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ASN-101 Assassin

ASN-21 Assassin

Type/Model: Assasin ASN-101
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
   
Mass: 40 tons
Chassis: Maltex 40 Standard
Power Plant: 280 VOX Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 5 100AFVTA Standard Jump Jets
   Jump Capacity:    150 meters
Armor Type: Lox lift Series 1 Standard
Armament:
1 Martell Medium Laser
3 Martell Small Lasers
1 Holly LRM 5
1 Holly SRM 2
Manufacturer:    Maltex Corporation
   Location:    (Unknown)
Communications System:    Garret T15B
Targeting & Tracking System: Garret 500S


Overview:
       Many of the purchasing agents for the Star League's military branch seem to have overstepped their authority in the case of the Assassin BattleMech. Though a new medium 'Mech was not required in great numbers, lobbyists for Maltex Corporation managed to gain several key contracts for the production of this 'Mech. Despite all the politics involved, the Assassin turned out to be a successful 'Mech in combat. Its ample firepower, good armor protection, and speed have made it a popular model. Its mobility especially seems to be the key to its success in battle.

Capabilities:
       This 'Mech was originally marketed to compete against the Wasp and Stinger 'Mechs. Though heavier than the light 'Mechs, it is still a fast vehicle with full jump capabilities. A rousing success, the Assassin nonetheless failed to replace the Stingers and Wasps, which were less expensive and to which the military felt loyal.
       The Assassin's weaponry consists primarily of three systems: the long-range missile rack, the short-range rack, and the arm-mounted Martell medium laser. Most of these systems require constant ammunition. As it can carry only a total of seventy-four combat rounds, the Assassin limits its pilots. It also has one of the most cramped cockpits in use in the Inner Sphere. In the past two hundred years, the cockpit's cooling system has been overhauled several times, but none of these efforts have been totally successful. The net result is an uncomfortable, sometimes deadly place to sit for any amount of time.
       The only other problem with the Assassin is that the ammunition feed system for the short-range missile rack sometimes jams. To correct the problem, the whole mechanism must be disassembled, which is nearly impossible in a battlefield situation. This can cause major problems in battle, as the short-range rack is the Assassin's primary weapon system.


Variants:
       The only known variant of the ASN-21 was designed by House Davion. By reducing the jump jets and armor weight, technicians were able to install three small Maxum 50 lasers, two of which are leg-mounted and one head-mounted. The only three working models of this variant (designated the ASN-101) are stationed with elements of the Capellan March Militia.

Deployment
       Only several hundred Assassins were created. Due to their modular design and access systems, most of these are still functional. Once repairs have been made on its ammunition feed system, these 'Mechs are very popular for their long-range capabilities.
       While Houses Marik and Steiner were battling for Rochelle in 2980, the Assassin 'Mech made its first appearance. The fighting on Rochelle was muddy and bloody at best, yet tacticians agreed that the Assassin fared well where other 'Mechs failed.
       After the Assassin's impressive display on Rochelle, House Marik reassigned many of these 'Mechs to garrison duty along their borders. Several Marik lances of crack recon troops consist of nothing but Assassins, though these units are only used in rear area raiding parties.
       The mercenary unit called Amphigean Light Assault Group encountered some difficulties with their Assassins at the battle for Sevren while fighting for House Kurita in 2990. Assassins from the mercenary unit ducked behind Steiner lines and raided enemy supply bases and rear-area cities for several weeks. Eventually, however, they ran low on ammunition. This left them with only their medium lasers to face the fury of Steiner's Fifteenth Lyran Guard. The Assassins tried to sneak back to Kurita lines, but only two of them made it.
       In battles on Saffell, Cylene and Wheel, there are records of Assassins running low on ammunition and falling prey to rear-guard units. In 3021, realizing that the 'Mech needed a means of defense other than its laser, House Davion designed a variant with three lasers. At present, only House Liao does not file Assassins.


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

Type/Model: Assasin ASN-101
Mass: 40 tons
Equipment:   Crits Mass
Internal Structure: 67 pts Standard 0 4.00
Engine: 280 6 16.00
   Walking MP: 7    
   Running MP: 11    
   Jumping MP: 5    
Heat Sinks: 10 Single 0 .00
Gyro:   4 3.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H, R: Sh+UA+LA 15 .00
Armor Factor: 64 pts Standard 0 4.00

    Internal Armor
    Structure Value
  Head: 3 7
  Center Torso: 12 11
  Center Torso (Rear):   4
  L/R Side Torso: 10 9/9
  L/R Side Torso (Rear):   2/2
  L/R Arm: 6 5/5
  L/R Leg: 10 5/5

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 Medium Laser RA 3   1 1.00
1 Small Laser HD 1   1 .50
1 Small Laser LL 1   1 .50
1 Small Laser RL 1   1 .50
1 LRM 5 RT 2 24 2 3.00
   (Ammo Loc: 1 RT)
1 SRM 2 LT 2 50 2 2.00
   (Ammo Loc: 1 LT)
5 Standard Jump Jets:     5 2.50
   (Jump Jet Loc: 1 LT, 3 RT, 1 CT)
TOTALS:   10   43 40.00
Crits & Tons Left:       35 .00

Calculated Factors:
Total Cost: 3,537,264 C-Bills
Battle Value: 586
Cost per BV: 6,036.29
Weapon Value: 218 / 218 (Ratio = .37 / .37)
Damage Factors:    SRDmg = 11; MRDmg = 3; LRDmg = 1
BattleForce2: MP: 7,   Armor/Structure: 2/3
    Damage PB/M/L: 3/1/-,   Overheat: 0
    Class: MM,   Point Value: 6
    Specials: if