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VLK-QP Valkyrie
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Kraken
Federated Suns
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PostPosted: 11-Sep-2013 12:41    Post subject: VLK-QP Valkyrie Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Valkyrie VLK-QP
Tech:          Inner Sphere / 3075
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          30 tons
Chassis:       Corean Model 1AA Endo Steel
Power Plant:   180 Omni XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     6 Norse Industries 3S Standard Jump Jets
Jump Capacity: 180 meters
Armor Type:    Riese-470 Standard
Armament:      
  3 ER Medium Lasers
  2 LRM 5s
Manufacturer:  Corean Enterprises
  Location:    New Avalon
Communications System:  Lynx-Shur
Targeting & Tracking System:  Sync Tracker (39-42071)

------------------------------------------------------------------------------
==Overview:==
As part of the rebuilding after the Jihad, the various nations within the
Inner Sphere vowed that they would never again allow themselves to be bested
by another power. This kicked off an arms race that resulted in a number of
new designs being developed and old designs revamped. With the Federated Suns,
the Valkyrie was almost immediately reconsidered for modification. Taking
design cues from the various designs fielded by the New Terran Hegemony (in
particular, their Stinger field mod) and the Solaris Protectorate (the Wasp
field mod that they were beginning to employ), Corean set out to make the mech
as lethally effective as possible. 

By adding an XL engine, the designers sacrificed resilience for speed, giving
it 20% greater jumping distance and a faster ground speed. This also allowed
for one of the heat sinks to be included in the newer, larger engine, saving
tonnage and internal space. 

The single medium laser was turned into three ER Medium Lasers; following NTH
and SP practice, one laser was placed in the head and another was placed in
the left arm, thereby allowing redundancy in case the right arm was
compromised. The lone LRM 10 was split into twin LRM 5s for the same reason,
and with a ton of ammo per LRM the pilots of this new Valkyrie now have
options concerning variant ammo types. As part of the redundancy process, a
right hand was added to the design.

Double heat sinks enable the mech to vent heat without issue, but come at the
cost of a packed internal design; an armor breach just about anywhere on the
mech is almost guaranteed to result in something critical being hit. 

--------------------------------------------------------
Type/Model:    Valkyrie VLK-QP
Mass:          30 tons

Equipment:                                 Crits    Mass
Int. Struct.:  51 pts Endo Steel            14      1.50
 (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Engine:        180 XL Fusion                12      3.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   6
Heat Sinks:     11 Double [22]              12      1.00
 (Heat Sink Loc: 1 LA, 1 RA, 1 LT, 1 RT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   96 pts Standard              0      6.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             10         13      
   Center Torso (Rear):                  4      
   L/R Side Torso:            7      10/10      
   L/R Side Torso (Rear):              3/3      
   L/R Arm:                   5        9/9      
   L/R Leg:                   7      13/13      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER Medium Laser        RA      5           1      1.00
1 ER Medium Laser        LA      5           1      1.00
1 LRM 5                  RT      2   48      3      4.00
  (Ammo Locations: 1 LT, 1 RT)
1 LRM 5                  LT      2           1      2.00
1 ER Medium Laser        HD      5           1      1.00
CASE Equipment:          LT     RT           2      1.00
6 Standard Jump Jets:                        6      3.00
 (Jump Jet Loc: 2 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         19          78     30.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        4,283,240 C-Bills
Battle Value:      889
Cost per BV:       4,818.04
Weapon Value:      656 / 656 (Ratio = .74 / .74)
Damage Factors:    SRDmg = 16;  MRDmg = 10;  LRDmg = 3
BattleForce2:      MP: 6J,  Armor/Structure: 2/1
                   Damage PB/M/L: 2/2/1,  Overheat: 0
                   Class: ML;  Point Value: 9
                   Specials: if


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Vagabond
Mercenary
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PostPosted: 11-Sep-2013 13:48    Post subject: VLK-QP Valkyrie Reply to topic Reply with quote

i would have preferred a LFE over an XL.

maybe drop a ERML or a DHS.

maybe use a small cockpit for the weight.
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Jade_Dragon
8th Sword of Light
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Posts: 1323
Location: United States
PostPosted: 16-Sep-2013 12:38    Post subject: VLK-QP Valkyrie Reply to topic Reply with quote

For the little gain in movement I would just leave it at a 5/8/5 and work on weapons upgrades imho.
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