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Daishi J
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Delta
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Joined: 11-Dec-2004 00:00
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PostPosted: 31-Dec-2005 16:32    Post subject: Daishi J Reply to topic Reply with quote

Run run run as fast as you can. Though that may be pointless. Im not sure who has Steak LRMs, so I declined to add deployment fluff.




               BattleMech Technical Readout

Type/Model:    Dire Wolf (Daishi) J
Tech:          Clan / 3050
Config:        Biped OmniMech
Rules:         Level 3, Standard design

Mass:          100 tons
Chassis:       Standard
Power Plant:   300 XL Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type:    Standard
Armament:      
  2 ER PPCs
  7 Medium Pulse Lasers
  1 Streak LRM 5
  1 ECM Suite
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
     Supposedly christened Daishi (Great Death) by a member of the Draconis
Combine's criminal underground, this 'Mech seems particularly aptly named.
Though the left-shoulder mounted long-range missiles augment the 'Mech's
firepower, it is the bundles of lasers, autocannons, and other weapons in the
arm pods that make the Daishi most fearsome. Slow but lethal, the Daishi is an
assault 'Mech in the purest sense, able to wade through almost any defenses.

==Capabilities:==
     This configuration, J, carries devastating and accurate firepower. 2
ERPPCs linked to a targeting computer provide powerful range firepower. Once
the Dire Wolf J closes, 7 Medium Pulse Lasers suppliment the ERPPCs with
blinding rate of fire, accuracy, and firepower. To aid the mech, jump jets
were added to provide mobility, 90m of jumping capacity.

     To further protect the mech and hamper advanced enemy electronics, a
head-mounted ECM was added. Finally, for a token of extra firepower, a Streak
LRM-5 with half a ton of ammo was added. 24 Double-Heatsinks allow the mech
to
keep up the firepower. However, at short range, the mech tends to overheat if
the pilot isn't careful.


==Deployment==
     The Daishi is a favorite 'Mech among Clan Smoke Jaguar forces, who have
used it to break through Kurita defenses time and again. According to dubious
but persistent rumors, the Draconis Combine has managed to capture a Daishi
intact. How Inner Sphere MechWarriors could seize such a war machine is a
mystery, short of the defection of a Clan MechWarrior--an impossible act, from
all that we know of these warlike people.

--------------------------------------------------------
Type/Model:    Dire Wolf (Daishi) J
Mass:          100 tons
Construction Options:  Fractional Accounting

Equipment:                                 Crits    Mass
Int. Struct.:  152 pts Standard              0     10.00
Engine:        300 XL Fusion                10      9.50
   Walking MP:   3
   Running MP:   5
   Jumping MP:   3
Heat Sinks:     24 Double [48]              24     14.00
 (Heat Sink Loc: 3 LA, 3 RA, 1 LT, 3 RT, 1 LL, 1 RL)
Gyro:                                        4      3.00
Cockpit, Life Supt.:                         5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  304 pts Standard              0     19.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             31         47      
   Center Torso (Rear):                 14      
   L/R Side Torso:           21      32/32      
   L/R Side Torso (Rear):            10/10      
   L/R Arm:                  17      34/34      
   L/R Leg:                  21      41/41      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           2      6.00
2 Medium Pulse Lasers    RA      8           2      4.00
1 ER PPC                 LA     15           2      6.00
2 Medium Pulse Lasers    LA      8           2      4.00
1 Streak LRM 5           RT      2   12      2      2.50
  (Ammo Locations: 1 RT)
1 Medium Pulse Laser     RT      4           1      2.00
1 Medium Pulse Laser     LT      4           1      2.00
1 Medium Pulse Laser     CT      4           1      2.00
1 ECM Suite              HD      0           1      1.00
1 Targeting Computer     LT                  6      6.00
3 Standard Jump Jets:                        3      6.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         60          78    100.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        29,072,500 C-Bills
Battle Value:      3,491
Cost per BV:       8,327.84
Weapon Value:      7,838 / 7,703 (Ratio = 2.25 / 2.21)
Damage Factors:    SRDmg = 68;  MRDmg = 49;  LRDmg = 20
BattleForce2:      MP: 3J,  Armor/Structure: 8/6
                   Damage PB/M/L: 10/8/3,  Overheat: 2
                   Class: MA;  Point Value: 35
                   Specials: omni, ecm



[ This Message was edited by: Delta on 2006-01-04 15:54 ]
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Sleeping Dragon
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PostPosted: 01-Jan-2006 05:50    Post subject: RE: Daishi J Reply to topic Reply with quote

What are those LRMs good for? Wouldn't it be better to replace it with Laser AMS or something?

Long range firepower is somewhat weak (for Dire Wolf), if it doesn't guard some forest or city than it would use third PPC instead of three lasers.

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Motown Scrapper
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PostPosted: 01-Jan-2006 14:53    Post subject: RE: Daishi J Reply to topic Reply with quote

I think why he did what he did is because he had 2.5 tons and 2 crit spaces left to work with. He has a Targeting computer and that might be causing him to go over if he tries to use another direct fire weapon. he might also be looking at heat as well .

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Delta
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PostPosted: 01-Jan-2006 17:35    Post subject: RE: Daishi J Reply to topic Reply with quote

Quote:

On 2006-01-01 14:53, Motown Scrapper wrote:
I think why he did what he did is because he had 2.5 tons and 2 crit spaces left to work with. He has a Targeting computer and that might be causing him to go over if he tries to use another direct fire weapon. he might also be looking at heat as well .



3 for 3, Mo. I originally wanted 25 DHS, but that would leave 1.5 tons left over, and that wasn't gonna fly.
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Sleeping Dragon
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PostPosted: 02-Jan-2006 14:02    Post subject: RE: Daishi J Reply to topic Reply with quote

Well, I calculated with tonnage only, but that doesn't matter. I would rather leave some place free, because this mech seems to be expected to overheat, so ammo may be a problem.

If there are heat problems, the AMS can be turned off. It would be most useful in long range firefight.

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Nightmare
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PostPosted: 03-Jan-2006 01:35    Post subject: RE: Daishi J Reply to topic Reply with quote

Quote:

On 2006-01-02 14:02, Sleeping Dragon wrote:
Well, I calculated with tonnage only, but that doesn't matter. I would rather leave some place free, because this mech seems to be expected to overheat, so ammo may be a problem.

If there are heat problems, the AMS can be turned off. It would be most useful in long range firefight.



AMS ammo can also explode, you know.

This is a real clanner mech, made to hurt people with every ton of pod space it has. Who needs a petty defensive item when you can do five points more damage to the enemy at extreme range?

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Sleeping Dragon
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PostPosted: 03-Jan-2006 12:15    Post subject: RE: Daishi J Reply to topic Reply with quote

In previous posts I talked about laser AMS.

To pod space: we are talking something around one ton, on Dire Wolf it can be done.

I just tried to make it one, ton left with laser AMS.

Oh, there can't be TC and all three lasers in LT, Dire Wolf has one fixed DHS there.

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Delta
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PostPosted: 03-Jan-2006 14:05    Post subject: RE: Daishi J Reply to topic Reply with quote

Quote:

On 2006-01-03 01:35, Nightmare wrote:
Quote:

On 2006-01-02 14:02, Sleeping Dragon wrote:
Well, I calculated with tonnage only, but that doesn't matter. I would rather leave some place free, because this mech seems to be expected to overheat, so ammo may be a problem.

If there are heat problems, the AMS can be turned off. It would be most useful in long range firefight.



AMS ammo can also explode, you know.

This is a real clanner mech, made to hurt people with every ton of pod space it has. Who needs a petty defensive item when you can do five points more damage to the enemy at extreme range?



My point exactly.

And now, SD, you're making me move around components. Damnit!
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Sleeping Dragon
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PostPosted: 04-Jan-2006 13:48    Post subject: RE: Daishi J Reply to topic Reply with quote

What about two lasers in each arm? Looks more like Dire Wolf and allows them to be fired almost anywhere.

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Delta
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PostPosted: 04-Jan-2006 15:55    Post subject: RE: Daishi J Reply to topic Reply with quote

Quote:

On 2006-01-04 13:48, Sleeping Dragon wrote:
What about two lasers in each arm? Looks more like Dire Wolf and allows them to be fired almost anywhere.



Done. That actually works quite well. Now I have arm weapon pods, not energy beating sticks with heatsinks sticking out!
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Sleeping Dragon
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PostPosted: 05-Jan-2006 12:21    Post subject: RE: Daishi J Reply to topic Reply with quote

So what are you waiting for? Blast them, crush them, fry them, oh talking too much again

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Delta
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PostPosted: 05-Jan-2006 16:48    Post subject: RE: Daishi J Reply to topic Reply with quote

Quote:

On 2006-01-05 12:21, Sleeping Dragon wrote:
So what are you waiting for? Blast them, crush them, fry them, oh talking too much again



You forgot jumping on...
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Sleeping Dragon
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PostPosted: 06-Jan-2006 13:02    Post subject: RE: Daishi J Reply to topic Reply with quote



Ouch.

If something like this lands on Stinger, it's Highlander Burial if the there is soft soil, or the Stinger can walk in to the hangar under the door, if there is hard rock.

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