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BattleMech Technical Readout

Type/Model: Frankenstein
Tech: Clan / 3067
Config: Biped BattleMech
Rules: Level 3, Standard design
Mass: 75 tons
Chassis: Endo Steel
Power Plant: 300 Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
   Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
2 SRM 6s
2 ER Medium Lasers
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)


Khan Martha Pryde needed mechs and she needed them fast. The fear came from Clan Wolf, if they found out how weak the Jade Falcons were they may launch a new invasion into Falcon space and little would stop them.

One plant on Twycross (the old Trellshire Heavy Industries) was already rebuilt and ready for production, but it was tooled for the production of the Rifleman which was too light for the Khan's and the clan's needs. After a single production run it was decided to reinforce the chassis and build a mech from there. The requirements were simple, it had to be cheap easy to operate and have good firepower. The resulting mech was dubbed the Frankenstein by techs and soon the name stuck.


While the Chassis may have resmbelances to both the Warhammer and Rifleman the weaponry is much like the Thug. The Frankenstein mounts the Dual ERPPC's that one of it parent designs, the Warhammer. To keep its primary weapons fighting 20 heatsinks was installed. An advanced targting computer was housed in the left torso allowing for much better accuracy at range and helping to concentrate damage on emem mech that maybe closing.

After closing on the Frankenstein ememies will find it mounts two srm 6 packs to help finish off an opponet. Three tons of srm ammo support the missle systems allwoing for some if limited use in prolonged situations. Should the SRM packs run out of ammo, two exteneded range lasers was mounted to augment the SRMs.

If there is a problem with the Frankenstein it is the same problem with one of its parents' the Rifleman. Only mouning 10 tons of Ferro-Fiberous armor leaves the mech a little fragile, but the use of a standard Fusion engine does add a little to the designs survivabilty on the battlefield.

The Frankenstein does also have a problem with heat and can be shut down quickly if pilots are careless enough to use the alpha strike. Often pilots will seek out any near by water sources when an engangement becomes involved taking advatange of the leg mounted heatsinks.

Battle History:

Only one occurance of the Frankenstien has been seen by Innershpere forces. On the planet, Black Jack a diversionary raid was conducted by elements of the 7th Light Horse and Death's Reapers mercanary companies to help distract the assualt on Twycross.

Defeneded by a trianning unit of the Falcons it was thought that Black Jack was going to be a easy campiagn with good clan tech salvage to boot.

The trainning unit was headed by old veterans who had nothing to loose, but wanted the cadets to learn warefare by doing. After taking over as head Falconeer the Star Col. used the trainning cadre he could effectivly bring up the planet's garrison force to respectable levels. Using ancient Star League era trainning mechs, elementals, and two stars of Frankensteins the unit moved out to engage the enemy.

As the 7th closed on the sea side city of Hell's Hole their targeting computers began switching between Rifleman/Warhammer when placed over the Frankensteins. Before they realized what was going on the vail of ECM was lifted reveling the clan force awaiting them. As the 7th formed a battleline the Falconeers then did something so unclan like that all who witnessed it still talk about it.

The Star Col. sat the Frankensteins back from the battle and order them to use their ERPPCs' to cripple an opposing mech. Often the Falconeers would target specific areas of a mech taking out the most potent weapon(s) sytem(s) of the 7th Light Horse mechs leaving them weakened but not incapacitated. Soon they would be set upon by the younger students of the cadre. To many it seemed like the mother teaching the young to hunt and kill wounded prey before moving up to taking down healthy prey theselves. Should the young pilots begin to loose the fight the IS mech would be set upon by elementals or would gain the additional pain of a few well placed ER PPC shots from the Flaconeers' Frankensteins.

When the Reapers came to releave the battlered 7th Light Horse by making a direct charge on the Frankenstiens only to become victims to combined SRM and ERPPC fire. Soon the heat problems slowed the fire enough that the Reapers were able to evac leaving behind more than 60% of the equipment they had arrived with.

After the battle the Falconeers and the Star Col. were repremanded for taking the students into the fight, but none could argue with the style of trainning they used after the trainning cardre took their Trial of Positions. 67 percent of those envolved in the fight placed as mechwarrirors, another 20 percent took more than the one kill required to become a mechwarirror. This unprecedendant number of qualifications over the standard made many to stop and look at the trainning method. Only time will prove if these Falconeers struck upon a new way of Jade Falcon trainning.


Having enough parts on hand for three production runs the Frankenstein may have a short production life. After the civil war Peter Stiener-Davion contacted Wolf in Exile engineers and asked what could be done about the captured factory after the parts ran dry.

The engineers warned about even retooling the factory, due to its position behind clan lines. So they proposed a solution of disassembeling the factory and rebuilding it on Arc Royal where they could rebuild and design a new mech from the ground up. Currently this proposal is waiting further consideration and it is unknown if there will be a IS varient to the Frankenstein.

At best the mech would be second rate, thanks to the inability to build clan tech and the bulk of compariable Innersphere technology.


The Frankenstein can be found in short numbers spread across the Clan Jade Falcon front facing clan wolf on four different worlds.

Having captured the second production run, The Frankenstein was immediatly put to service with Major Gen. Chrsitifori's forced. The third run is designated to be spread across the ARDC/Lyran Allaince front as a show of victory. Though a few have been earmarked to be going to both Wolf in Exile, and Kell Hounds to help offset losses occured during the fight for Tharkad.

Type/Model: Frankenstein
Mass: 75 tons
Equipment:   Crits Mass
Internal Structure: 114 pts Endo Steel 7 4.00
   (Endo Steel Loc: 5 LA, 1 LT, 1 RT)
Engine: 300 6 19.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 0    
Heat Sinks: 23 Double [46] 22 13.00
   (Heat Sink Loc: 1 LA, 1 RA, 2 LT, 4 RT, 1 CT, 1 LL, 1 RL)
Gyro:   4 3.00
Cockpit, Life Support: 5 3.00
Actuators: L: Sh+UA, R: Sh+UA 12 .00
Armor Factor: 192 pts Ferro-Fibrous 7 10.00
   (Armor Crit Loc: 1 HD, 1 LA, 5 RA)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 23 26
  Center Torso (Rear):   9
  L/R Side Torso: 16 20/20
  L/R Side Torso (Rear):   7/7
  L/R Arm: 12 20/20
  L/R Leg: 16 27/27

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 ER PPC RA 15   2 6.00
1 ER PPC LA 15   2 6.00
1 SRM 6 RT 4 45 4 4.50
   (Ammo Loc: 2 LT, 1 RT)
1 ER Medium Laser RT 5   1 1.00
1 SRM 6 LT 4   1 1.50
1 ER Medium Laser LT 5   1 1.00
1 Targeting Computer LT     3 3.00
TOTALS:   48   77 75.00
Crits & Tons Left:       1 .00

Calculated Factors:
Total Cost: 8,061,375 C-Bills
Battle Value: 2,223
Cost per BV: 3,626.35
Weapon Value: 4,334 / 4,334 (Ratio = 1.95 / 1.95)
Damage Factors:    SRDmg = 52; MRDmg = 36; LRDmg = 19
BattleForce2: MP: 4,   Armor/Structure: 5/6
    Damage PB/M/L: 8/6/3,   Overheat: 0
    Class: MH,   Point Value: 22

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