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Kanga

Type/Model: Kanga
Tech: Inner Sphere / 2750
Config: Hovercraft
Rules: Level 3, Standard design
   
Mass: 50 tons
Power Plant: 165 VOX I.C.E.
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: 6 Standard Jump Jets
   Jump Capacity:    180 meters
Armor Type: Durolex Standard
Armament:
1 Lonworth Type V Autocannon/5
1 General Datatech Vertical Launch LRM 10
1 General Datatech Vertical Launch SRM 4
1 Tri-Axe Machine Gun
Manufacturer:    Mitchell Vehicles
   Location:    (Unknown)
Communications System:    Stony AIX
Targeting & Tracking System: AL2200


Overview:
       One of the biggest drawbacks of armored vehicles facing BattleMechs has been their inferior mobility and agility. One of the rare mustangs on the Star League Regular Army General Staff, General Alvarez "Bull" Mitchell, attempted to overcome this problem with the design of the KGA-2B Kanga Hover/Jump Tank.
         The Kanga delivers effective firepower with the speed and agility of a hovercraft, augmented by a set of jump jets on the sides of its keel plating that allow it to jump over any terrain obstacle. The AL2200 Computer's inertial guidance and gyro system solves the balancing problems inherent in hover/jump maneuvers.
         At General Mitchell's request, Chairman Ramon Mitchell of Mitchell Vehicles ordered several prototypes built. Extensive trials on Graham IV left Chairman Mitchell skeptical that the balancing problems could ever be solved. A frustrated General Mitchell staked his large personal fortune on further research and then full production, which began in mid-2650.
         The Kanga became one of the most successful vehicles of the Star League's Regular Army. The jump jets did improve the tank's abilities, though the vehicle could not hope to rival any BattleMech.
         In the Kanga's first 100 years, 27,000 of these useful vehicles have been built at Mitchell Vehicles.
         [EDITOR'S NOTE: Even today, a Kanga occasionally shows up on the battlefield, but without its jumping ability because components for the sophisticated AL2200 Computer have been unavailable for at least a century. Almost all of the 50 or so remaining Kangas are simply hovertanks now. A handful, however, have lost their ability to hover but have kept their jump jets operational. These oddities are pure "jump tanks," with that as their only mobility on the battlefield. Despite the great surprise factor, these orphans have little value in a pitched battle.]


Capabilities:
       The KGA-2B Kanga would be an efficient hover tank even without its unique jumping abilities. The Janzen Internal Combustion Engine offers simplicity and ease of repair and replacement, though Mitchell Vehicles had to design special jump jets so that the Janzen engine could recharge their thrust bottles. These Mitchell JBs perform well, but are vulnerable because of the skimpiness of the side armor protecting the thrust bottles. Many Kangas have exploded prematurely when a chance shot penetrated the fuel tanks.
         The Kanga carries the Lonworth Type V Autocannon, which makes it a threat at long range. It also mounts an LRM/SRM vertical launch system imbedded in the central portion of the body. With no turret, the Kanga has a low silhouette. Finally, one Tri-Axe Machine Gun fits into a cupola in the commander's position.
         The Durolex armor is adequate in most respects, but weakness on the sides of the main body are the Kanga's biggest drawback. Several design changes to eliminate the problem failed, all because the thrust bottles occupy too much room.
         The AL2200 Computer is part of the sophisticated so-called Artificial Intelligence series developed by Nirasaki Computers Collective on Caph. It automatically handles all routine functions, including gyro-stability during jumps and hover maneuver. The AL2200 can operate the vehicle independently on a preprogrammed mission.
         The Kanga's targeting and tracking system is second to none. Manual CDC components are slaved to the AL2200 Computer, allowing the simultaneous targeting of up to four enemy vehicles or installations, even during complicated jump maneuvers or evasive tactics.
         The Kanga appears in units throughout the Star League. Usually deployed in squadrons of four vehicles, Kanga often remain in reserve for either reconnaissance or assault missions in difficult terrain. Kangas also sometimes support 'Mech lances, being one of the few vehicles that can match a 'Mech's mobility. Some shortsighted commanders ignore the potential of the Kanga and use it as a normal hovertank.
         Tactical doctrine for using Kanga units is similar to that for light 'Mechs. The jump maneuver helps the Kanga target a weak spot in the enemy vehicle, usually the rear. This tactic worked well initially, but defending commanders soon learned to deploy in depth so that a second line could attack Kangas that jumped over the vanguard. This ploy limited the Kanga's tactical advantage, but the vehicle's mobility still makes it a favorite in the Star League Defense Forces. [EDITOR'S NOTE: This vehicle also saw extensive service during the First and Second Succession Wars.]



Type/Model: Kanga
Mass: 50 tons
Const. Options: Fractional Accounting
Equipment:   Items Mass
Internal Structure: 20 pts Standard 0 5.00
Engine: 165 I.C.E. 0 12.00
   Cruise MP: 8    
   Flank MP: 12    
   Jump MP: 6    
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 2.50
Crew: 4 Members 0 .00
Lift Equipment:   0 5.00
Armor Factor: 56 pts Standard 0 3.50

    Internal Armor
    Structure Value
  Front: 5 20
  Left / Right Sides: 5 12/12
  Rear: 5 12

Weapons & Equipment: Loc Heat Ammo Items Mass
1 Autocannon/5 Front 0 20 2 9.00
1 LRM 10 Body 0 12 2 6.00
1 SRM 4 Body 0 25 2 3.00
1 Machine Gun Body 0 100 2 1.00
6 Standard Jump Jets: 0   6 3.00
TOTALS:   0   9 50.00
Items & Tons Left:       6 .00

Calculated Factors:
Total Cost: 2,119,000 C-Bills
Battle Value: 680
Cost per BV: 3,116.18
Weapon Value: 209 / 209 (Ratio = .31 / .31)
Damage Factors:    SRDmg = 12; MRDmg = 8; LRDmg = 4
BattleForce2: MP: 8,   Armor/Structure: 0 / 3
    Damage PB/M/L: 1/2/1,   Overheat: 0
    Class: GM,   Point Value: 7