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Carmine Justice- Blood Spirit OmniMech
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Nightward
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PostPosted: 19-Sep-2003 04:15    Post subject: Carmine Justice- Blood Spirit OmniMech Reply to topic Reply with quote

Type: Carmine Justice
Technology Base: Clan, 3060
Mass: 100 Tons
Chassis: Blood Spirit Hollings York Endo Steel
Power Plant: Heavy Power 300 Standard
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: Spirit Wings
Jump Capacity: 90 Metres
Armour: Blood Cuirasse
Armament:
41 Tons of Pod Space Available
Communications System: Screaming Kite EX12
Targeting and Tracking System: Blood Hunter Mark II
Primary Manufacturer: Clan Blood Spirit
Primary Factory: York

OVERVIEW

With the loss of the Liberator-class Carmine Justice and the destruction of five full Blood Spirit Galaxies, the Clan’s strength was shattered two years ago. The loss of a further two WarShips in the defence of York a short time later further crippled the Spirits; isolated on the single world of York, the Blood Spirits’ rebuilding efforts were further hampered by a lack of heavy industry and easily available resources to exploit. Raids from the hated Star Adders compounded the situation, culminating in late 3063 when the Adder’s 9th Armoured Cavalry (farcically named the “Spirit Crushers”) landed on York in force, demanding a Trial of Refusal against the newly reconstituted 2nd Crimson Guard Cluster of Beta Galaxy. Khan Karianna Schmitt accepted their ridiculous challenge and led the defence of York personally, adding her own Command Star to the slightly understrength Crimson Guards.

Unsurprisingly, when the Star Adders met with the elite Command Star of the Blood Guard Keshik (composed almost entirely of Blood Kites, piloted by the very best Blood Named warriors the Clan has to offer) and the powerful Crimson Guards Cluster, they were held at bay for over an hour before the 9th Cavalry finally succumbed to a bezerker rage and charged the Spirit defensive line en masse. Khan Schmitt countered their headlong drive by ordering one binary worth of 'Mechs out onto the flanks and allowing the middle of the line to sag backwards, folding the Star Adders neatly into a confused circle of surrounded warriors. Trapped within a zone from which the enemy could overlap firing patterns and unable to reply for fear of hitting their comrades, the Star Adders instigated a melee. They were destroyed wholesale, their warriors executed as benefits bandit scum, and their equipment claimed as isorla.

As windfall from the battle, the Blood Spirits recovered examples of the new Savage Coyote and Blood Asp assault 'Mechs to add to our study programme.

Khan Schmitt, in a furious rage after defending her home world, ordered the Scientist caste to tear the Blood Asps apart and study them in detail. The Star Adders had insulted the honour of our Clan with their ridiculously named OmniMech, and Khan Schmitt would repay their foolishness in blood.

CAPABILITIES

The new Carmine Justice has been retro-engineered from the captured Blood Asp chassis taken as isorla in the defence of York. The Carmine Justice series was named after our fallen WarShip to remind our foes that we are never defeated, will never succumb- and will always return to take payment in blood.

Standing tall at an imposing 17.5 metres and weighing a full hundred tons, the Carmine Justice is the heaviest OmniMech we are capable of manufacturing. Thick slabs of armour overlay a standard fusion engine and Endo Steel internal structure used to keep masses down for weapons room. The Clan briefly considered adding Ferro-fibrous armour to the chassis, but when the manufacturing costs were compared to the expense of materials that would be required to repair even minor damage, those plans were shelved. Four hard-mounted Double Heat Sinks provide the Carmine Justice with excellent basic heat dissipation, and a trio of Jump Jets allow the 'Mech access to areas that no other Assault 'Mech could ever reach.

As with all Blood Sprit 'Mechs, the Carmine Justice was subjected to rigorous reviews and testing. The massive expense of creating an OmniMech- let alone so massive an OmniMech- were weighed carefully against its potential performance and strategic use. The heavily armoured frame and standard engine provide durability rarely seen in Clan machinery, and each weapons configuration is centered around energy weapons, backed up by plentifully-supplied missile and ballistic weapons. Still, since the Carmine Justice is still in its infancy, it is seen only infrequently in the Touman, and is always assigned to the most elite Bloodnamed warriors.

The Carmine Justice Prime is built for one single purpose: heavy-duty siege warfare. Designed solely for the attack or defence of static positions, the Prime is armed with dual ER Large Lasers, backed up by a quad-pack of LRM-15 launchers. Each launcher provided with 16 reload racks, allowing for a solid two minute barrage of missiles. When the ammo bins run dry, the Carmine Justice Prime can close in and engage with its five ER Medium Lasers, causing heavy damage to even the most well-protected opponents. Six additional Double Heat Sinks were added to the design, allowing it to engage at long range with all its heavy weapons without much fear of overheating.

Alternate Configuration A is built to provide fire support and protection to its starmates if engaged by fast-moving opponents, such as lighter Scout 'Mechs, vehicles, or AeroSpace Fighters. A pair of LB-10X Autocannon, backed up by dual ER Large Lasers and a trio of ER Medium Lasers provide horrifyingly accurate and devastating fire at all ranges and ensures that no target will escape unscathed. Six Double Heat Sinks allow the Carmine Justice A’s pilot to engage in high intensity combat without overheating.

Alternate Configuration B has fast become the pilot’s favourite design. In what began as a simple field modification of the Prime, the B is armed with dual LRM-15s with Artemis IV Fire Control and 24 racks of reloads each, allowing for devastating missile volleys. An ER Large Laser mounted in the 'Mech’s chest and a pair of Large Pulse Lasers provide the secondary punch, finished off by the quad-pack of ER Medium Lasers mounted in the arms. Six Double Heat Sinks allow the 'Mech to make full and devastating use of its heavy armament.

Configuration C is designed for maximum flexibility, regardless of combat theatre. A new ATM-9 is mounted in the left torso, supplied with one ton each of its versatile ammunition types. The right torso houses an LB-10X Autocannon, with one ton each of Solid and Cluster ammunition. The arms house one ER Large and two ER Medium Lasers each; six extra Double Heat Sinks were added to help control heat, but this variant’s heat sinks array is always taxed during combat. Still, this variant is capable of unleashing some of the most vicious punishment imaginable in combat; it is currently only being held back in deployment because of the Blood Spirit’s traditional hatred of waste- especially waste of ammunition, which this variant heavily relies upon.

Configuration D has been built for use in extended campaigns and is armed solely with energy weapons- dual ER Large Lasers over dual Large Pulse Lasers, backed up by a quad-pack of Medium Pulse Lasers. This variant is equipped with additional Double Heat Sinks, though even they cannot save a careless warrior from overheating.

The final configuration has rapidly become a favourite for grueling close-combat operations. Armed with four Heavy Large Lasers and a pair of Medium Pulse Lasers linked to a Targeting Computer, and backed up by a quad set of Streak SRM-4s, this variant has swiftly earnt a reputation as a high-intensity fighter. Although heat concerns cripple he design in extended conflicts, if the battle is short, it will definitely end in favour of the Carmine Justice. Very few opponents can weather the heavy, concentrated battering the Carmine Justice E can generate.

DEPLOYMENT

Priority for deployment of the Carmine Justice has, unsurprisingly, gone to the elite Blood Guard Keshik. Deployed side-by-side with the Blood Kite, the Carmine Justice is swiftly earning a reputation as its replacement.

NOTABLE 'MECHS AND MECHWARRIORS

Khan Karianna Schmitt has appropriated a Carmine Justice to replace her ageing Blood Kite.

COST ANALYSIS

The Carmine Justice faithfully answers all the requirements of Khan Ceana Boques. Heavily built and equipped with some of the most efficient weapons platforms available, the Carmine Justice is well worth every fragment of material that goes into its construction; a single Carmine Justice is often the equal of two other heavyweight OmniMechs in battle.

MY BLURB

Built simply to be big, nasty, and next to unstoppable. At first a simple conversion to bring the Blood Kite up to 100 tons, the design took on a life of its own in testing and wound up as an OmniMech to boot. A standard engine gives this 'Mech incredible survivability- particularly when coupled with its heavy armour and weapons systems.

The only worry is heat, but since most designs are set up with overlapped weapons ranges so you can switch at the appropriate ranges, it shouldn’t be too bad in practice.

Enjoy

MASS BREAKDOWNS

Engine: 19
Gyro: 3
Cockpit: 3
Endo Steel: 5
Armour: 19
4 Double Heat Sinks: 4
3 Jump Jets: 6
Pod Space: 41

GAME STATISTICS

Walking MP: 3
Running MP: 5
Jumping MP: 3
MASC MP: 0

Total Heat Sinks: 14 (28) Double Heat Sinks on Base Chassis

Notes: Uses Endo Steel Internal Structure.

ARMOUR DISTRIBUTION

Head: 9
CT: 46/15
Side Torsos: 32/10
Arms: 34
Legs: 41

BVs

Base Chassis: 1,118
Prime: 2,910
A: 2,611
B: 2,883
C: 2,744
D: 2,973
E: 2,583

LOCATIONS

Base Chassis

1 Endo Steel- Head
1 Jump Jet- Centre Torso
1 Jump Jet, 1 Endo Steel- Each Side Torso
2 Endo Steel- Each Arm
1 Double Heat Sink- Each Leg

Prime

2 Double Heat Sinks, 1 ER Large Laser, 2 ER Medium Lasers- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 2 LRM-15, 4 Tons LRM Ammunition- Each Side Torso
1 ER Medium Laser- Centre Torso

A

2 Double Heat Sinks, 1 ER Large Laser, 1 ER Medium Laser- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 1 LB-10X A/C, 2 Tons LB-10X A/C Ammunition- Each Torso
1 ER Large Laser- Centre Torso

B

2 Double Heat Sinks, 1 Large Pulse Laser, 2 ER Medium Lasers- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 1 LRM-15, Artemis IV, 3 Tons LRM Ammunition- Each Side Torso
1 ER Medium Laser- Centre Torso

C

2 Double Heat Sinks, 1 ER Large Laser, 2 ER Medium Lasers- Each Arm (No Lower Arm/Hand Actuators)
1 Double Heat Sink, 1 ATM-9, 1 ER Medium Laser, 3 Tons ATM Ammunition- Left Torso
1 Double Heat Sink, 1 LB-10X A/C, 2 Tons LB-10X A/C Ammunition- Right Torso
Medium Pulse Laser- Centre Torso

D

1 Double Heat Sink, 1 ER Large Laser, 2 Medium Pulse Lasers- Each Arm (No Lower Arm/Hand Actuators)
3 Double Heat Sinks, 1 Large Pulse Laser- Left Torso
1 Double Heat Sink, 1 Large Pulse Laser, 6-Slot Targeting Computer- Right Torso
Active Probe- Centre Torso

E

1 Double Heat Sink, 2 Large Heavy Lasers- Each Arm (No Lower Arm/Hand Actuators)
3 Double Heat Sinks, 2 Streak SRM-4, 2 Tons Streak SRM-4 Ammunition- Left Torso
1 Double Heat Sink, 2 Medium Pulse Lasers, 2 Streak SRM-4, 4-Slot Targeting Computer- Right Torso
Active Probe- Centre Torso


"You will operate independently. God help us. After all, if I don't send you somewhere else, you'll be right here."

-Miles Vorkosigan receives his assignment to Imperial Security.


[ This Message was edited by: Mordel on 2003-09-20 17:22 ]
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Nightmare
Lyran Alliance
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PostPosted: 19-Sep-2003 06:46    Post subject: RE: Carmine Justice- Blood Spirit OmniMech Reply to topic Reply with quote

I don't usually care much for playing with clan units, but your excellent fluff makes me want to test this omni. Just thinking about the kind of devastation the heavy laser configuration can cause makes me shiver. Good work!

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Mordel
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PostPosted: 20-Sep-2003 17:20    Post subject: He got it right! Reply to topic Reply with quote

THIS is how a readout should be posted!! All variants in one post, excellent descriptions and blurb text, complete analysis. Stupendous!

I gave you 50 credits for being new and getting it right when most people who have been around longer can't!


[ This Message was edited by: Mordel on 2003-09-20 17:21 ]
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Nightward
Clan Wolf
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PostPosted: 20-Sep-2003 18:18    Post subject: RE: He got it right! Reply to topic Reply with quote

Heh. Thanks.

I can’t take all the credit, though. I just ripped off the old FASA Tech Readout style. It goes well over at Sarna.Net as well.

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Mordel
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PostPosted: 20-Sep-2003 18:24    Post subject: RE: He got it right! Reply to topic Reply with quote

It goes over well here too, at least with me. And, well, that should be the only thing you worry about.

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Nightward
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PostPosted: 20-Sep-2003 21:40    Post subject: RE: He got it right! Reply to topic Reply with quote

About a mile OT, I know....but what do Credits do?
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PostPosted: 20-Sep-2003 22:06    Post subject: RE: He got it right! Reply to topic Reply with quote

Quote:

On 2003-09-20 21:40, Nightward wrote:
About a mile OT, I know....but what do Credits do?



Click on "store" in the above menu to see what you can get for them (for now, there will be other stuff added).

There is a post about it in the "Announcements forum".

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Nightward
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PostPosted: 21-Sep-2003 01:14    Post subject: RE: He got it right! Reply to topic Reply with quote

Wow, cool...thanks.

Now, I’ve just gotta rack up another 2,150-odd Credits...
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PostPosted: 21-Sep-2003 02:03    Post subject: RE: He got it right! Reply to topic Reply with quote

Click on the FAQ link and you'll see how to gain more credits. And yes, more things will be added. I plan on adding 1 item per month. Be it a book or something different. Lots of possibilities.

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