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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: 06-Apr-2007 15:18 Post subject: |
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I seem to have a thing for Shadow Hawks lately... Anyway, this is my entry. I don't care for it, due to the dependence on lasers, but it does fit the criteria, I think.
BattleMech Technical Readout
Type/Model: Shadow Hawk SHD-2W
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 55 tons
Chassis: Lang T1 (Salvaged and Refit/Repaired)
Power Plant: 275 Core Tek Fusion (Salvaged and Refit/Repaired)
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 McCloud Specials Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Durallex Medium Ferro-Fibrous
Armament:
4 Beckwood "Quill" Rocket Launcher 10s
2 Diverse Optics Type ER Medium Lasers
1 Diverse Optics Type 30X ER Large Laser
1 Martell Medium Pulse Laser
1 Martell Medium Laser
Manufacturer: Beckwood Mancufacturing
Location: New Avalon, FS (BWM)
Communications System: O/P 300 COMSET
Targeting & Tracking System: O/P 2000A
------------------------------------------------------------------------------
==Overview:==
When originally produced for Star League, the SHD-2H Shadow Hawk was
considered a multi-function 'Mech. The contract specifically called for a
medium 'Mech with both long- and short-range weapons and with jump capability.
The SHD-2H filled a number of roles in the military forces, from recon to
attack. Its diverse armaments made it able to fit into almost any situation
where a 'Mech might be needed.
Due to these qualities, the machine has long been a favorite of mercenary
units, but suffered from heavily ballistic weaponry, and somewhat anemic
firepower. This new version of the Shadow Hawk is a rebuilt kit 'Mech
occasionally offered by Beckwood Manufacturing -- when they have the chassis
availible of course.
Though this new variant uses a great deal of recovered advanced
technology, the pirce was kept in mind during the design process, so even
though this version of the Shadow Hawk features greater range, firepower and
durability, it only costs 958,675 c-bills more than the original SHD-2H.
==Capabilities:==
Though all the Beckwood engineers praised the Shadow's layout and
weapons spread, very little of the heavy ballistic weaponry remains in its
current form. Only the Martell medium laser remains, and it has been moved
from the arm up into the 'Mech's head where the SRM-2 used to sit. The
autocannon that was the Shadow Hawk's main weapon is gone, replaced by a
Diverse Optics Type 30X extended range large laser. An extended range particle
cannon was the first choice for weapon, but it was found that the laser was
more effective on a tonnage basis.
Most of the 'Mech is dotted with a variety of backup weaponry to help it
engage opposition at any distance. The large laser admirably handles sniping.
Medium range is left to a pair of Diverse Optics extended range medium
lasers, which are mounted in the right torso, occupying the space that once
held an LRM-5. The heat scale was also designed that the large laser could
continue to be used at this distance.
If the opponent dares to continue to close, the mercenary pilot can the
machine's original laser, as well as a torso mounted medium pulse laser. The
decision to mount the pulse laser despite it's inefficiency was made on a
survivability basis: it fufills the need for an accurate weapon against hard
to hit opponents.
Finally, the 'Mech does mount a single type of ballistic weapon, in the
form of four Beckwood Quill rocket launchers. The launchers stack up rather
favorably against LRMs, despite their somewhat inaccurate nature. They don't
explode when struck by weaopns fire, they feature the ability to be fired one
by one or all at once, they feature good range, and they are expensive to
replace or reload.
The original engine has been left the same, but the armor was changed to
Durallex Medium Ferro-Fibrous, and now covers the 'Mech with a thick armor
shell. The underpowered Pitban jumpjets have been replaced with locally
produced McCloud Specials, first used on the Enforcer. Overall, the Shadow
Hawk is a versatile, durable, agile design.
==Variants:==
Beckwood accepts customer requests when building up the design. The most
common version simply removes the rocket launchers for something else.
Beckwood also provides a discount for customers who can provide any of the
parts for the machine, from the chassis down to the armor plating.
==Deployment==
Strangely enough, though Duke Blackwell was the original owner of
Beckwood, the Steel Wolves use no SHD-2Ws. The Duke has stated that he has
faith in the design, but prefers ballistic weaponry to lasers, thus is not
especially keen on the SHD-2W.
--------------------------------------------------------
Type/Model: Shadow Hawk SHD-2W
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 91 pts Standard 0 5.50
Engine: 275 Fusion 6 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 185 pts Ferro-Fibrous 14 10.50
(Armor Crit Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 27
Center Torso (Rear): 9
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Arm: 9 18/18
L/R Leg: 13 26/26
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Rocket Launcher 10 (OS)RA 3 1 .50
1 Rocket Launcher 10 (OS)LA 3 1 .50
2 ER Medium Lasers RT 10 2 2.00
1 Rocket Launcher 10 (OS)RT 3 1 .50
1 ER Large Laser LT 12 2 5.00
1 Rocket Launcher 10 (OS)LT 3 1 .50
1 Medium Pulse Laser CT 4 1 2.00
1 Medium Laser HD 3 1 1.00
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 29 66 55.00
Crits & Tons Left: 12 .00
Calculated Factors:
Total Cost: 5,498,056 C-Bills
Battle Value: 1,485
Cost per BV: 3,702.39
Weapon Value: 1,549 / 1,549 (Ratio = 1.04 / 1.04)
Damage Factors: SRDmg = 36; MRDmg = 22; LRDmg = 9
BattleForce2: MP: 5J, Armor/Structure: 5/5
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM; Point Value: 15
_________________ Jarylan Blackwell
"What the...?! Where did you get THAT?!"
"Creative aquisition."
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5779 Location: United States
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Posted: 06-Apr-2007 22:30 Post subject: |
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Code: | BattleMech Technical Readout
Type/Model: Marine (Base)
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 55 tons
Chassis: Kressly GRF1A-MDX-SFT Modular Endo Steel
Power Plant: 275 Core Tek Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 3 Rawlings 52 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Kressly Stoneskin 30M Standard
Armament: None
Manufacturer: Kressly Warworks
Location: Epsilon Eridani
Communications System: Angst Clear Channel 3
Targeting & Tracking System: RCA Instatrac Mark XII
------------------------------------------------------------------------------
==Overview:==
In the year 3067 as the various factions of the Inner Sphere paused from
the various conflicts in which they were involved, Kressly Warworks, the
producer of the Lineholder, in cooperation with Defiance Industries began
production of the next generation, top of the line Mercenary 'Mech codenamed:
Marine.
==Capabilities:==
The Marine's design is simple and straight forward: cheap reliable
components tied to reliable next generation materials and equipment. Using
many of the components and equipment proven and tested by the Lineholder in
order to keep costs down and speed up development time, the Marine is a cost
efficient weapons platform based upon proven equipment. In fact, the Marine
employs a modified Lineholder chassis that has been updated to allow modular
configuration and is constructed out of Endo Steel. This modification of the
chassis, which allowed the addition of CASE, along with the addition of three
Rawlings 52 jump jets offers the Marine extra mass savings while improving the
unit's maneuverability.
The Marines main feature, however, is the modular configuration
capability of the chassis. This feature allows the purchaser to customize the
weapons package to their specification rather then be restricted to a few
variations. This also allows commanders to reconfigure their units in the
field or replace disabled or damaged equipment quickly to bring a unit back in
to battle with less delay. An opponent can never be certain what they are
facing whenever they face a Marine, and this is one aspect of the design that
the producer are well pleased with.
--------------------------------------------------------
Type/Model: Marine (Base)
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 1 HD, 2 LA, 2 RA, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL)
Engine: 275 Fusion 6 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sinks: 11 Double [22] 0 1.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 184 pts Standard 0 11.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 26
Center Torso (Rear): 9
L/R Side Torso: 13 20/20
L/R Side Torso (Rear): 6/6
L/R Arm: 9 18/18
L/R Leg: 13 26/26
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 0 50 39.50
Crits & Tons Left: 28 15.50
Calculated Factors:
Total Cost: 4,510,706 C-Bills
Battle Value: 727
Cost per BV: 6,204.55
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 1; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 5, Armor/Structure: 5/5
Damage PB/M/L: 1/-/-, Overheat: 0
Class: MM; Point Value: 7
Configuration: Factory
Heat Sinks: 11 Double [22] 0 1.00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 LRM 5s RA 4 24 3 5.00
(Ammo Locations: 1 RA)
1 Large Laser LA 8 2 5.00
2 Medium Lasers RT 6 2 2.00
2 Medium Lasers LT 6 2 2.00
1 Guardian ECM LT 0 2 1.50
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 24 61 55.00
Crits & Tons Left: 17 .00
Calculated Factors:
Total Cost: 5,363,206 C-Bills
Battle Value: 1,419
Cost per BV: 3,779.57
Weapon Value: 1,420 / 1,420 (Ratio = 1.00 / 1.00)
Damage Factors: SRDmg = 22; MRDmg = 11; LRDmg = 3
BattleForce2: MP: 5, Armor/Structure: 5/5
Damage PB/M/L: 4/3/1, Overheat: 0
Class: MM; Point Value: 14
Specials: if, ecm
Configuration: Example 1
Heat Sinks: 11 Double [22] 0 1.00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Medium Laser RT 3 1 1.00
1 SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 LT)
1 Guardian ECM RT 0 2 1.50
1 Medium Laser LT 3 1 1.00
1 SRM 6 LT 4 2 3.00
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 22 61 55.00
Crits & Tons Left: 17 .00
Calculated Factors:
Total Cost: 5,389,556 C-Bills
Battle Value: 1,351
Cost per BV: 3,989.31
Weapon Value: 1,349 / 1,349 (Ratio = 1.00 / 1.00)
Damage Factors: SRDmg = 27; MRDmg = 7; LRDmg = 0
BattleForce2: MP: 5, Armor/Structure: 5/5
Damage PB/M/L: 4/3/-, Overheat: 0
Class: MM; Point Value: 14
Specials: ecm
Configuration: Example 2
Heat Sinks: 11 Double [22] 0 1.00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 3 7.00
1 Guardian ECM RT 0 2 1.50
1 LRM 10 LT 4 12 3 6.00
(Ammo Locations: 1 LT)
CASE Equipment: LT RT 2 1.00
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 19 60 55.00
Crits & Tons Left: 18 .00
Calculated Factors:
Total Cost: 5,760,006 C-Bills
Battle Value: 1,432
Cost per BV: 4,022.35
Weapon Value: 968 / 968 (Ratio = .68 / .68)
Damage Factors: SRDmg = 11; MRDmg = 12; LRDmg = 7
BattleForce2: MP: 5J, Armor/Structure: 5/5
Damage PB/M/L: 2/2/2, Overheat: 0
Class: MM; Point Value: 14
Specials: ecm
Configuration: Example 3
Heat Sinks: 11 Double [22] 0 1.00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Medium Laser RA 5 1 1.00
1 Rotary AC/2 RT 1 45 4 9.00
(Ammo Locations: 1 RT)
1 LRM 5 LT 2 24 2 3.00
(Ammo Locations: 1 LT)
1 Streak SRM 2 LT 2 50 2 2.50
(Ammo Locations: 1 LT)
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 15 59 55.00
Crits & Tons Left: 19 .00
Calculated Factors:
Total Cost: 5,110,556 C-Bills
Battle Value: 1,220
Cost per BV: 4,188.98
Weapon Value: 794 / 762 (Ratio = .65 / .62)
Damage Factors: SRDmg = 16; MRDmg = 10; LRDmg = 3
BattleForce2: MP: 5, Armor/Structure: 5/5
Damage PB/M/L: 3/2/1, Overheat: 0
Class: MM; Point Value: 12
Configuration: Example 4
Heat Sinks: 11 Double [22] 0 1.00
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC RA 10 3 7.00
1 PPC LA 10 3 7.00
1 Guardian ECM RT 0 2 1.50
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 20 54 55.00
Crits & Tons Left: 24 .00
Calculated Factors:
Total Cost: 5,418,541 C-Bills
Battle Value: 1,406
Cost per BV: 3,853.87
Weapon Value: 1,203 / 1,203 (Ratio = .86 / .86)
Damage Factors: SRDmg = 12; MRDmg = 13; LRDmg = 5
BattleForce2: MP: 5, Armor/Structure: 5/5
Damage PB/M/L: 3/2/2, Overheat: 0
Class: MM; Point Value: 14
Specials: ecm
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_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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StarRaven Federated Suns Leftenant General
Joined: 01-Jun-2004 00:00 Posts: 1138 Location: United States
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Posted: 08-Apr-2007 07:41 Post subject: |
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Here you go.
As for the process. I started out with ERLLs, MLs, and a pair of Streak 4s with CASE and one ton ammo. From there I went to an ERLL and an ER PPC, but the heat brackets didn't work out satisfactorily. As I went, I decided that a mercenary would benefit from not having to buy ammo if possible, so I dropped the missile launchers. I used that tonnage to give me twin PPCs and heat sinks, with a couple more lasers, and ECM. It doesn't have as much firepower this way, but I figure it's worth it for the longer range and lack of ammo.
BattleMech Technical Readout
Type/Model: Shadowflare SFLR-1X
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 75 tons
Chassis: 1A Type 12 Endo Steel
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: StarGuard CIV Standard
Armament:
2 Johnston High Speed ER PPCs
10 ChisComp 39 Medium Lasers
1 Garret/Guardian Interface Guardian ECM
Manufacturer: Achernar BattleMechs
Location: New Avalon
Communications System: Achernar Electronics HID-21
Targeting & Tracking System: Federated Hunter Mark III
------------------------------------------------------------------------------
==Overview:==
Because of the financial strain of rebuilding both infrastructure and the AFFS
after the devastation of the Civil War, the AFFS has recently made a sharp
shift away from expensive equipment, especially the costly and vulnerable XL
fusion engine. In response, Achernar BattleMechs has recently unveiled a new
'Mech design: the Shadowflare. This new 'Mech is being offered for sale to
both the AFFS and mercenary units throughout the Inner Sphere.
The Shadowflare is based heavily on proven technology. While the standard
engine, armor, and lasers are less than cutting edge, they're both inexpensive
and easy to maintain. This, combined with carefully chosen uses of more recent
advances, such as endo-steel internal structure, give the Shadowflare an
optimal balance of cost and effectiveness.
==Capabilities:==
The Shadowflare's primary armament is a pair of extended-range particle
cannon, giving it a ranged attack which few 'Mechs of similar size can
surpass. For closer ranges, the Shadowflare mounts an impressive array of
medium lasers. While these weapons lack the range of the newer ER weapons,
they generate less heat for the same amount of damage, giving the Shaowflare
significant firepower at close range.
The standard Vlar fusion engine leads some to view the 'Mech as outdated,
despite the use of endo-steel internal structure and other recent
technologies. However, the standard engine is one of the Shadowflare's
strengths, giving it a significant advantage over XL engined 'Mechs in terms
of both cost and durability.
The Shadowflare's use of energy weapons, without ballistic or missile weapons,
serves as both a cost saving feature and a survivability enhancement. Without
the need for ammunition, the Shadowflare costs less to operate than
BattleMechs which require constant resupply. Additionally, the Shadowflare's
MechWarrior will never find himself losing significant amounts of firepower
because of depleted ammo bins.
==Deployment==
The AFFS has purchased only a few Shadowflares, apparently preferring to
depend on proven designs with similar abilities, such as the Penetrator.
However, the Shadowflare's combination of firepower, durability, and low cost
have made the 'Mech popular with mecenaries, and a number of mercenary units
within and beyond the Federated Suns have purchased the 'Mech.
--------------------------------------------------------
Type/Model: Shadowflare SFLR-1X
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 114 pts Endo Steel 14 4.00
(Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine: 300 Fusion 6 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 16 Double [32] 12 6.00
(Heat Sink Loc: 2 LT, 2 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 231 pts Standard 0 14.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 37
Center Torso (Rear): 9
L/R Side Torso: 16 25/25
L/R Side Torso (Rear): 7/7
L/R Arm: 12 24/24
L/R Leg: 16 32/32
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 3 7.00
1 Medium Laser RA 3 1 1.00
1 ER PPC LA 15 3 7.00
1 Medium Laser LA 3 1 1.00
4 Medium Lasers RT 12 4 4.00
4 Medium Lasers LT 12 4 4.00
1 Guardian ECM CT 0 2 1.50
--------------------------------------------------------
TOTALS: 60 71 75.00
Crits & Tons Left: 7 .00
Calculated Factors:
Total Cost: 8,012,375 C-Bills
Battle Value: 1,522
Cost per BV: 5,264.37
Weapon Value: 2,348 / 2,348 (Ratio = 1.54 / 1.54)
Damage Factors: SRDmg = 34; MRDmg = 16; LRDmg = 8
BattleForce2: MP: 4, Armor/Structure: 6/6
Damage PB/M/L: 5/4/1, Overheat: 4
Class: MH; Point Value: 15
Specials: ecm
Shadowflare SFLR-1X.hmp |
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_________________ "Politics is supposed to be the second oldest profession. I have come to realize that it bears a very close semblance to the first."
- Attributed to General Aleksandr Kerensky
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 08-Apr-2007 10:47 Post subject: |
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*cough* *gasp*
Well, I prefer more diverse weaponry, but there is little to say to this. I just wonder why would anyone sell this to mercs. House lords would monopolize this 'Mech...
_________________ The dragon NEVER sleeps!
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 09-Apr-2007 11:14 Post subject: |
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I'm calling this one as a tie between Vagabond's Marine Omni, and StarRaven's SFLR-1X Shadowflare.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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