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                 BattleMech Technical Readout

Name/Model:         Assassin (Halfassin) ASN-21
Designer:           IronRaven Special Projects Group
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            40
Role:               Scout
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3025
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         3,457,580 C-Bills
Battle Value:       875

Chassis:              Maltex 40 
Power Plant:          VOX 240 
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Lox Lift Series 1 
    Jump Capacity:    180 meters
Armor:                100 AFVTA
Armament:             
    1 Martell Medium Laser
    1 Holly-5 LRM 5
    1 Holly-2 SRM 2
    1 Purity L-series Flamer
Manufacturer:         Maltex Corporation
    Primary Factory:  Errai
Communications:       Garret T15-B
Targeting & Tracking: Garret 500S

================================================================================================
Overview:
    If you'd ask me if there were mechs unworthy of being mentioned in This Old Mech, I would
    normally say "no". But in moments of deep reflection, I might say "yes- the Assassin". While
    faster than most machines, the mobility is at the cost of firepower and survivability. The
    Assassin is my least favorite mech. The Clint comes in a close second, but it at least can
    be improved on a little, but the Assassin is cursed by it's strong point, like most that
    carry the "40 Ton Curse".
    
    And then I encounter a pilot and machine that makes me rethink my opinion on what an
    Assassin could be. As always, I won't say where I found them. But when I first saw this
    mech, it was just another ASN, undoubtedly driven by a pilot who was desperate just to have
    a mech.
    Then I caught the moniker painted across the chest- "Half-Assin'". Given that it fit my
    opinion of the ASN series, I gave it a second look. That is when I realized I should try to
    find the pilot. Which was rather easy, as he was in a slung chair and umbrella contraption
    hanging from a hook welded to the mech, sipping from a jug of an iced concoction. When I
    asked if he was busy, he replied "nah, just hanging out 'n watching the field."
    
    He introduced himself, but told me to use his call sign, "Half Ass". He explained that on
    such a sleepy world, where the biggest export was luxury produce, fancy hardwood, and other
    minor luxuries, while they imported household goods, he didn't need to be 100% aware, 100%
    of the time. Given that I had come in on a drop ship hauling such high value items as
    toasters, televisions and household solar panel/battery bank systems, I couldn't disagree.
    That is when he gave me his service record, bouncing about one merc contract after another
    due to his laid back attitude. In a prior contract, he'd lost his Javelin, but not before
    getting a kill on an Assassin. So, owning a engineless Assassin, what was left of his
    Javelin and some other scrap, he made his was to Galetea.
    
    With that nest egg, he was tempted to sell it all and hire out as a pilot without a mech.
    But it was Galetea, with the technical resources home to the Mercenary Star. He found a shop
    that was willing to hire him as an astech for room and board and getting the Assassin back
    online. Always the machine on the back burner, over the next three years he pieced together
    the machine. The biggest find was getting a Pitban 240 and gyro to put a heart into his
    mech. While slower than usually found in an Assassin, it would still be as fast as lost
    Javelin. Like me, he disliked the ASN due to it's lack of armour, but with a much lighter
    powerplant, that could be fixed. With eight and a half tons of armour, this Assassin would
    be much bulkier looking and carry more than twice the armour as it left the factory with.
    
    While the original plan had been for a ton less armour, with the SRM-2 replaced by an SRM-6,
    anyone who's had the armour off an Assassin will quickly realize that there just isn't that
    much room without a lot of engineering. So our owner-operator concluded that the safest
    option would be to keep the internal structure unaltered which left him with the SRM-2
    staying in place. He also looked at replacing the LRM rack with an SRM-4, but given that his
    Javelin had been smashed by long range missile fire he elected to keep that as well. Given
    the nature of most of his contracts, though, he concluded he'd have "higher market value"
    (his term) with an anti-infantry capability, he flipped a bottle cap and mounted a flamer in
    the left arm rather than a machine gun and half load of ammunition. He said his mech's nome
    de guerra was based in part on his call sign, and the reaction that everyone who knows what
    an Assassin was ment to be thinking it was half the mech that it had been because they never
    noticed that it was no longer quite so glass jawed.
    
    Since then, he's bounced from small contract to small contract on minor worlds, usually on
    the edge of the Periphery. He makes enough to keep him, his mech and his small band of
    followers (a trained tech, a semi-trained astech, and a former infantryman who served as a
    true astech and gopher to them all) housed, fed, and "mellow" (sic) on low end contracts.
    And as we talked, I realized that despite his burn out personality and "whenever" idea of
    timeliness, it was all an act. This man was sharper than he sounded, more aware than looked.
    Slouching in a net chair made from iveifty cord and sipping a cold drink on a hot day was a
    military businessman, who was comfortable with his life with his friends, on quiet little
    worlds where he could be 100% when it mattered. And until then, he was just... half-assin'.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  4.00                     
Engine:                                     240 Fusion                11.50                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 6                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  136                     8.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      12             17       
    Center Torso (rear):                               6       
    R/L Torso:                         10             15       
    R/L Torso (rear):                                  5       
    R/L Arm:                            6             12       
    R/L Leg:                           10             20       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
3 Jump Jets                                               RT                3          1.50             
LRM 5                                                     RT                1          2.00             
LRM 5 (Ammo 24)                                           RT                1          1.00             
3 Jump Jets                                               LT                3          1.50             
SRM 2                                                     LT                1          1.00             
SRM 2 (Ammo 50)                                           LT                1          1.00             
Medium Laser                                              RA                1          1.00             
Flamer                                                    LA                1          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 24
TP: BM,  SZ: 2,  TMM: 2,  MV: 12"j
Damage: (S) 1 / (M) 1 / (L) 0*,  OV: 0
Armor (A): 5,  Structure (S): 3
Specials: IF0*