Back ] Up ] Next ]

FASA CorporationBattletech ® is a Registered Trademark of FASA Corporation. Original Battletech material Copyright © 1994 by FASA Corporation. All Rights Reserved. Used without permission. Any use of FASA Corporation's copyrighted material or trademarks in this archive should not be viewed as a challenge to those copyrights or trademarks. Battletech ® is a registered trademark of FASA Corporation.

AS7-D Atlas

Type/Model: Atlas AS7-D
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 100 tons
Chassis: Foundation Type 10X Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
   Jump Capacity:    0 meters
Armor Type: Durallex Special Heavy Standard
Armament:
1 Defiance 'Mech Hunter Autocannon/20
1 FarFire LRM 20
4 Defiance B3M Medium Lasers
1 TharHes Maxi SRM 6
Manufacturer:    Al Na'ir
   Location:    Hesperus, Quentin
Communications System:    Army Comm. Class 5
Targeting & Tracking System: Army Corporation Type 29K


Overview:
       The sight of BattleMechs lumbering across the terrain is a familiar one among the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D Atlas still manages to make even experienced MechWarriors break out in a sweat and brings the bitter taste of bile to their mouths.
       The Atlas was designed as a last-ditch attempt to ensure the superiority of the Star League's Regular Army over the growing armies of the House Lords. It was an understandable reaction to the Cameron edicts passed from 2751 to 2761 by the High Council, which permitted the five Lords' to double the size of their personal armies. General Kerensky himself set down the specifications for the Atlas. He said it should be "a 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."


Capabilities:
       Ugly and foreboding are two apt descriptions for the Atlas. Though some 'Mechs might be taller and heavier, none have the Atlas' aura. Considerable effort went into making the Atlas' weapons as visible as possible, giving an opposing MechWarrior plenty of opportunity to see that he is outgunned and to decide he is not being paid enough to die. Designers spent an entire year fashioning the head and cockpit to create a perfect merging of function and gruesomeness. The result was a complete success, and so MechWarriors nicknamed the Atlas "Death's Head"
       The Atlas was the first 'Mech to mount such a large and devastating autocannon. Even though it carries only ten rounds for its Class 20 AC, the mere threat of such a large autocannon is enough to send some "Mechs scurrying. The weapon's only problem is that it lacks a cooling jacket and can overheat easily.
       The Atlas' long-range missile delivery system is a unique design. Upon discovering that 20 launching tubes would not fit into the 'Mech's torso, the designers decided to install five tubes with a feed system that can shoot four salvos within ten seconds. The feed system is fairly reliable, and Techs need only worry about shielding the ammo from heat emitted from the nearby reactor. Reloading is quick, as each missile tube system has its own ammunition clip. Completely loaded, the missile system can shoot twelve salvos of 20 missiles. The large aperture between the two missile systems may look like another weapon, but it is the omnicoupling, where power and coolant cables can be attached to start up or repair the Atlas.
       The 'Mech's armor is thick, and the forward torso and legs are especially well protected. Someone once calculated that if a battalion of Stinger 'Mechs engages an Atlas, the Atlas would retire for repairs an hour later, leaving only one Stinger still able to move.
       The head is roomy enough to support a small dish antenna, giving the Atlas limited surface-to-space communications. When entering battle, the pilot can fold up the antenna and stow it in a protected portion of the Atlas' head.
       The four medium lasers and short-range missiles make the "Mech a good close-range fighter, while its internal structure gives the arms and hands enormous power. This has created many horror stories concerning Atlases and their ability to pick up medium-sized 'Mechs with one hand and fling them to the ground as though they were mere toys,
       The main drawback of the Atlas is its sloe speed. Intelligent opponents will retreat before the forbidding machine, hoping either to draw it into tight quarters, such as a city or woods, or sucker it onto water or mud. Once there, the Atlas' lack of mobility is compounded. If a company depends on an Atlas for fire support, then a wily enemy will hit and run, hoping to draw the swifter 'Mechs away from the slow Atlas.


Battle History:
       The Atlas was first used against Stefan the Usurper in the final battles to gain control of Earth's major spaceports. The Atlas was instrumental in securing beachheads to allow troops to land safely.
       General Kerensky's second-in-command, General DeChavilier, spearheaded the final assault on the Usurper's last stronghold, the Imperial City. He continually exposed his Atlas to enemy fire, yet marched on as if the laser bolts, missiles, and cannon shells were nothing more than the annoying buzz of flies. When DeChavilier's Atlas pushed over the concrete outer wall surrounding the Imperial Palace, Kerensky headed for the Usurper's palace gates in his Orion
       Considering the Atlas' raw power, it is no wonder that Kerensky wanted all Atlases to accompany him into his self-imposed exile. Oddly, more than two-thirds of the pilots who refused to join him were Atlas pilots. Perhaps they felt they could better their social standing by remaining in the Inner Sphere. The remaining Atlases, and those still being produced on Hesperus and Quentin, continue to inspire terror wherever they tread.


Variants:
       With the passing years, it has become difficult to replace many Atlas parts, as most supplies have been destroyed or exhausted. The Atlas can use slightly different weapon designs, but they invariably decrease the size of the 'Mech's interior.
       As for modifications, few Successor Lords have tried to tamper with success. Some have replaced the medium lasers on the 'Mech's hands with large lasers. The variant is only moderately successful, however, as the new laser are unreliable when tied into the already taxed battle computer


Notable 'Mechs & MechWarriors:
MechWarrior Rodney Van Kleven
       A member of the elite 6th Syrtis Fusiliers, Rodney Van Kleven is an aristocrat with the instincts of a democrat. Extremely personable, he is well liked by everyone from fellow MechWarriors to the lowliest ship's cook.
       On the battlefield, Van Kleven uses his Atlas, which he calls the Boar's Head, like a 100-ton scout. He stomps all over the field, creating general terror in the enemy lines and almost always overheating his 'Mech. He has won several land grants, but quickly loses the titles when his 'Mech overheats and shuts down on the battlefield.

General of the Army Vasily Cherenkoff
       Commander of Lord Kurita's forces, Cherenkoff's Atlas is seldom in the vicinity of a raging battle. Preferring to park his red Atlas next to a mobile HQ, he uses it only in an emergency or when inspecting troops. The general is as abrasive as he is fat. The current joke among his troops is that the Atlas is the only 'Mech that can carry his weight, and that even its leg actuators groan under the strain


In use by: Draconis Combine Federated Suns Capellan Confederation Lyran Commonwealth Free Worlds League

Type/Model: Atlas AS7-D
Mass: 100 tons
Equipment:   Crits Mass
Internal Structure: 152 pts Standard 0 10.00
Engine: 300 6 19.00
   Walking MP: 3    
   Running MP: 5    
   Jumping MP: 0    
Heat Sinks: 20 Single 8 10.00
   (Heat Sink Loc: 1 HD, 1 LA, 1 RA, 1 LT, 2 LL, 2 RL)
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA+H 16 .00
Armor Factor: 304 pts Standard 0 19.00

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 31 47
  Center Torso (Rear):   14
  L/R Side Torso: 21 32/32
  L/R Side Torso (Rear):   10/10
  L/R Arm: 17 34/34
  L/R Leg: 21 41/41

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Autocannon/20 RT 7 10 12 16.00
   (Ammo Loc: 2 RT)
1 LRM 20 LT 6 12 7 12.00
   (Ammo Loc: 2 LT)
2 Medium Lasers CT(R) 6   2 2.00
1 Medium Laser RA 3   1 1.00
1 Medium Laser LA 3   1 1.00
1 SRM 6 LT 4 15 3 4.00
   (Ammo Loc: 1 LT)
TOTALS:   29   65 100.00
Crits & Tons Left:       13 .00

Calculated Factors:
Total Cost: 9,626,000 C-Bills
Battle Value: 1,557
Cost per BV: 6,182.4
Weapon Value: 2,120 / 2,120 (Ratio = 1.36 / 1.36)
Damage Factors:    SRDmg = 33; MRDmg = 12; LRDmg = 5
BattleForce2: MP: 3,   Armor/Structure: 8/8
    Damage PB/M/L: 6/5/1,   Overheat: 0
    Class: MA,   Point Value: 16
    Specials: if