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Slugslinger INI-03
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Kraken
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Joined: 04-Feb-2002 00:00
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PostPosted: 06-Nov-2012 21:13    Post subject: Slugslinger INI-03 Reply to topic Reply with quote

              BattleMech Technical Readout

Type/Model:    Slugslinger INI-03
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          40 tons
Chassis:       Endo Steel
Power Plant:   160 LTV Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Standard
Armament:      
  3 ER Small Lasers
  3 Machine Guns
  3 Medium Lasers
  1 SRM 4
  1 Autocannon/2
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Slugslinger INI-03
Mass:          40 tons

Equipment:                                 Crits    Mass
Int. Struct.:  67 pts Endo Steel            14      2.00
 (Endo Steel Loc: 3 LA, 5 LT, 2 CT, 2 LL, 2 RL)
Engine:        160 Fusion                    6      6.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     10 Double [20]              12       .00
 (Heat Sink Loc: 1 RA, 3 RT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA+H     15       .00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             12         17      
   Center Torso (Rear):                  6      
   L/R Side Torso:           10      15/15      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   6      12/12      
   L/R Leg:                  10      20/20      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
3 ER Small Lasers        RA      6           3      1.50
2 Machine Guns           LA      0  300      5      2.50
  (Ammo Locations: 3 LT)
2 Medium Lasers          LA      6           2      2.00
1 SRM 4                  RT      3   25      2      3.00
  (Ammo Locations: 1 RT)
1 Machine Gun            LT      0           1       .50
1 Autocannon/2           LT      1   45      2      7.00
  (Ammo Locations: 1 LT)
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         19          74     40.00
Crits & Tons Left:                           4       .00

Calculated Factors:
Total Cost:        2,970,964 C-Bills
Battle Value:      808
Cost per BV:       3,676.94
Weapon Value:      817 / 817 (Ratio = 1.01 / 1.01)
Damage Factors:    SRDmg = 23;  MRDmg = 4;  LRDmg = 1
BattleForce2:      MP: 4,  Armor/Structure: 3/3
                   Damage PB/M/L: 5/3/-,  Overheat: 0
                   Class: MM;  Point Value: 8



This is a bit of a spoiler for the fic series I'm doing, but I wanted to knock it out early so that I could get things in place.

The nutshell rendition is that my party will capture two Initiate mechs. Heimdall can't transport them off-world, and a surprise new ally does not need them. So rather than sit around with two obviously Blake mechs, the plan is to hide them in plain sight by heavily modifying them and trying to pass them off as prototypes bestowed upon us by a secret patron for field-testing.

The AMS system in the shoulder was replaced with a machine gun, a weapon that has a similar design and function; two more machine guns were added to the left arm after a spare heat sink was removed. Not only does this make the mech quite potent against infantry and some forms of battle armor, it also further justifies having the left arm be a weapons mount rather than a proper arm.

The LRM was replaced with an AC/2, both to make the machine more heat-efficient and to break up the visual profile.

The SRM 6 was downgraded to a 4 to allow for a CASE in the torso.

A medium laser was added in the head for the sake of having an energy weapon that wasn't in the limbs; it also helps break up the profile.

The most radical alteration was redoing the right arm to give the machine an actual hand, both making it more useful in real combat and still further alter the profile of the machine.

Thoughts?

Thanks.
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