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GOL-3G Goliath
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Kraken
Federated Suns
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Joined: 04-Feb-2002 00:00
Posts: 2754
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PostPosted: 29-Jun-2007 14:34    Post subject: GOL-3G Goliath Reply to topic Reply with quote

     BattleMech Technical Readout

Type/Model:    Goliath GOL-3G
Tech:          Inner Sphere / 3060
Config:        Quad BattleMech
Rules:         Level 2, Standard design

Mass:          80 tons
Chassis:       Endo Steel
Power Plant:   320 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  1 PPC
  2 LRM 10s
  2 Machine Guns
  5 Medium Lasers
  1 Rocket Launcher 10 (OS)
  1 Flamer
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Capabilities:==
For game play, treat the PPC and flamer as if they were on turreted mounts;
the PPC is on top of the chassis while the flamer is on the bottom.

==Battle History:==
  

--------------------------------------------------------
Type/Model:    Goliath GOL-3G
Mass:          80 tons

Equipment:                                 Crits    Mass
Int. Struct.:  130 pts Endo Steel           14      4.00
 (Endo Steel Loc: 2 LFL, 2 RFL, 3 LT, 3 RT, 2 LRL, 2 RRL)
Engine:        320 Fusion                    6     22.50
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     12 Double [24]               0      2.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Leg Act: Hip + UpLeg + LowLeg + Foot        16       .00
Armor Factor:  256 pts Standard              0     16.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             25         37      
   Center Torso (Rear):                 12      
   L/R Side Torso:           17      25/25      
   L/R Side Torso (Rear):              8/8      
   L/R Front Leg:            17      33/33      
   L/R Rear Leg:             17      33/33      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 PPC                    RT     10           3      7.00
1 LRM 10                 RT      4   24      4      7.00
  (Ammo Locations: 1 LT, 1 RT)
1 Machine Gun            RT      0  200      2      1.50
  (Ammo Locations: 1 LT)
1 Medium Laser           RT      3           1      1.00
1 LRM 10                 LT      4           2      5.00
1 Machine Gun            LT      0           1       .50
1 Rocket Launcher 10 (OS)LT      3           1       .50
2 Medium Lasers          LT      6           2      2.00
1 Flamer                 CT      3           1      1.00
1 Medium Laser           CT(R)   3           1      1.00
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         36          66     80.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        8,535,901 C-Bills
Battle Value:      1,464
Cost per BV:       5,830.53
Weapon Value:      2,308 / 2,308 (Ratio = 1.58 / 1.58)
Damage Factors:    SRDmg = 25;  MRDmg = 20;  LRDmg = 9
BattleForce2:      MP: 4,  Armor/Structure: 6/6
                   Damage PB/M/L: 4/3/2,  Overheat: 2
                   Class: MA;  Point Value: 15
                   Specials: if


The logic was simple: use L2 technology to make this thing a walking fortress.

I went to DHS and Endo, both of which freed up a lot of tonnage. I've got the armor just shy of maximum and CASE in both side torsos (I moved the LRM ammo out of the center torso) to help protect it.

A turreted flamer was mounted on the underbelly to assist the machine guns in dealing with infantry and battle armor. An arsenal of medium lasers was added to give the mech short-range punch to match what it has at long range.

The RL 10 was a bit of a compromise. I had a half ton left, but only one critical slot. To make matters worse, if I added another laser then the mech would start generating heat if it had to fire all of its lasers and run in the same turn. The RL 10 allowed me to add on another weapon system without worrying about heat, and it gives the pilot a little bit of leeway in case the LRMs run dry; he'll have one more burst of missiles before he's down to his energy weapons.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 30-Jun-2007 04:56    Post subject: Reply to topic Reply with quote

Not bad, but I can't say that this 'Mech caught my eye. It packs some long range firepower, but it can't match more specialized machines. Lasers are standard backup weapons, nothing to complain about. The addition of anti-presonal weapons is nice, but true value of this 'Mech is in it's ability to withstand damage.

It can fire while prone and it doesn't have to worry about piloting skill rolls even while moving. It's a quad zombie. Nothing more, nothing less.
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