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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
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Posted: 25-Oct-2002 07:28 Post subject: Mobile Power Supplier |
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BattleMech Technical Readout
Custom* Weapons
Type/Model: Mobile Power Supplier
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 3, Custom design
Mass: 50 tons
Chassis: Standard
Power Plant: 150 Omni Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
2 Power Couplings*
8 Fusion Generators*
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
==Overview:==
Designed for a single pourpose, the MPS serves it well and that is to
supplie power to military equipment. Used mainly on military bases this uti
mech is slow, under armored, and has no weapons but instead carries inside
chest a battery of Fusion Genirators capable of powering even the largest
mechs.
==Capabilities:==
The core of the design is its fusion generators, these each produce po
equal to 50 rated fusion engine but at a cost. thou typicly lighter then mo
fusion engines, each genirator is poorly shield against battler damage and
prone to exploding.
each generator is a seperate unit with its own cooling systems. the
generators can be tied together to boost there overall power. this is helpf
for the mechs primary opperation. assisting cold start mechs with the start
of there fusion engines. this is usually done by a power coupling that is p
of a mechs gantry.
when completly powered down, fusion engines need a jolt to kick them o
and heat them up for self opperation. these are known as cold starts. after
then engine has been started and heats up to self opperation, outside power
scources no longer need to be used.
the secondary opperation of this mech is to supply power to maintence
crews. by connecting the power leads to the mechs power gride a technician
forgo starting up a mech to check its computer systems, and electronics.
the last opperation, which is rairly done do to the possible lose of
MPS, is to supplie power to a mech who's engine has been disabled. this usu
means taking the MPS out into the combat lines, then back to the base teath
to another mech. this can put it in combat, where its to slow and under arm
to survive.
==Deployment==
All houses and mercs own and opperate these mechs.
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Type/Model: Mobile Power Supplier
Mass: 50 tons
Equipment: Crits Mass
Int. Struct.: 83 pts Standard 0 5.00
Engine: 150 6 5.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 Single 4 .00
(Heat Sink Loc: 2 LL, 2 RL)
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: 64 pts Standard 0 4.00
Internal Armor
Structure Value
Head: 3 6
Center Torso: 16 7
Center Torso (Rear): 3
L/R Side Torso: 12 7/7
L/R Side Torso (Rear): 3/3
L/R Arm: 8 7/7
L/R Leg: 12 7/7
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Power Coupling* RA 0 2 3.00
1 Power Coupling* LA 0 2 3.00
8 Fusion Generators* RT 0 8 24.00
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 0 48 50.00
Crits & Tons Left: 30 .00
Calculated Factors:
Total Cost: 8,877,000 C-Bills
Battle Value: 363
Cost per BV: 24,454.55
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 1; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 3, Armor/Structure: 2/4
Damage PB/M/L: 1/-/-, Overheat: 0
Class: MM; Point Value: 4
[ This Message was edited by: Vagabond on 2002-10-25 07:29 ] _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5791 Location: United States
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Posted: 25-Oct-2002 07:29 Post subject: RE: Mobile Power Supplier |
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Generators: each generator provids power equal to a 50 rated engine. generators take a full turn to shutdown or powerup and are done so during the end phase. if a generator suffers a critical hit and was powered up, it explodes for 50pts of damage. [treat like guass] weight: 3t crit: 1 cost: 500k
Power Coupling: the attachment that connects the MPS and target mech. it takes 1 minute to link to a standing mech, and 3 minutes to a prone mech. to unlink takes 1 turn. linking and unlinking is done during the movement phase. target mech must have atleast a point of CT internal structure left. linked mechs suffer a -2 to be hit. weight: 3t crit: 2 cost: 100k
use: after the MPS is attached to target mech it must allocate energy from its generators.
to start a fusion engine, requires ratings equal to half the engine rating of target mech. [ie: 400 rated engine needs 200 rating worth of power.]
to power a mech for maintence, requires 50 ratings.
to power a mech for opperation, requires ratings equal to the engine rating of target mech. [ie: 400 rated engine needs 400 rating worth of power.]
what do ya think?
_________________
one must work hard to cultivated the mind and body. and one must always cultivate the mind.
vagabond- the one armed mechwarrior
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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CO_17thRecon Kell Hounds Major
Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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Posted: 25-Oct-2002 09:25 Post subject: RE: Mobile Power Supplier |
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Insteresting idea, but I think it would make a better vehcile. Probably a Star League design as it sits. They seemed to use 'Mechs for anything they could.
_________________ Jarylan Blackwell
"What the...?! Where did you get THAT?!"
"Creative aquisition."
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