Mechs/AXM-2N

==Description==
The 2N variant of the Axman, introduced in the late 3040s, has been called a mistake by some and a stroke of genius by others. The 2N carries two LRM-15 launchers in place of the massive Autocannon/20 as the autocannon often jammed on early models. While this changes the 'Mech's role from a city fighter to a long-range bombardment 'Mech, it also allows the Axman to be a support 'Mech that can defend itself with its massive Hatchet at ranges where the LRMs are ineffective if an enemy closes.
Drop Cost Multiplier: 1.09
==Mech Bay==
Missions	Source 	Affinity
20 	Chassis affinity 	Fighter: +10% Physical Weapon Damage&Stability, +1 Physical Weapon Accuracy (Quirk)
40 	Melee Actuators (1)	Melee Mastery: +1 Accuracy, +10% Damage and Stability dealt for Physical Weapons, Punch and Kick (Quirk)
 	 	Left 	Center 	Right
Arms/Head	Health 	A=75/100S=50 	A=45/45S=16 	A=75/100S=50
Arms/Head	HardPoints	[ 1E ] 	[ 1S ] 	[ 3E ]
Arms/Head	Fixed 	
Hand
Lower Arm
Shoulder
Upper Arm
HandHeld Slot	
Life Support - A
Life Support - B
Cockpit (1)
FCS Standard (1)
Sensors Basic (1)	
Hand
Lower Arm
Shoulder
Upper Arm
HandHeld Slot
Hatchet 6T (1)
Arms/Head	Dynamic 	
Lower Melee
Battle Fist MK3
Large Pulse Laser	 	
Lower Melee
Battle Fist MK3
3x Medium Laser Intek
Torso 	Health 	FA=105/150 RA=40/75S=75	FA=135/210 RA=40/105S=75	FA=105/150 RA=40/75S=75
Torso 	HardPoints	[ 1M ] 	 	[ 1M ]
Torso 	Fixed 	
Specialist Slot 	
Armor (1)
Engine HS
Gyro
Cooling
Structure (1)
Engine	
Specialist Slot
Torso 	Dynamic 	
2x Ammo LRM
C.A.S.E. (1)
LRM-15	
Ferro-Fibrous
Engine XL
Engine Core 260
Heat Sink Kit (D)	
LRM-15
Legs 	Health 	A=120/150S=75 	 	A=120/150S=75
Legs 	HardPoints	 	 	
Legs 	Fixed 	
Foot
Hip
Lower Leg
Upper Leg	 	
Foot
Hip
Lower Leg
Upper Leg
Legs 	Dynamic 	
2x Jump Jet (H) 	 	
2x Jump Jet (H)
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