’Mech Manual: Akuma AKU-1X
The Akuma was built by Independence Weaponry as a lower cost alternative to their Atlas AS7-K. The Draconis Combine had lost a lot of their hardware to the Clans and needed lower cost options to quickly rearm in case the Truce of Tukayyid did not hold. The primary cost savings compared to the Atlas is that its lower tonnage allows for a lower-rated and less-expensive fusion engine, and then avoiding a cutting edge XL engine further reduced production costs. The AKU-1X did not entirely avoid advanced technology though. It makes use of endo steel, double heat sinks, and cutting edge weapon systems.
Being built as a budget alternative to the Atlas meant that many MechWarriors were initially skeptical of the Akuma, but it became more popular after proving itself during Operation Bulldog. Other than some Akumas being used by the Word of Blake during the Jihad, the Akuma has remained exclusive to the Draconis Combine, and continues to see use into the ilClan era.
Read This First
- You’re slow, but you really want to get to 2-3 hexes from your targets
- Switch from the ER PPC to the MRMs, SRMs, and lasers once you get close to targets
- You can go for crits with abundant SRMs and LB-X cluster shot once a target has some holes in their armor
Akuma AKU-1X
- Role: Juggernaut
- Tech Base: Inner Sphere (3058)
- Chassis: 90 tons (Endo Steel)
- Movement: 3 / 5
- Armor: 279
- Heat Sinks: 13 (26)
- Weapons:
- ER PPC
- MRM 30 (ammo: 16)
- LB 10-X AC (ammo: 10 Standard, 10 Cluster)
- Streak SRM 6 (ammo: 15)
- Streak SRM 4 (ammo: 25)
- Medium Pulse Laser
- Medium Laser
- Design Quirks:
- Easy to Maintain
- Battle Value: 1,959
Mobility
The Akuma moves as quick as expected for a 90-ton ‘Mech. It can walk with 3 MP or run with 5 MP. It will rarely hit a +2 target movement modifier, but its armament also means that it is unlikely to want to stand still in protective terrain unless it has confidence that its enemies will be within a few hexes of that location.
Durability
The Akuma is solidly built, but its lack of CASE is a notable weakness. It carries all of the standard armor that it can with 279 armor points. It also has a standard fusion engine, so it can continue to fight after losing a side torso. Unfortunately, it also carries a lot of explosive ammunition that means it has a decent chance of exploding in the process of losing its side torsos. The right torso has explosive ammo in 25% of its critical slots, the left torso in 20%, and the left arm in 8%. Without CASE, an explosion in any of those locations is going to destroy the entire ‘Mech.
Weaponry
The AKU-1X has an eclectic mix of weapons. The first to come into play is an ER PPC that can start hitting targets at a range of 23 hexes. Then as targets get closer, an LB 10-X, an MRM 30, two different sizes of Streak SRM launchers, a medium laser, and a medium pulse laser gradually come into range. That mix means that despite a long maximum range, the Akuma wants to get within 3 hexes of its targets to really reach its full potential.
One place where its armament shines is in delivering a lot of small hits. With 10 Streak SRMs and an LB 10-X cluster shot, it can deliver as many as 20 hits for 1-2 damage each with just those weapons. That means that it can be terrifying to a target that has holes in its armor from earlier damage.
Maximum and Expected DamageIn addition to its odd mix of weapons, those weapons are oddly distributed. The ER PPC, pulse laser, and Streak SRM 4 are in its left arm. The right arm has only the medium laser. Then the rest of its weapons are torso-mounted. That ends up giving an unbalanced firing arc. If an opponent can stick to the Akuma’s rear-right, then it really can’t bring much of its arsenal into play.
Maximum Damage for Firing ArcsA lot of the AKU-1X’s weapons require ammunition, but none of them are likely to have ammo shortages in a single engagement. The autocannon can carry 10 shots of each ammo type, the MRM has 16 shots, and then the Streak systems have 15 and 25. Only the longest of battles will mean that a MechWarrior needs to worry about conserving ammunition.
Heat Management
The Akuma’s 13 double heat sinks are very inadequate for its armament. Unleashing an alpha strike will generate 41 heat and overheat it by enough to risk a shutdown even without including movement heat. The two biggest heat generators are the ER PPC and the MRM 30. Generally, a MechWarrior will want to avoid using both of those at the same time. At range, the ER PPC and the LB 10-X can be used, and then at short range, the MRM, SRMs, and lasers can take the place of the ER PPC. The Streak SRMs also help some here because their 4 and 3 heat will only actually be generated when they lock on and deal damage.
Heat-Adjusted Maximum and Expected DamageBrawling
Despite being built to fight up close, the Akuma does not necessarily want to be throwing punches. Its assortment of weapons in its left arm can do far more damage through shooting than it can with a punch, especially since the lack of a hand actuator means those punches will be even less accurate. A punch with its right hand makes more sense because it will only need to hold fire with a single medium laser. Falling at the tonnage where a punch to a target’s head will strip its armor, but not do any internal damage also reduces the advantage of being able to hit the head more often compared to the heaviest of assault ‘Mechs. Instead, it will generally make more sense for the Akuma to kick targets that are at point-blank range.
Miniature
The House Kurita Command Lance force pack includes a plastic model of the Akuma AKU-1X.
Playtest Notes
The above ignores the playtest rules for BattleTech’s next core rulebook. If those changes take effect, then the performance of the AKU-1X will shift some. The damage cap on ammo explosions will mean that it has a chance to survive one since it has a standard engine and can keep going after losing a whole side torso. Then the improvement to the MRM launcher’s accuracy will give it more ability to use it at medium range.
Sources
#Akuma #BattleTech #MechManual
















