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Cudgel mk 2
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Kraken
Federated Suns
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Joined: 04-Feb-2002 00:00
Posts: 2753
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PostPosted: 18-May-2008 15:49    Post subject: Cudgel mk 2 Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Cudgel MK 2
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 3, Custom design

Mass:          80 tons
Chassis:       Standard
Power Plant:   320 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  6 Medium Lasers
  8 Machine Guns
  1 Beagle Active Probe
  1 Guardian ECM
  1 SRM 6
  1 LRM 5
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
(this was simply an effort to make the Cudgel actually capable of fighting on
the battlefield.

Instead of the bulky MASC suite, I went with triple-strength myomers and
simply made sure to have it so that the mech could overheat enough to take
advantage of the myomers.

The small pulse lasers were replaced with mediums for the sake of range. Two
machine guns were dropped for the sake of additional lasers, due both to range
and ammo needs. 

The SRM 6 was moved to the center torso to free up space in the side torsos,
and an LRM 5 was added to provide the mech with token long-range firepower.

An ECM suite and a Beagle probe were added to help the mech make the most of
its namesake weapon. 

The end result is now a heavy urban combat / garrison unit.)

--------------------------------------------------------
Type/Model:    Cudgel MK 2
Mass:          80 tons

Equipment:                                 Crits    Mass
Int. Struct.:  122 pts Standard              0      8.00
Engine:        320 Fusion                    6     22.50
   Walking MP:   4 [5]
   Running MP:   6 [8]
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0       .00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
Triple Strength Myomer:                      6       .00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  232 pts Standard              0     14.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             25         35      
   Center Torso (Rear):                 10      
   L/R Side Torso:           17      26/26      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                  13      25/25      
   L/R Leg:                  17      30/30      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
2 Machine Guns           RA      0  200      3      2.00
  (Ammo Locations: 1 RT)
1 Beagle Active Probe    RT      0           2      1.50
3 Machine Guns           RT      0           3      1.50
2 Medium Lasers          RT      6           2      2.00
1 Guardian ECM           LT      0           2      1.50
3 Machine Guns           LT      0           3      1.50
2 Medium Lasers          LT      6           2      2.00
1 SRM 6                  CT      4   15      3      4.00
  (Ammo Locations: 1 LT)
1 LRM 5                  HD      2   24      2      3.00
  (Ammo Locations: 1 RT)
CASE Equipment:          LT     RT           2      1.00
1 Mace (THB)             LH                  6      6.00
--------------------------------------------------------
TOTALS:                         24          69     80.00
Crits & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        10,628,041 C-Bills
Battle Value:      1,525
Cost per BV:       6,969.21
Weapon Value:      2,628 / 2,628 (Ratio = 1.72 / 1.72)
Damage Factors:    SRDmg = 34;  MRDmg = 6;  LRDmg = 1
BattleForce2:      MP: 4,  Armor/Structure: 6/6
                   Damage PB/M/L: 9/4/-,  Overheat: 1
                   Class: MA;  Point Value: 15
                   Specials: ecm, prb

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CO_17thRecon
Kell Hounds
Major
Major


Joined: 10-Sep-2002 00:00
Posts: 1297
Location: United States
PostPosted: 18-May-2008 18:40    Post subject: Cudgel mk 2 Reply to topic Reply with quote

Needs JJ as a garrison unit. Would be very bad for the city otherwise, since to get anywhere quickly you have to start going through things.
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Jarylan Blackwell



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Kraken
Federated Suns
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Marshal


Joined: 04-Feb-2002 00:00
Posts: 2753
Location: United States
PostPosted: 18-May-2008 22:31    Post subject: Cudgel mk 2 Reply to topic Reply with quote

Well, when you consider what I had to work with...
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bladewind
Free Rasalhague Republic
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Major General


Joined: 02-Oct-2004 00:00
Posts: 1054
Location: Singapore
PostPosted: 20-May-2008 02:14    Post subject: Cudgel mk 2 Reply to topic Reply with quote

Doesn't need to be that fast in a city...
A 3 point jump is too good to be missed here.
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