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Dnepier Heavy Mech
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Raven!
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PostPosted: 29-May-2002 21:57    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Dnepier DNP-23
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 60 tons
Chassis: Chariot Type I Standard
Power Plant: 240 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Valiant DefCo Standard
Armament:
1 Ceres Arms Model T Autocannon/10
1 Firmir MaxiLase Large Laser
1 Hovertec Quad SRM 4
Manufacturer: Shengli Arms
Location: Victoria / CC (SA)
Communications System: Garret T10B
Targeting & Tracking System: O/P 911

==Overview:==
With BattleMechs and spare parts becoming rare, and war looming on the hori
House Liao decided that it needed a new BattleMech to act as the Draconis
Combine Dragon. A replacement for older heavy class Battle Mech units such
the Warhammer and Rifleman. The sudden announcement of the combination of t
Federated Suns and Lyran Commonwealth made the Dnepier go into fast product
but it would be to little to late.

==Capabilities:==
The Dnepier is a classic Heavy BattleMech. It has two primary weapons, heav
armor, average speed, and a single back up weapon that can be used against
multiple targets. It uses tried and true parts and equipment that is known
reliability and durability.

Overall the Dnepier is a solid and dependable BattleMech, highly useful in
almost any situation a Heavy unit is needed in. Its thick armor and powerfu
main weapons, not to mention the heat sinks to use them, make it capable of
staying on the field of battle for an extended time, dishing out impressive
amounts of damage.

The Cappallen Confederation has been most pleased with the performance of t
Dnepier and hopes to have built 200 of the units by 2030.

==Battle History:==
Unfortanitly, despite high expectations the Dnepier fared badly against the
Federated Commonwealth invasion of 3028. Not enough numbers of the suburb u
were made or produced and the unit was picked off, usually trying to make
stands by itself where a whole Lance was required. It should be noted that
superior construction of the Dnepier allowed it to make these stands with
devestating results, but it was too little too late. The combined might of
Federated Suns and Lyran Commonwealth proved overwhelming for the poor Dnep

==Variants:==
All Dnepier's were lost during the 4th Succession War and the litteral wave
FedCom advancements. Many captured Dnepiers now serve in the Federated Suns
Armed Forces. However, now that the Cappellen Confederation is back on its
feet, Shengli Arms has taken it upon itself to bring the Dnepier back from
dead and put it back into the hands of the CCAF. However, these units are g
to second line garrison regiments to replenish them, and take the more
technologically advanced units into the front lines. The only varient is pr
Listen Kill protection and Pro Listen Kill protection, and has not affect o
production or unit type.

--------------------------------------------------------
Type/Model: Dnepier DNP-23
Mass: 60 tons

Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 6.00
Engine: 240 6 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 12 Single 3 2.00
(Heat Sink Loc: 1 HD, 2 LA)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 200 pts Standard 0 12.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 29
Center Torso (Rear): 10
L/R Side Torso: 14 21/21
L/R Side Torso (Rear): 7/7
L/R Arm: 10 20/20
L/R Leg: 14 28/28

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/10 RA 3 20 9 14.00
(Ammo Locations: 2 RT)
1 Large Laser LA 8 2 5.00
1 SRM 4 CT 3 25 2 3.00
(Ammo Locations: 1 CT)
--------------------------------------------------------
TOTALS: 14 47 60.00
Crits & Tons Left: 31 .00

Calculated Factors:
Total Cost: 4,754,560 C-Bills
Battle Value: 950
Cost per BV: 5,004.8
Weapon Value: 1,071 / 1,071 (Ratio = 1.13 / 1.13)
Damage Factors: SRDmg = 17; MRDmg = 10; LRDmg = 1
BattleForce2: MP: 4, Armor/Structure: 5/5
Damage PB/M/L: 4/2/-, Overheat: 0
Class: MH; Point Value: 10


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chihawk
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PostPosted: 30-May-2002 15:49    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

I like that AC10/LL combo....how'd you come up with that?

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Raven!
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PostPosted: 30-May-2002 21:26    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

It wasn't divine inspiration I can tell you that much....

Raven!
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chihawk
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PostPosted: 30-May-2002 21:29    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

HA! No drinks for you!

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Nightmare
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PostPosted: 31-May-2002 10:41    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

Capellan Cataphract 70-tonner uses the same main gun combo...

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Raven!
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PostPosted: 31-May-2002 10:47    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

well see? I made it smaller and cheaper. Just goes to show that you should never send a mere mortal to do a Raven's work.

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Old Dog
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PostPosted: 31-May-2002 14:44    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

Fair, here, but a couple small problems.

It seems to have a touch too much in the way of heat sinks. There's one you don't hear often. And here's another ... it has too much armor! Save a ton by dropping each leg by 8 pts, swipe one Heat sink, and use the two tons to fix the last problem:

Limited anti-popcorn ability. The SRM is passable, but better at tank-killing. For troopers, a pair of Machine Guns goes a loooooooong way.

Firing both LL and AC 10, or LL and SRM-4, results in no heat build up, unless you moved. That's painfully cold for a mech of the age, but there's not a lot of room for a pair of medium lasers for rounding it out, is there? Ah well. You have a nice range band ripple, as-is, and I won't give it a bad rap.

Just replace the heat sink and armor with sme MGs, and we should be all kinds of good.

-- Old Doc, Capellan Collie
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PostPosted: 31-May-2002 15:19    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

No way. Anything less than 12 single heat sinks is death to a mech with ammo.

With less than 12, 2 engine hits and any fire to defend itself while retreating WILL cause an ammo explosion eventually. You need to be able to dissapate 12 heat to be able to retreat.

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Old Dog
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PostPosted: 01-Jun-2002 05:10    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

If you're having two engine hits, you should have already pulled out, shut down, or 'Tapped out' in the field. Personally, as soon as I have a full armor breach, or am down to just a point or two, I go ahead and call a retreat. Armor's cheap, internals are expensive.

Firing on the run, I also advise against, as it leaves you a valid target. Battlefield Etiquette allows for a non-threat mech to retreat without firing, as long as it announces that it's breaking from the field.

-- Old Dog, who still fights the Old Fashioned Way.
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chihawk
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PostPosted: 01-Jun-2002 08:33    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

I know of no one personally that does either of those things. You are most certainly entitled to your opinion, but the VAST majority (over 95% I'd bet) play in a different manner.

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[ This Message was edited by: chihawk on 2002-06-01 08:34 ]
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Old Dog
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PostPosted: 01-Jun-2002 11:08    Post subject: Dnepier Heavy Mech Reply to topic Reply with quote

Really?

Huh!

How bizare!

Not much more I can say on that one, then. The local game just has a unique flavor, I suppose.

Man.

That's just...

wow.

-- Old Dog, wowser bowser
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