| Type/Model: | Dervish DV-6M |
|---|---|
| Tech: | Inner Sphere / 3025 |
| Config: | Biped BattleMech |
| Rules: | Level 1, Standard design |
| Mass: | 55 tons |
| Chassis: | Dorwinion 55T Standard |
| Power Plant: | 275 Core Tek Fusion |
| Walking Speed: | 54.0 km/h |
| Maximum Speed: | 86.4 km/h |
| Jump Jets: | 5 Swingline X-1000 Standard Jump Jets |
| Jump Capacity: | 150 meters |
| Armor Type: | Maximillian 105 Standard |
Long the plodding workhorse of Successor States ground forces, the DV-6M Dervish has become the focus of a great deal of attention. As the last 'Mech designed to serve the Star League in large numbers, its role on the battlefield is as a poor-man's Archer. With its LRM-10 and SRM-2, it can give quick fire support where needed, freeing larger 'Mechs for other duties. The Dervish's jump jets make up in mobility what it lacks in armor.
Commissioned in 2520, the Dervish received only one major change over the years, the replacement of the 270 GM engine with the present-day 275 Core Tek to boost its maneuverability. Most Dervishes were made before the dissolution of the Star League and so have served in all corners of the universe.
Though the Dervish is primarily a fire-support 'Mech, it can hold its own in a physical fight against lighter 'Mechs. Much maligned as a dull fighting vehicle, the Dervish does possess several noteworthy features.
The two sets of LRM-10s are deeply embedded in the 'Mech's torso (rather than exposed as on the Archer or Crusader), which ensures good protection for the missile systems and controls. The Dervish can carry twelve rounds for each LRM missile system, which is adequate for all but the most protracted battles.
The small two-shot SRMs are completely self-contained, along with their 50 rounds of ammunition, within the 'Mech's paddle-like hands. This placement allows the SRM to be aimed quickly without having to move the entire 'Mech. In the event that the pilot does run out of ammo for his missiles, the Dervish's two medium lasers ensure that he will always have something to fight with.
The jump jets, originally an afterthought, have also proved their worth time and again, giving the Dervish the mobility to exploit the surrounding terrain and the opportunity of closing quickly with an opponent. The jump jets also allow the Dervish pilot a chance to hit the panic button and jump his way out of a tight situation.
The Dervish's major drawback is its mediocre armor. It is well-armored enough to handle the attacks of small to medium weapons, but cannot cope with the increasingly lethal weapons found on today's battlefield. There have been many attempts to upgrade the armor, but they have all compromised the 'Mech's simple design.
With its long history, even this 'dullest' of 'Mechs has had its share of glory and fame. Among these moments, none can compare with the story of the Whirling Dervishes of New Rhodes. In 2796, the Draconis invasion forces had made their way deep into the Federated Suns domain. The offensive had come so quickly that some of the defenders were swept aside to be dealt with later. It was New Avalon, the capital of the Federated Suns, that Lord Kurita was after.
New Rhodes was one of the planets in Kurita's path toward New Avalon. While the Combine forces approached the planet, the officers of the 17th Avalon Hussars had to make the difficult decision to send most of the planet's troops to the defense of New Avalon. Only a small guerrilla force led by Captain Conrad Warrent was left behind on New Rhodes.
Taking to the thick forests surrounding the planet's capital, the guerrilla force of Dervishes and Enforcers concealed themselves and waited. When elements of Kurita's 2nd Sword of Light dropped onto New Rhodes, they were surprised and angry to discover no armed resistance. In a week-long binge, the Kurita troops roughed up the population and destroyed the city as a substitute thrill.
Captain Warrent kept in touch with the city and learned of a huge buildup of lightly guarded arms and ammunition.
Three days after the Sword of Light's arrival, Captain Warrent and his men slipped from the forest into the large river bordering the airport. Unknown to him, his opponents were at that moment parading their awesome strength before the gathered but sullen populace. Just as Captain Warrent's Dervish crested the water, he was immediately spotted and fired upon by a guard.
Realizing his own plans were now awry, the Captain made a quick decision. Explaining the odds, he gave each man the chance to save himself by retreating. In reply, all his men punched their jump buttons, setting the river water to violent churning. Breaking clear of the river, the 'Mechs charged in among the piles of supplies.
The Dervishes went wild. Firing salvo after salvo, they aimed at piles of ammunition, choosing to ignore the approaching enemy for the moment. As one ammunition pile after another blew sky-high, the population sent up a cheer. Time and again, a Dervish would emerge from the flames, fire a group of missiles at an enemy 'Mech, then disappear back into the smoke and heat. It took Kurita's force ten hours to finally track down and kill four Dervishes and two Enforcers.
What it cost the Sword of Light, however, was the loss of over a thousand tons of ammunition, and thousands of spare parts. Though many believe the gallant action might have delayed the invasion of New Avalon, the vast resources that Kurita has at his disposal make it unlikely. The one undeniable effect of the attack of Whirling Dervishes, however, was that it boosted morale on both New Rhodes and on New Avalon, where smuggled tapes of the event were broadcast.
The number of Dervishes has been steadily decreasing, due to battle losses or lack of parts. Only House Davion, with its BattleMech factory at Dorwinion, has the know-how and materials to build new Dervishes. Indeed, this technical readout is based on the Federated Suns' version of the 'Mech.
The prospect of losing the Dervish altogether is regrettable but not devastating to the Kurita, Marik, and Liao forces. Nor does Davion's ability to produce faze them much. What does concern Davion's enemies are the recent reports of brand-new Dervishes fighting under the flag of the Lyran Commonwealth, which raises the possibility of an enlarged alliance between the Commonwealth and the Federated Suns. The three are closely studying Lyran forces during any contact with them, and have made capture of a Lyran Dervish a top priority.
MechWarrior Hap "Madman" Carsburg
Something of a con man, Carsburg has seen his share of jails. At times when the success of his elaborate cons has made him rich, he plays the benevolent fool, sporting ridiculous hats and carrying a sword. When he evitably loses the money, he becomes dark and moody, waiting for the inspiration to create a new scheme.
Carsburg fights according to his moods. When happy, he is a team player using his considerable skill with weapons to further the team's objectives. When depressed and moody, he is a loner, at times endangering his fellow warriors in the pursuit of some personal obsession. Hap Carsburg has been court-martialled and he has been awarded medals for bravery. His erratic behavior has placed him on probation, but with counseling for his wild mood swings.
| Type/Model: | Dervish DV-6M |
|---|---|
| Mass: | 55 tons |
| Equipment: | Crits | Mass | |
|---|---|---|---|
| Internal Structure: | 91 pts Standard | 0 | 5.50 |
| Engine: | 275 | 6 | 15.50 |
| Walking MP: | 5 | ||
| Running MP: | 8 | ||
| 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, R: Sh+UA+LA | 14 | .00 |
| Armor Factor: | 120 pts Standard | 0 | 7.50 |
| Internal | Armor | ||
|---|---|---|---|
| Structure | Value | ||
| Head: | 3 | 8 | |
| Center Torso: | 18 | 20 | |
| Center Torso (Rear): | 4 | ||
| L/R Side Torso: | 13 | 15/15 | |
| L/R Side Torso (Rear): | 4/4 | ||
| L/R Arm: | 9 | 10/10 | |
| L/R Leg: | 13 | 15/15 |
| Weapons & Equipment: | Loc | Heat | Ammo | Crits | Mass |
|---|---|---|---|---|---|
| 1 LRM 10 | LT | 4 | 2 | 5.00 | |
| 1 LRM 10 | RT | 4 | 24 | 4 | 7.00 |
| (Ammo Loc: 1 LT, 1 RT) | |||||
| 1 Medium Laser | LA | 3 | 1 | 1.00 | |
| 1 Medium Laser | RA | 3 | 1 | 1.00 | |
| 1 SRM 2 | RA | 2 | 100 | 3 | 3.00 |
| (Ammo Loc: 1 LA, 1 RA) | |||||
| 1 SRM 2 | LA | 2 | 1 | 1.00 | |
| 5 Standard Jump Jets: | 5 | 2.50 | |||
| (Jump Jet Loc: 1 CT, 2 LL, 2 RL) | |||||
| TOTALS: | 18 | 46 | 55.00 | ||
| Crits & Tons Left: | 32 | .00 | |||
| Calculated Factors: | |
|---|---|
| Total Cost: | 4,989,966 C-Bills |
| Battle Value: | 868 |
| Cost per BV: | 5,748.81 |
| Weapon Value: | 456 / 456 (Ratio = .53 / .53) |
| Damage Factors: | SRDmg = 9; MRDmg = 9; LRDmg = 5 |
| BattleForce2: | MP: 5J, Armor/Structure: 3/5 |
| Damage PB/M/L: 2/1/1, Overheat: 1 | |
| Class: MM, Point Value: 9 | |
| Specials: if |
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