Coyotl
Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3052
Cost: 7,947,917 C-Bills
Battle Value: 680
Chassis: Coyotl Endo-Steel
Power Plant: Pitban 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: CI Standard Armor
Armament:
15.5 tons of pod space.
Manufacturer: Zuni 'Mech Production
Primary Factory: Foster
Communications System: Cl-Com 2
Targeting and Tracking System: Cl-X 2
Overview:
Retired over a century before Operation Revival and only in use by Clan Coyote, the Coyotl would be almost entirely unknown to the Inner Sphere as of its return to service in 3052 were it not for Phelan Wolf (later Phelan Ward) who observed one on display during his brief visit to Strana Mechty and enquired into this. He disclosed this data to Precentor Martial Anastasius Focht shortly afterwards and after the Battle of Tukkayid the information was widely circulated. Due to a minor miscommunication, Spheroid warbooks flag the chassis data under the designation 'Coyote'.
Capabilities:
Revising the Coyotl Prime configuration with many generations of experience with the use of OmniMechs, designers moved the LRM launcher into the left arm where it wouldn't interfere with carrying elementals. Reflecting the more limited resources made available to second-tier units, the designers replaced the Streak launcher with a standard SRM launcher. This freed up the tonnage to replace the medium pulse laser with an array of small lasers. While this means the Coyotl Prime would almost certainly shut down on an alpha strike, warriors are expected to primarily use their speed to keep the fight at ranges where the LRMs and PPC are most effective, supplementing with the SRMs where opportunity allows. The small lasers aren't quite an afterthought though - in close terrain the Coyotl Prime is well suited to supporting a dismounted point of Elementals with this battery of lasers.
With the mobility of jump-jets, the Coyotl A carried a large pulse laser and Streak SRMs for medium range engagements. The Coyotes have now refocused it for longer range battles with the SRMs replaced by four LRM racks. While not a true long-range platform by Clan standards, the new A-configuration can certainly fill that role against bandits or the Inner Sphere.
Fleshing out the capabilities of the Coyotl, the Coyotes have added a dedicated sniper configuration. The Coyotl B is primarily built around a pair of extended range large lasers tied into a targeting computer. This strains the cooling systems unless the B is moving cautiously and it's normal to alternate firing of the lasers when the Coyotl is moving between sniping positions, swapping in the LRMs. An alpha strike is still viable if a suitable target is available.
Another standard demand for OmniMechs is a missile platform and the Coyotl C carries three launchers. Although proposals to use Artemis guidance were considered, the expense was judged excessive for use by second-tier units and the Coyotl C instead barrages forty-five missiles. When the ammunition runs out a pair of extended range lasers is available for use.
The second configuration to use a targeting computer, it's harder for warriors to justify requesting the Coyotl D outside of high profile trials. Khan Elam Tchernovkov personally authorised the configuration for use by the two of his proteges in Trials of Bloodright in order to raise the profile of the Coyotl and the balance of agility, firepower and durability more than paid off.
A heavy autocannon loaded with three tons of ammunition gives the Coyotl E considerable punch, backed up by a pair of lasers. A flamer gives limited anti-infantry firepower. Well balanced in heat management, the configuration compromises relatively effectively.
The Coyotl F is an experiment in using the design as an electronic platform. While it isn't in line with zellbrigen, the Coyotes concede that a second-line formation may need the advantage, having learned from the losses taken by their over-extended garrison clusters in the last century. The F configuration can provide target designation for LRMs and for Arrow IV artillery. As this role would involve closing in on the enemy, sophisticated sensors turn it into an effective scout. For its own combat role, two lasers and a pair of machine guns give limited firepower, enough to contest other scouts but not for heavy battle.
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Equipment Type Rating Mass
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Internal Structure: Endo-Steel 67 points 2.00
Internal Locations: 1 HD, 2 LT, 1 RT, 2 LA, 1 RA
Engine: XL Fusion Engine 280 8.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 136 8.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 12 16
Center Torso (rear) 7
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 12
L/R Leg 10 20
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Loadout Name: Prime Cost: 8,969,042
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,917
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 11(22) 1.00
CASE Locations: LA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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3 ER Small Lasers RT 6 3 1.50
3 ER Small Lasers LT 6 3 1.50
ER PPC RA 15 2 6.00
LRM-10 LA 4 1 2.50
SRM-4 LA 3 1 1.00
@LRM-10 (12) LA - 1 1.00
@SRM-4 (25) LA - 1 1.00
Free Critical Slots: 26
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 19
7 4 4 2 0 2 2 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: A Cost: 9,334,267
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,849
Equipment Type Rating Mass
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Jumping MP: 7 (Standard)
Jump Jet Locations: 1 CT, 2 LT, 2 RT, 1 LL, 1 RL 3.50
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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2 LRM-5s RT 4 2 2.00
2 LRM-5s LT 4 2 2.00
Large Pulse Laser RA 10 2 6.00
@LRM-5 (24) RT - 1 1.00
@LRM-5 (24) LT - 1 1.00
Free Critical Slots: 23
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 18
7j 3 3 3 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1
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Loadout Name: B Cost: 8,966,417
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,988
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: LA 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Targeting Computer RT - 2 2.00
2 ER Large Lasers RA 24 2 8.00
LRM-10 LA 4 1 2.50
@LRM-10 (12) LA - 1 1.00
Free Critical Slots: 30
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 20
7 3 3 3 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
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Loadout Name: C Cost: 9,330,767
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,037
Equipment Type Rating Mass
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CASE Locations: RT, RA 0.00
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
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LRM-15 RT 5 2 3.50
2 LRM-15s RA 10 4 7.00
2 ER Medium Lasers LA 10 2 2.00
@LRM-15 (16) RT - 2 2.00
@LRM-15 (8) RA - 1 1.00
Free Critical Slots: 27
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 20
7 3 3 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2
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Loadout Name: D Cost: 9,432,617
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,254
Equipment Type Rating Mass
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Jumping MP: 7 (Standard)
Jump Jet Locations: 1 CT, 3 LT, 3 RT 3.50
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 2 LT, 2 RT, 1 LL, 1 RL
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Equipment Location Heat Critical Mass
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ER Medium Laser CT 5 1 1.00
Targeting Computer RT - 1 1.00
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 23
7j 4 4 0 0 2 0 Structure: 2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA
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Loadout Name: E Cost: 8,892,042
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,578
Equipment Type Rating Mass
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CASE Locations: RA 0.00
Actuators: L: SH+UA+LA R: SH+UA
Equipment Location Heat Critical Mass
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Flamer RT 3 1 0.50
Ultra AC/10 RA 3 4 10.00
2 ER Medium Lasers LA 10 2 2.00
@Ultra AC/10 (30) RA - 3 3.00
Free Critical Slots: 29
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 16
7 4 3 2 0 2 0 Structure: 2
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
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Loadout Name: F Cost: 9,864,517
Tech Rating/Era Availability: F/X-X-E-A BV2: 1,570
Equipment Type Rating Mass
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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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TAG CT 0 1 1.00
ECM Suite RT 0 1 1.00
Narc Launcher RT 0 1 2.00
Active Probe LT 0 1 1.00
Anti-Missile System LT 1 1 0.50
ER Large Laser RA 12 1 4.00
ER Medium Laser RA 5 1 1.00
2 Machine Guns LA 0 2 0.50
@Narc (Homing) (12) RT - 2 2.00
@Anti-Missile System (48) LT - 2 2.00
@MG (1/2) (100) LA - 1 0.50
Free Critical Slots: 24
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 16
7 3 2 1 0 2 0 Structure: 2
Special Abilities: OMNI, PRB, RCN, ECM, TAG, AMS, SNARC, CASE, SRCH, ES, SEAL, SOA