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Blood Kite 2

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Tech
Clan
Mass
85t
Role
Sniper
Rules
Standard
Cost
10.03M C-bills
Move
Armor
240 pts

ER PPC ×3LRM 15 ×2

SkillPVSkill 0 107Skill 1 95Skill 2 83Skill 3 71Skill 4 59Skill 5 53Skill 6 47Skill 7 41Skill 8 35

Availability by era

2 eras · 4 factions

GunPilotAdj BV
G017,212
G126,306
G235,245
G344,121
G453,122
G562,685
G672,404
G782,123
G881,998

Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.

Recognition notes

The Blood Kite 2 is an 85-ton assault that fights at long range, cruising at 32 km/h and topping out at 54, with a jump capability of 90 metres. Where the 2907 original carries three ER Large Lasers, three LRM 15 racks, and three SRM 4 launchers spread across its arms, torso, and head, this 3066 rebuild strips the loadout down to an ER PPC in the left arm and another in the left torso, paired with an LRM 15 in the right arm and an LRM 15 in the right torso; the SRM 4 launchers and the center torso and head lasers are absent. Heat-sink count rises from 21 to 22 double. The frame keeps its rugged, field-serviceable construction, and York BattleMech Y3 Facility builds it at York.

Armor & loadout

Mech rightFrontMech left
BLOOD KITE 2
EnergyMissile
Weapon / EquipmentLocQtyAmmo
MslRT · RA232 rds · 4 t
EnrLT ×2 · LA3
electronicsLight Active ProbeClanHD
electronicsArtemis IV FCSClanRT · RA

Blood Kite variants (2)

Blood Kite Introduced 2907 Battle value 2,776 Point value 56
2 current variant Introduced 3066 Battle value 3,122 Point value 59
All 2 Blood Kite variants