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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:37 Post subject: My Royal 'Mechs--The 20-tonners |
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Good morning, all. Today I will begin to post--by weight class--my vision of how the Star League (and the Great Houses in 3050) should have addressed upgrading their 'Mechs. As many of you know, I absolutely detest Inner Sphere XL engines. Sure, they have some good points, but the vulnerability of a 'Mech equipped with them outweighs their benefits most of the time. Yet, we see time after time designers using these incredibly expensive and fragile engines in what should be front-line combat 'Mechs.
My vision is--hopefully--pretty straight forward and logical. Armor is life. I try to keep the spirit of the 'Mech as it originally was, but I do intend to give these WAR-MACHINES enough armor to survive more than 1 or 2 turns of heavy combat. You might not agree with some of my decisions, but I do want your feedback. Many of the designs have changed from my first article, based in no small part upon feedback from guys just like you.
As a side-note, I also detest NARC and AMS, so you will not find either on any 'Mech I design. I know my take on the Royals isn't in keeping with what has been stated in 3075, but I do hope you enjoy my vision of what they might have been. That's enough talk from me, so now, on to the 'Mechs!
Arminas tar Valantil
Grand Master of the Ebon Rose
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:38 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Flea II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: Earthwerks Trooper Endo Steel
Power Plant: 120 GM Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Livingston Ceramics Standard
Armament:
3 Medium Lasers
2 Small Pulse Lasers
1 Flamer
Manufacturer: Earthwerks Incorporated
Location: Ascuncion, Bernardo
Communications System: Neil 2000
Targeting & Tracking System: Dalban HiRez-B
------------------------------------------------------------------------------
==Overview:==
The ignoble Flea. The little, ignored Flea. Condemned as a militia and
riot-control 'Mech, it is actually a pretty decent design for such light
tonnage.
In my Royal version, I decided to Keep It Simple (Stupid). Using Endo-Steel
freed up a full ton of mass, which let us increase the standard armor to a
full 4.0 tons (92% of maximum).
Ditching the small lasers, machine-guns, and ammo, we were able to squeeze a
third medium laser and two small pulse lasers into the frame. That raised our
maximum heat to 16 (18 when running)--but ten double heat sinks takes care of
any problems in that area.
It's still cheap, and still a very General Purpose design--but it is one I
would not mind using.
--------------------------------------------------------
Type/Model: Flea II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine: 120 Fusion 6 4.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 10 Double [20] 18 .00
(Heat Sink Loc: 3 LT, 3 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 64 pts Standard 0 4.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Small Pulse Laser RA 2 1 1.00
1 Medium Laser LA 3 1 1.00
1 Small Pulse Laser LA 2 1 1.00
1 Flamer CT 3 1 1.00
1 Medium Laser CT 3 1 1.00
--------------------------------------------------------
TOTALS: 16 65 20.00
Crits & Tons Left: 13 .00
Calculated Factors:
Total Cost: 1,679,400 C-Bills
Battle Value: 509
Cost per BV: 3,299.41
Weapon Value: 283 / 283 (Ratio = .56 / .56)
Damage Factors: SRDmg = 14; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 6, Armor/Structure: 2/2
Damage PB/M/L: 3/2/-, Overheat: 0
Class: ML; Point Value: 5 |
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:39 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Hornet II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: Fischer HNT Endo Steel
Power Plant: 100 Hermes Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Pitban LFT-50 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Bulletban-80 Standard
Armament:
1 Small Pulse Laser
1 Medium Laser
1 LRM 5
Manufacturer: Kallon Weapons Industries
Location: Talon (Wernke system)
Communications System: Tri-World Duplex 4880
Targeting & Tracking System: Dalban HiRez II
------------------------------------------------------------------------------
==Overview:==
The Hornet is a bug that didn't exist in the Star League era. But this Davion
'Mech does its job so well I simply HAD to include it here.
Once again, Endo-Steel is a real life-saver, giving us a small amount of
weight savings, while ten double heat sinks means we can jump and fire without
any worries.
The rest of the upgrade is almost TOO simple--CASE for the LRM ammo and
upgrading the small laser to a small pulse laser for when you have to deal
with infantry (and it still works as a can-opener against 'Mechs to boot).
--------------------------------------------------------
Type/Model: Hornet II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 1 HD, 3 LA, 3 RA, 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
Engine: 100 Fusion 6 3.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 10 Double [20] 18 .00
(Heat Sink Loc: 1 LA, 3 LT, 2 RT)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 64 pts Standard 0 4.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Small Pulse Laser RA 2 1 1.00
1 Medium Laser LA 3 1 1.00
1 LRM 5 RT 2 24 2 3.00
(Ammo Locations: 1 RT)
CASE Equipment: RT 1 .50
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS: 7 69 20.00
Crits & Tons Left: 9 .00
Calculated Factors:
Total Cost: 1,415,200 C-Bills
Battle Value: 477
Cost per BV: 2,966.88
Weapon Value: 135 / 135 (Ratio = .28 / .28)
Damage Factors: SRDmg = 7; MRDmg = 3; LRDmg = 1
BattleForce2: MP: 5J, Armor/Structure: 2/2
Damage PB/M/L: 1/1/-, Overheat: 0
Class: ML; Point Value: 5 |
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:40 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Locust II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: Bergan VII Endo Steel
Power Plant: 180 LTV Fusion
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: 1/Star Slab Ferro-Fibrous
Armament:
2 Small Pulse Lasers
1 Medium Laser
1 Small Laser
Manufacturer: Bergan Industries
Location: (Unknown)
Communications System: Garret T-10B
Targeting & Tracking System: O/P 911
------------------------------------------------------------------------------
==Overview:==
The 'rock-star' of light 'Mechs is the venerable Locust. (Hey, which 'Mech
was on the cover of the very first BattleTech novel? That's right; the
LOCUST, baby.) Fluffed as the most common 'Mech in existence, it has always
been a contender for the title of best designed 20-tonner out there.
This is a fairly extensive re-design. By using Endo-Steel internal structure
and 3.5 tons of Ferro-Fibrous armor (91% of max), we saved enough tonnage to
increase the speed to 9/14/0--without having to use MASC (we hates MASC, we
do).
As a side note, SOMETIMES, MASC is usefull; but you can cripple yourself with
a single bad roll. NOT GOOD. I'd rather spend the mass and crit slots on
increasing the engine size--and get a little more speed on a permanent basis,
than risk blowing my knee actuators with MASC. But that's just me. Back to
the Locust.
We keep that CT medium laser in place, but add a small laser in co-axial
mount. The MGs and ammo are replaced with a pair of small pulse lasers--one
per arm. And that takes up all of our spare tonnage.
To finish it off, we convert the ten singles to doubles--it's not really
needed, but everyone else has them and they don't really cost THAT much more.
Besides, who doesn't like the look on your opponents face when you run through
six hexes of napalm and can say straight-faced 'I'm still two under my heat
sink capacity'. Priceless.
--------------------------------------------------------
Type/Model: Locust II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine: 180 Fusion 6 7.00
Walking MP: 9
Running MP: 14
Jumping MP: 0
Heat Sinks: 10 Double [20] 9 .00
(Heat Sink Loc: 1 LT, 2 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 63 pts Ferro-Fibrous 14 3.50
(Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Internal Armor
Structure Value
Head: 3 8
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Small Pulse Laser RA 2 1 1.00
1 Small Pulse Laser LA 2 1 1.00
1 Medium Laser CT 3 1 1.00
1 Small Laser CT 1 1 .50
--------------------------------------------------------
TOTALS: 8 68 20.00
Crits & Tons Left: 10 .00
Calculated Factors:
Total Cost: 1,719,900 C-Bills
Battle Value: 444
Cost per BV: 3,873.65
Weapon Value: 135 / 135 (Ratio = .30 / .30)
Damage Factors: SRDmg = 7; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 9, Armor/Structure: 2/2
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 4 |
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:41 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Mercury II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: Bergan MX II Endo Steel
Power Plant: 160 LTV Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Mitchell-091 Ferro-Fibrous
Armament:
3 Medium Lasers
1 Beagle Active Probe
Manufacturer: Mitchell Vehicles
Location: Graham IV
Communications System: DataTech 401
Targeting & Tracking System: Skyhunter IV
------------------------------------------------------------------------------
==Overview:==
The Mercury is what the Locust always wanted to be when it grew up.
Basically, it was a Locust with working arms and hand actuators--which isn't a
bad thing in and of itself. But for the Mighty Merc, we can do just a wee bit
better.
We dump the MASC and use Endo-Steel for two tons of weight savings. We use a
half-ton to increase the Ferro-Fibrous armor to 3.5 tons (91% of max), and the
other 1.5 to add a Beagle Active Probe.
Semi-modular in nature, the BAP can be yanked and replaced by a Guardian ECM
Suite in about four hours by a competent team of techs.
We rip out both the small lasers and add a third medium in the head. Just
like the BAP, the mediums are semi-modular, and can be replaced with either
small pulses or flamers on an as-needed basis (taking about four hours for the
switch).
As a final effort, we upgrade the ten singles to doubles--that leaves us with
only 2 crit slots, but seriously are you going to complain that it is
over-cooled? I think not.
--------------------------------------------------------
Type/Model: Mercury II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine: 160 Fusion 6 6.00
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: 10 Double [20] 12 .00
(Heat Sink Loc: 2 LT, 2 RT)
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: 63 pts Ferro-Fibrous 14 3.50
(Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Internal Armor
Structure Value
Head: 3 8
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 Beagle Active Probe CT 0 2 1.50
1 Medium Laser HD 3 1 1.00
--------------------------------------------------------
TOTALS: 9 76 20.00
Crits & Tons Left: 2 .00
Calculated Factors:
Total Cost: 1,978,240 C-Bills
Battle Value: 553
Cost per BV: 3,577.29
Weapon Value: 267 / 267 (Ratio = .48 / .48)
Damage Factors: SRDmg = 11; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 8, Armor/Structure: 2/2
Damage PB/M/L: 2/2/-, Overheat: 0
Class: ML; Point Value: 6
Specials: prb |
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:42 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Stinger II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: Earthwerks STG Endo Steel
Power Plant: 120 GM Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Chilton 360 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Riese-100 Standard
Armament:
1 Medium Laser
2 Small Pulse Lasers
Manufacturer: Earthwerks Incorporated
Location: (Unknown)
Communications System: Datacom 26
Targeting & Tracking System: Dynatec 990
------------------------------------------------------------------------------
==Overview:==
The Stinger. Say the name three times while looking in the mirror and you get
. . . wait for it . . . stay on target . . . nothing. No respect at all.
Despite being a pretty decent scout, the poor little Stinger is maligned and
ignored--and just begs for an upgrade.
Endo-Steel saves a ton of weight. Unfortunately, we don't have enough free
crits for Ferro-Fibrous, but we increase the armor to 4.0 tons of
standard--giving the wee little bug a full 92% of maximum armor coverage.
Ten double heat sinks ate up a TON of crit slots, but this here bug can jump
and alpha without cooking the pilot alive. We redesigned the cockpit to
accomodate a larger, heavier pilot without a shoehorn, and added a functioning
ejection system to boot!
The right arm laser we kept in place, but the machine-guns had to go. In
their place we mounted two small pulse (some models mounted an SPL and a
flamer, instead).
And what do we get? The Bug with a Bite!
--------------------------------------------------------
Type/Model: Stinger II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 4 LA, 4 RA, 2 CT, 2 LL, 2 RL)
Engine: 120 Fusion 6 4.00
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10 Double [20] 18 .00
(Heat Sink Loc: 3 LT, 3 RT)
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 9
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
2 Small Pulse Lasers LA 4 2 2.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS: 7 72 20.00
Crits & Tons Left: 6 .00
Calculated Factors:
Total Cost: 1,753,440 C-Bills
Battle Value: 418
Cost per BV: 4,194.83
Weapon Value: 113 / 113 (Ratio = .27 / .27)
Damage Factors: SRDmg = 6; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 2/2
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 4 |
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
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Posted: 23-Jan-2009 08:43 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Thorn II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: Chariot Type II Endo Steel
Power Plant: 140 GM Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Armorscale with CASE Ferro-Fibrous
Armament:
1 LRM 5
2 Medium Lasers
Manufacturer: Ford Military Limited
Location: (Unknown)
Communications System: Opus I Ultrabeam
Targeting & Tracking System: Orion 80
------------------------------------------------------------------------------
==Overview:==
The Thorn was pretty damn good when introduced--basically a faster,
non-jumping Hornet. But we can do better, can't we my brethern? Can I get a
Hallelujah?
It already had Endo-Steel, along with absolutely the best armor protection of
any 20-tonner out there. However, by using Ferro-Fibrous and dropping the
armor to 3.5 tons (still 91% of max), we saved enough weight to bump the speed
up to 7/11/0--even faster than the original, and almost as fast as the
old-style Locust and Mercury.
We kept the weapons as it--an LRM-5 with 24 shots and CASE, plus two medium
lasers as back-up, but shifted them around a little. Even though it doesn't
need it, we give it ten double heat sinks. You never know when the enemy is
gonna pack infernos, you know. Besides, it's worth it to be able to laugh at
the flames. LAUGH, I SAY, LAUGH. MU-HA-HA-HA-HA. Sorry, got carried away,
won't happen again.
--------------------------------------------------------
Type/Model: Thorn II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 3 LA, 3 RA, 3 RT, 1 CT, 2 LL, 2 RL)
Engine: 140 Fusion 6 5.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 Double [20] 15 .00
(Heat Sink Loc: 4 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA 14 .00
Armor Factor: 63 pts Ferro-Fibrous 14 3.50
(Armor Crit Loc: 4 LA, 5 RA, 5 RT)
Internal Armor
Structure Value
Head: 3 8
Center Torso: 6 8
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LRM 5 RA 2 24 2 3.00
(Ammo Locations: 1 RA)
1 Medium Laser LA 3 1 1.00
1 Medium Laser CT 3 1 1.00
CASE Equipment: RT 1 .50
--------------------------------------------------------
TOTALS: 8 77 20.00
Crits & Tons Left: 1 .00
Calculated Factors:
Total Cost: 1,787,120 C-Bills
Battle Value: 525
Cost per BV: 3,404.04
Weapon Value: 221 / 221 (Ratio = .42 / .42)
Damage Factors: SRDmg = 9; MRDmg = 3; LRDmg = 1
BattleForce2: MP: 7, Armor/Structure: 2/2
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 5 |
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master arminas Clan Goliath Scorpion Star Colonel
Joined: 07-Mar-2007 16:14 Posts: 718 Location: United States
|
Posted: 23-Jan-2009 08:44 Post subject: My Royal 'Mechs--The 20-tonners |
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Code: | BattleMech Technical Readout
Type/Model: Wasp II
Tech: Inner Sphere / 2750
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 20 tons
Chassis: 1A Type 3 Endo Steel
Power Plant: 120 GM Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Rawlings 52 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Durallex Light Standard
Armament:
1 Medium Laser
1 Streak SRM 2
Manufacturer: General Mechanics, Incorporated
Location: (Unknown)
Communications System: Duotech 65
Targeting & Tracking System: Radcom TXX
------------------------------------------------------------------------------
==Overview:==
The Wasp is supposed to be one of the premier recon and scout 'Mechs of the
Inner Sphere--past and present. HAH! It had paper-tissue for armor and all
sorts of issues with the cockpit. I prefer the Stinger, but I guess the Wasp
had a better PR guy.
OK, Endo-Steel saves a ton of weight, and we replace the ten single heat sinks
with doubles. No room at the inn for Ferro-Fibrous, so we simply use a half
ton to upgrade the SRM-2 to a Streak and add more armor to the frame (bringing
us up to 81% of max--still low, but far, far better than before). Now, if we
could only mount a half-ton of SRM ammo, we could increase armor to 4.0 tons
(and 92%), but we can't.
Because we can't, the ammo gets moved to the head (and the launcher to the
center torso); since without CASE if the ammo goes boom your screwed anyway.
Best to put it in the place least likely to take a crit--or really matter if
it does.
We do keep the medium laser, and that's all she wrote, folks. I still like
the Stinger better, but maybe that's me.
--------------------------------------------------------
Type/Model: Wasp II
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Endo Steel 14 1.00
(Endo Steel Loc: 5 LA, 5 RA, 2 LL, 2 RL)
Engine: 120 Fusion 6 4.00
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10 Double [20] 18 .00
(Heat Sink Loc: 3 LT, 3 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00
Armor Factor: 56 pts Standard 0 3.50
Internal Armor
Structure Value
Head: 3 7
Center Torso: 6 6
Center Torso (Rear): 3
L/R Side Torso: 5 6/6
L/R Side Torso (Rear): 2/2
L/R Arm: 3 6/6
L/R Leg: 4 6/6
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Streak SRM 2 CT 2 50 2 2.50
(Ammo Locations: 1 HD)
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS: 5 71 20.00
Crits & Tons Left: 7 .00
Calculated Factors:
Total Cost: 1,789,920 C-Bills
Battle Value: 394
Cost per BV: 4,542.94
Weapon Value: 113 / 102 (Ratio = .29 / .26)
Damage Factors: SRDmg = 7; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 1/2
Damage PB/M/L: 1/1/-, Overheat: 0
Class: ML; Point Value: 4 |
Wasp II.hmp |
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