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UM-R60U Urbanmech
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Kraken
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PostPosted: 01-Sep-2003 15:51    Post subject: UM-R60U Urbanmech Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Urbanmech UM-R60U
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 30 tons
Chassis: Republic-R Standard
Power Plant: 60 Leenex Fusion
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: 2 Pitban 6000 Standard Jump Jets
Jump Capacity: 60 meters
Armor Type: Durallex Medium Ferro-Fibrous
Armament:
1 Autocannon/5
2 Medium Lasers
1 Guardian ECM
1 Beagle Active Probe
1 Anti-Personnel Pod
Manufacturer: Orguss Industries
Location: (Unknown)
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban

------------------------------------------------------------------------------
==Overview:==
In concept, the idea behind the Urbanmech is solid- a light mech which can do
considerable amounts of damage in an urban or other close-quarters
environment.

The problem with this is that in order to give the unit more firepower, speed
was reduced greatly; the average assault mech moves faster than the Urbanmech
can. By the time the Urbanmech can close to do damage with its arsenal, there
is a good chance that a skilled foe would be able to whittle the armor down.
To make matters worse, once the AC/10 is out of ammo, the pilot is forced to
use a single small laser for defense.

This version attempts to remedy the situation. The AC/10 is traded out for a
lighter AC/5. This provides 90 more meters of range while still effective in
close quarters-combat. Granted, there is a damage trade-off. In addition,
Ferro armor was added, allowing more protection for half a ton less.

The tonnage freed up by the AC trade, as well as the ferro and an unused heat
sink, left additional tonnage to use. First on the list was installing a CASE
mechanism to guard the AC ammo. After that, the single small laser was
replaced with twin medium lasers, with one in the head. ECM, BAP, and an
anti-personell pod were also installed to give the unit an additional
advantage in urban and similar settings.

==Capabilities:==


==Battle History:==


==Variants:==
For those wishing for additional close-range firepower, it has been proposed
that the electronics and the anti-personell pod be removed and replaced with a
CASE in the left torso, as well as either an SRM 4 (left torso) or four
machine guns (two in each arm) plus a ton of ammo housed in the left torso.

As a variation on this, an LRM can also be used instead.

--------------------------------------------------------
Type/Model: Urbanmech UM-R60U
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3.00
Engine: 60 Fusion 6 1.50
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks: 10 Single 8 .00
(Heat Sink Loc: 1 RA, 2 LT, 2 RT, 2 LL, 1 RL)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 99 pts Ferro-Fibrous 14 5.50
(Armor Crit Loc: 5 LA, 2 RA, 4 LT, 3 RT)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 15
Center Torso (Rear): 5
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 Autocannon/5 RA 1 20 5 9.00
(Ammo Locations: 1 RT)
1 Medium Laser LA 3 1 1.00
1 Guardian ECM RT 0 2 1.50
1 Beagle Active Probe LT 0 2 1.50
1 Medium Laser HD 3 1 1.00
1 Anti-Personnel Pod RL 0 1 .50
CASE Equipment: RT 1 .50
2 Standard Jump Jets: 2 1.00
(Jump Jet Loc: 2 CT)
--------------------------------------------------------
TOTALS: 7 64 30.00
Crits & Tons Left: 14 .00

Calculated Factors:
Total Cost: 2,111,200 C-Bills
Battle Value: 584
Cost per BV: 3,615.07
Weapon Value: 219 / 219 (Ratio = .38 / .38)
Damage Factors: SRDmg = 10; MRDmg = 4; LRDmg = 1
BattleForce2: MP: 2J, Armor/Structure: 2/3
Damage PB/M/L: 2/2/1, Overheat: 0
Class: ML; Point Value: 6
Specials: ecm, prb



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CO_17thRecon
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PostPosted: 01-Sep-2003 15:59    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

Well, that's not a bad design. Too much electronics for a garrison 'Mech IMHO. Here's my old Urbanmech II. I think it's solid, all I did was up the tonnage a bit. By strengthening the frame to hold another 5 tons, I believe I've increased the Urbie's effectiveness while allowing it to remain familiar to players.


BattleMech Technical Readout

Type/Model: Urbanmech UM-R80
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 35 tons
Chassis: Republic-R Standard
Power Plant: 105 Leenex Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Pitban 6000 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Durallex Medium Standard
Armament:
1 Autocannon/10
1 Medium Laser
Manufacturer: Orguss Industries
Location: (Unknown)
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban

--------------------------------------------------------
Type/Model: Urbanmech UM-R80
Mass: 35 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.50
Engine: 105 6 3.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 10 Single 6 .00
(Heat Sink Loc: 1 HD, 2 RT, 1 CT, 1 LL, 1 RL)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 119 pts Standard 0 7.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 18
Center Torso (Rear): 4
L/R Side Torso: 8 13/13
L/R Side Torso (Rear): 3/3
L/R Arm: 6 12/12
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/10 RA 3 20 9 14.00
(Ammo Locations: 2 RT)
1 Medium Laser LA 3 1 1.00
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 6 46 35.00
Crits & Tons Left: 32 .00

Calculated Factors:
Total Cost: 1,850,175 C-Bills
Battle Value: 658
Cost per BV: 2,811.82
Weapon Value: 340 / 340 (Ratio = .52 / .52)
Damage Factors: SRDmg = 12; MRDmg = 6; LRDmg = 1
BattleForce2: MP: 3J, Armor/Structure: 3/3
Damage PB/M/L: 2/2/-, Overheat: 0
Class: ML; Point Value: 7



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chihawk
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PostPosted: 01-Sep-2003 16:22    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

An Urbie needs a BFG to be able to "scare" lights a little...this doesn't have one. Plus as CO_17 has noted, far too much electronics on the mech.

BIG thumbs down on this one...

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PostPosted: 01-Sep-2003 16:23    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

I don't like this one much either.... Sad

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PostPosted: 01-Sep-2003 16:27    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

Well, what's your proposed upgrade on the Urbie, Chihawk? It's one of your favorite 'Mechs right? I'm sure you designed an upgrade at some point.

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PostPosted: 01-Sep-2003 16:41    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

I've never bothered to make an upgrade of the Urbie, it's one of the few mechs that's perfect for it's role.

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PostPosted: 01-Sep-2003 19:39    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

Hey chihawk you may like this Urbie upgrade I came up with this one for a Solaris League I was in after my beloved gold bug got decapped and I was assigned an Urbanmech as a replacement so I droped the class 10 autocannon for a PPC and two medium lasers droped the small laser added half a ton of armour and four more heatsinks
Code:
              BattleMech Technical Readout


Type/Model: Urbanmech UM-60P
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 30 tons
Chassis: Standard
Power Plant: 60 Leenex Fusion
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: 2 Standard Jump Jets
Jump Capacity: 60 meters
Armor Type: Standard
Armament:
1 PPC
2 Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Urbanmech UM-60P
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3.00
Engine: 60 Fusion 6 1.50
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks: 15 Single 13 5.00
(Heat Sink Loc: 2 LA, 1 RA, 2 LT, 2 RT, 2 CT, 2 LL, 2 RL)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 104 pts Standard 0 6.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 14
Center Torso (Rear): 5
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 4/4
L/R Arm: 5 10/10
L/R Leg: 7 14/14

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC RA 10 3 7.00
1 Medium Laser LA 3 1 1.00
1 Medium Laser HD 3 1 1.00
2 Standard Jump Jets: 2 1.00
(Jump Jet Loc: 1 LT, 1 RT)
--------------------------------------------------------
TOTALS: 16 51 30.00
Crits & Tons Left: 27 .00

Calculated Factors:
Total Cost: 1,580,540 C-Bills
Battle Value: 564
Cost per BV: 2,802.38
Weapon Value: 331 / 331 (Ratio = .59 / .59)
Damage Factors: SRDmg = 13; MRDmg = 7; LRDmg = 2
BattleForce2: MP: 2J, Armor/Structure: 3/3
Damage PB/M/L: 2/2/1, Overheat: 0
Class: ML; Point Value: 6



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PostPosted: 01-Sep-2003 19:49    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

Hmmmm....hmmmmm.

You know, I think I'm going to fool around with this one for awhile....it might be a worthwhile varient.

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PostPosted: 01-Sep-2003 20:03    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

Sounds like what I did once. 'cept by the time I was done there was so little left of the original stuff that I ended up deciding to give it a new name.

After running out of ideas I called it the Meerkat. If I can find it I'll post it.

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PostPosted: 01-Sep-2003 20:25    Post subject: RE: UM-R60U Urbanmech Reply to topic Reply with quote

Quote:

On 2003-09-01 19:49, chihawk wrote:
Hmmmm....hmmmmm.

You know, I think I'm going to fool around with this one for awhile....it might be a worthwhile varient.


I knew you would like it I kept in mind when I designed it that the main thing it had going for it was the class 10 autocannon the PPC does the same damage at a slightly longer range and is a lot lighter than the autocannon and ammo giving me the tonnage to make the other upgrades in addition it removes the danger of ammo explosion.
This thing has a rather interresting battle history.I made its debuet in a 9 mech free for all and was the only light I started the battle in the middle of a rock formation I lumbered around to attack the next smallest mech a wolverine it was on the other side of the formation I jumped up where I could get a shot this was on terrain using miniture rules he was 6' away I fired every thing and all hit his left leg criting an actuator he hit me with a medium laser in return RT IIRC he fled out of line of sight,so I hung my right arm around the formation and lined up on an Atlas and fired the range was 34" and some how I managed to hit RT return fire splattered the rocks I was hiding behind next I jumped down and started "running" behind the rock formation trying to catch up to the Wolverine I hit earlier a heavy got to him first and I anded up facing a Maurader it was not pretty sufice it to say that was the end of the little urbie but what a fight.

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