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KTO-22 Kintaro
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Kraken
Federated Suns
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PostPosted: 24-Sep-2009 19:38    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Kintaro KTO-22
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Technicron-1 Standard
Power Plant:   275 Core Tek Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Leopard V Ferro-Fibrous 
Armament:      
  2 Medium Lasers
  1 LRM 5
  3 MRM 10s
Manufacturer:  General Mechanics
  Location:    (Unknown)
Communications System:  OmniComm 3
Targeting & Tracking System:  Starbeam 3000

------------------------------------------------------------------------------
==Overview:==
With the arrival of the MRM, it was only a matter of time before elements
within the DCMS attempted to fit the weapons to the more common mechs among
their ranks. 

Thanks to Comstar giving the DCMS a handful of Star League-era designs during
the Succession Wars, the Kintaro has been resurrected and is now in use among
both armies. This made it a prime candidate for modification. 

The decision was made to strip out the SRM 6 launchers and the NARC beacon and
replace them with a trio of MRM-10 launchers. Although the missiles were less
accurate than SRMs, the decision was made that the greater amount of fire
thrown downrange and the cheaper price tag for the ammunition justified this.
And since the NARC beacon does not work with MRMs, there was no point in
keeping it around, either. 

Rounding the design out is the use of double heat-sinks instead of the
original design's single heat sinks. This is due to the considerably increased
heat produced by the MRMs compared to the SRMs and NARC beacons.

--------------------------------------------------------
Type/Model:    Kintaro KTO-22
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:   0
Heat Sinks:     10 Double [20]               0       .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:  179 pts Ferro-Fibrous        14     10.00
 (Armor Crit Loc: 1 HD, 3 LA, 2 RA, 2 LT, 2 RT, 2 LL, 2 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         26      
   Center Torso (Rear):                 10      
   L/R Side Torso:           13      18/18      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                   9      18/18      
   L/R Leg:                  13      23/23      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
1 LRM 5                  LA      2   24      2      3.00
  (Ammo Locations: 1 LT)
1 MRM 10                 LA      4   96      6      7.00
  (Ammo Locations: 1 LT, 3 RT)
1 MRM 10                 RT      4           2      3.00
1 MRM 10                 CT      4           2      3.00
--------------------------------------------------------
TOTALS:                         20          59     55.00
Crits & Tons Left:                          19       .00

Calculated Factors:
Total Cost:        4,702,906 C-Bills
Battle Value:      1,015
Cost per BV:       4,633.4
Weapon Value:      1,109 / 1,109 (Ratio = 1.09 / 1.09)
Damage Factors:    SRDmg = 21;  MRDmg = 10;  LRDmg = 2
BattleForce2:      MP: 5,  Armor/Structure: 4/5
                   Damage PB/M/L: 4/2/-,  Overheat: 0
                   Class: MM;  Point Value: 10

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Karagin
Imperial Karagin Army
Imperial General
Imperial General


Joined: 04-Feb-2002 00:00
Posts: 4120
Location: United States
PostPosted: 27-Sep-2009 20:45    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

Given the current events facing the Combine, how many of these variants are seen in the field?
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2755
Location: United States
PostPosted: 27-Sep-2009 21:23    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

Actually, I just felt like slapping some MRMs on a Kintaro and wanted to make up some fluff to justify it. 8)

I never really was a fan of the NARC beacon, and so whenever I see a mech that has it I try to modify it so as to eliminate said beacon unless it's somehow integral to the design.

And as far as I'm concerned, Kintaros are nothing more than medium-weight missile boats. MRMs and NARCs are incompatible, so I just dumped it for another launcher.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
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PostPosted: 07-Oct-2009 15:00    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

A step back for me in most areas except the range... I've always preferred the original combine mod, which installed the LL instead of the Narc.If I tried an MRM mod on this, I'd probably throw the LRMs after the Narc beacon and slap even more of the unguided goodness to the mix. The more MRMs are in the air, the better it works IMO.
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