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Eviscerator EVCR-mrk VI
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Thunder
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Joined: 22-Feb-2024 01:39
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PostPosted: 24-Mar-2025 08:46    Post subject: Eviscerator EVCR-mrk VI Reply to topic Reply with quote

TRO: Eviscerator EVCR-mrk VI
                 BattleMech Technical Readout

Name/Model:         Eviscerator EVCR-mrk VI
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            95
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3080
Rules (Current):    Advanced
Rules (Era):        Unavailable
Rules (Year):       Unavailable
Total Cost:         36,057,775 C-Bills
Battle Value:       2,755

Chassis:              Endo Steel
Power Plant:          380 XL
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  [108 kph] 
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
Armament:             
    2 Plasma Rifles
    2 ER Medium Lasers
    8 Medium Pulse Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Eviscerator Mrk VI is the latest generation update to this old design.  Giving up on
    precision firepower this Eviscerator swings into an adjacent roll of physical assault and
    battlefield control.

Capabilities:
    After decades of including a targeting computer the latest generation of Eviscerator
    sacrifices this tool in favor of higher mobility, and the ability to spike its damage
    potential without crippling its future firepower potential.  The weapon's capability has
    also shifted slightly, Another Medium pulse laser was lost, bringing the total down to
    eight, but in return a second longer range cannon was included as well as secondary lasers.
    Most importantly Triple Strength Myomer makes the melee potential of the Eviscerator nearly
    unmatched save for the "Few" (Ok, There are a lot of 100 ton melee mechs...) mechs larger
    then itself.  There are two main drawbacks.  First there are only a limited number of rounds
    per plasma rifle, making this mech specialized towards quickly eliminating only a few
    targets before it needs to reload.  The other is the use of a Small Cockpit.  This is a
    semi-dangerous choice since it makes delicate control of the mech in a chaotic situation
    like combat more difficult.  But... more training can mitigate this problem.

Deployment:
    A Production run of Eviscerator mrk VI was fabricated for an upcoming show of force with
    another deep periphery realm.  Relations are relatively cordial, but combat sporting events
    do seem to help ease tensions as prospective allies feel each other out.

Variants:
    *
    Compiling.
    All known Variants have been reconstructed.
    *

Notable MechWarriors:
    OOC: And I made this one up today.  Decided that faster melee would replace the old aimed
    shots capabilities, while the use of Plasma Rifles disrupts my opponents heat curves.
    Speaking of heat curves...
    
    34: Stand still - 6x4 Mpulse -5x2 ERmed = 0
    33: walk -7x4 Mpulse - 5 ER Med = 0
    32: Run  -8x4 Medium pulse. = 0
    31: Run + 1 overheat.   4 Mpulse, 1 Plasma rifle 1 ERmed = 0
    Rad heatsink on
    51: Stand still - 5 ERmed = 46 - 20 Plasma -5x4 Mpulse -5 ERmed = 1 overheat.  Create a 31
    heat above.
    50: Walk -10 ERmed - 20 Plasma - 20 Mpulse
    49: Run -5 ER med = 44 - 24 Mpulse - 20 Plasma

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 5.00                     
Engine:                                       380 XL                  20.50                     
    Walking MP:                                 4                                               
    Running MP:                               6 [10]                                            
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         17 [34]                   7.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                      Small                    2.00                     
Armor Factor:                                  288                    18.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      30             50       
    Center Torso (rear):                              10       
    R/L Torso:                         20             30       
    R/L Torso (rear):                                 10       
    R/L Arm:                           16             32       
    R/L Leg:                           20             38       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 ER Medium Lasers                                        H                 2          2.00             
Supercharger                                              CT                1          2.50             
Radical Heat Sink System                                  LT                3          4.00             
2 Plasma Rifles                                           RA                4         12.00             
Plasma Rifle (Ammo 20)                                    RA                2          2.00             
8 Medium Pulse Lasers                                     LA                8         16.00             
Triple-Strength Myomer                                    --                6          0.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 58
TP: BM,  SZ: 4,  TMM: 2,  MV: 10"
Damage: (S) 5 / (M) 5 / (L) 0,  OV: 4
Armor (A): 10,  Structure (S): 4
Specials: ENE, HT1/1/-, RHS, TSM
		
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