inspired by the Osprey, an obscure mech from the Star Leauge era that initially failed it's field evaluations. a massive Gauss Rifle and LRM 10 provide long range bombardment while a bevey of lasers prevent closure. much like the Fed Com's Centurion, the closer this mechs is the it's target, the much more dangerous it can be.
not the most heat efficient platform, the D is designed for advances under the cover of other starmates. twin large and medium lasers coupled with an LRM 15 allow a single minded and devastating focus on a single target at a time. a rear facing medium laser permits some protection if the D is flanked. most unusally is the head mounted flamer. while effective as a strategic weapon some of the warriors present questioned it's utility. the scienstist then went on a five minute, profanity laden tirade about "Fire breathing metal monsters"
The Final Configuration was developed alongside Cloud Cobra warriors and scientists, who were hard at work on a anti inner sphere mech they called the "Stalking Spider" it was revealed that the Cobras provided the technical assistance and pod weapons for many of the configurations of this mech as a result and the cobras were given official design credit for the Snake Eater as well. the E mounts an ERPPC as it's main gun, a pair of SRM 4 packs and twin Medium Pusle lasers as close range armament. Four Jump jets and additional heat sinks round out the E's armament, producing a mech that can dance around the battlefield and keep pressure on it's oppositition.
as a final note, the revelation of Khan Kell's Allard quad earlier, the Sprit Scientist noted that the layout of the Snake Eater permitted the use of a Turret as well, and with the Council of Khans approval, the design could be easily reworked for such technology, though there would have to be some alterations to the base chassis that would prevent it from fulfilling the "Zombie" Role type.
Snake Eater
Mass: 50 tons
Tech Base: Clan
Chassis Config: Quad Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E-A
Production Year: 3025
Cost: 4,606,250 C-Bills
Battle Value: 870
Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
20.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
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Equipment Type Rating Mass
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Internal Structure: Standard 91 points 5.00
Engine: Fusion Engine 200 8.50
Walking MP: 4
Running MP: 6 (8)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 FLL, 1 FRL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Ferro-Fibrous AV - 182 9.50
Armor Locations: 7 LT
Internal Armor
Structure Factor
Head 3 8
Center Torso 16 25
Center Torso (rear) 7
L/R Torso 12 20
L/R Torso (rear) 4
L/R Front Leg 12 24
L/R Rear Leg 12 23
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Equipment Location Heat Critical Mass
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MASC RT - 2 2.00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 9
5 0 0 0 0 2 0 Structure: 4
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: Prime Cost: 6,725,000
Tech Rating/Era Availability: F/X-E-E-A BV2: 1,780
Equipment Type Rating Mass
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CASE Locations: LT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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LB 20-X AC RT 6 9 12.00
MASC RT - 2 2.00
ER Large Laser LT 12 1 4.00
ER Medium Laser LT 5 1 1.00
Active Probe HD 0 1 1.00
@LB 20-X (Cluster) (5) LT - 1 1.00
@LB 20-X (Slug) (5) LT - 1 1.00
Free Critical Slots: 8
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 18
5 3 3 1 0 2 0 Structure: 4
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0
================================================================================
Loadout Name: A Cost: 6,387,500
Tech Rating/Era Availability: F/X-E-E-A BV2: 1,881
Rules Level: Experimental Tech
Equipment Type Rating Mass
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CASE Locations: CT, RT, RLL, RRL 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
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2 LRM-20s RT 12 8 10.00
MASC RT - 2 2.00
LRM-20 LT 6 4 5.00
@LRM-20 (6) RT - 1 1.00
@LRM-20 (12) CT - 2 2.00
@LRM-20 (6) RRL - 1 1.00
@LRM-20 (6) RLL - 1 1.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 19
5 4 4 4 0 2 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 4/4/4, IF 4
================================================================================
Loadout Name: B Cost: 6,526,250
Tech Rating/Era Availability: F/X-E-E-A BV2: 1,941
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 RLL, 1 RRL 2.00
CASE Locations: LT 0.00
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
Active Probe RT 0 1 1.00
MASC RT - 2 2.00
Targeting Computer RT - 2 2.00
Medium Pulse Laser LT 4 1 2.00
Small Pulse Laser LT 2 1 1.00
Streak SRM-4 LT 3 1 2.00
ECM Suite LT 0 1 1.00
TAG HD 0 1 1.00
A-Pod RRL 0 1 0.50
A-Pod RLL 0 1 0.50
@Streak SRM-4 (25) LT - 1 1.00
Free Critical Slots: 5
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 19
5/4j 4 4 2 0 2 0 Structure: 4
Special Abilities: OMNI, PRB, RCN, ECM, TAG, CASE, SRCH, ES, SEAL, SOA
================================================================================
Loadout Name: C Cost: 5,864,844
Tech Rating/Era Availability: F/X-E-E-A BV2: 1,925
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
--------------------------------------------------------------------------------
Gauss Rifle RT 1 6 12.00
MASC RT - 2 2.00
LRM-10 LT 4 1 2.50
2 ER Medium Lasers CT 10 2 2.00
ER Small Laser HD 2 1 0.50
@Gauss Rifle (16) RT - 2 2.00
@LRM-10 (12) LT - 1 1.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 19
5 4 4 3 0 2 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: D Cost: 6,189,688
Tech Rating/Era Availability: F/X-E-E-A BV2: 1,996
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 FLL, 1 FRL, 1 RLL, 1 RRL
CASE Locations: RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RT 12 1 4.00
Medium Pulse Laser RT 4 1 2.00
(R) ER Medium Laser RT 5 1 1.00
MASC RT - 2 2.00
ER Large Laser LT 12 1 4.00
Medium Pulse Laser LT 4 1 2.00
LRM-15 CT 5 2 3.50
Flamer HD 3 1 0.50
@LRM-15 (8) RT - 1 1.00
Free Critical Slots: 9
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 20
5 3 3 2 0 2 2 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
================================================================================
Loadout Name: E Cost: 6,057,500
Tech Rating/Era Availability: F/X-E-E-A BV2: 2,060
Equipment Type Rating Mass
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Jumping MP: 4 (Standard)
Jump Jet Locations: 2 CT, 1 RLL, 1 RRL 2.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 2 LT, 2 RT, 1 FLL, 1 FRL
CASE Locations: RT 0.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RT 15 2 6.00
2 SRM-4s RT 6 2 2.00
MASC RT - 2 2.00
Medium Pulse Laser LT 4 1 2.00
Medium Pulse Laser HD 4 1 2.00
@SRM-4 (50) RT - 2 2.00
Free Critical Slots: 2
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 21
5/4j 5 5 2 0 2 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0