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Lurker LKR-001
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Toxic_Toast
Free Worlds League
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PostPosted: 30-Dec-2023 12:36    Post subject: Lurker LKR-001 Reply to topic Reply with quote

TRO: Lurker LKR-001
                 BattleMech Technical Readout

Name/Model:         Lurker LKR-001
Designer:           Toxic_Toast
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  F
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Experimental
Rules (Era):        Experimental
Rules (Year):       Experimental
Total Cost:         25,384,000 C-Bills
Battle Value:       2,428

Chassis:              Standard
Power Plant:          300 Light Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Light Ferro-Fibrous with CASE II
Armament:             
    1 Improved Heavy Gauss Rifle
    2 MRM 20 w/ Apollo FCS
    1 Small X-Pulse Laser
Manufacturer:         StarCorps Industries
    Primary Factory:  Son Hoa
Communications:       Unknown with Angel ECM Suite
Targeting & Tracking: Unknown with Bloodhound Active Probe

================================================================================================
Overview:
    The IlClan era would represent a new era of Independence for Son Hoa, and in the wake of
    gaining independence from the Lyran Commonwealth StarCorps Industries would expend critical
    resources expanding its facilities on the planet. New lines of mech production would be
    opened and new markets for product export would be explored. The culmination of this furious
    burst of activity would be the development of the Lurker LKR-001. A 100 ton battle-mech,
    designed to be an ambush predator, taking advantage of some of the best IS tech available.
    It would feature a squat wide design similar to its 100 ton stable mate, the King Crab with
    its cockpit position towards the front and top of the mech, and arms similar to the missile
    arm found on the Zeus.

Capabilities:
    The LKR-001 would install a 300 rated LFE letting the mech hit speeds of 54 km/h. For its
    primary armament the Lurker would come equipped with a improved heavy gauss rifle supplied
    with 3 tons of ammo. This would be partnered with twin MRM 20's supplied with 1 ton of ammo
    each. A small x-pulse laser would be added for good measure.  A CLPS and Angel ECM would
    keep the mech hidden from prey until ready to strike. While a BAP would allow the mech the
    ability to track victims traversing through cover. 17 tons of light ferro (288 pips) would
    provide armored protection and 11 IS double heat sinks would be provided for cooling.
    
    Quirks: Barrel-fisted (RA, LA), Stable, Difficult to Maintain

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
Engine:                                  300 Light Fusion             14.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         11 [22]                   1.00                     
Gyro:                                        Compact                   4.50                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  288                    17.00                     
    Type:                              Light Ferro-Fibrous                                      

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             45       
    Center Torso (rear):                              12       
    R/L Torso:                         21             34       
    R/L Torso (rear):                                  7       
    R/L Arm:                           17             32       
    R/L Leg:                           21             38       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Small X-Pulse Laser                                       H                 1          1.00             
CASE II                                                   CT                1          1.00             
Improved Heavy Gauss Rifle                              CT/RT               11        20.00             
CASE II                                                   RT                1          1.00             
Angel ECM Suite                                           LT                2          2.00             
Bloodhound Active Probe                                   LT                3          2.00             
Improved Heavy Gauss Rifle (Ammo 12)                      LT                3          3.00             
CASE II                                                   RA                1          1.00             
MRM 20 w/ Apollo FCS                                      RA                3          7.00             
MRM 20 (Ammo 12)                                          RA                1          1.00             
CASE II                                                   LA                1          1.00             
Chameleon LPS                                             *                 6          0.00             
MRM 20 w/ Apollo FCS                                      LA                3          7.00             
MRM 20 (Ammo 12)                                          LA                1          1.00             

* Chameleon LPS occupies 1 critical slot in each location except the Head and Center Torso

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 58
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 5 / (M) 5 / (L) 3,  OV: 0
Armor (A): 10,  Structure (S): 5
Specials: AECM, BH, CASEII, RCN, STL
		
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Vagabond
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Posts: 5791
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PostPosted: 27-Jan-2024 14:32    Post subject: Lurker LKR-001 Reply to topic Reply with quote

I have no suggestions that improve this design. The CLPS makes it impossible to get a HGauss/iHGauss into a single side-torso along with CASE II. I'd personally explore UAC/20 over an iHGauss given its fluff, but also i prefer a MRM/40 over twin MRM/20. However, they're is nothing wrong here. Just note that while CLPS is active that the Angel ECM is disabled.
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Toxic_Toast
Free Worlds League
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Joined: 25-Aug-2023 21:49
Posts: 101
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PostPosted: 27-Jan-2024 20:08    Post subject: Lurker LKR-001 Reply to topic Reply with quote

I was under the understanding that while Null-sig was affected by ECM, CLPS was in the clear, I did try and find it in both the TW manual and the Tac Ops advanced units & equipment manual but sadly couldn't find how they interact with each other at all (for both null-sig and CLPS). Any chance you have a reference? If they do conflict I might op to move off of one of them.
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Vagabond
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PostPosted: 29-Jan-2024 14:58    Post subject: Lurker LKR-001 Reply to topic Reply with quote

mostly though this topic thread: bg.battletech.com/forums/index.php?topic=37440.0
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Toxic_Toast
Free Worlds League
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Joined: 25-Aug-2023 21:49
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PostPosted: 30-Jan-2024 13:50    Post subject: Lurker LKR-001 Reply to topic Reply with quote

Took a look through the listed errata

bg.battletech.com/errata/

and a 2nd look through the book, I think I'm in the clear.

I wonder if you thinking of void-signature which explicitly states that while engaged any ECM on the unit does not work? (pg. 161 TacOps AU&E)
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Vagabond
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PostPosted: 31-Jan-2024 22:49    Post subject: Lurker LKR-001 Reply to topic Reply with quote

Looks like a mis-spoke. While CLPS kills C3, it does it for an unspecified reason. So it appears that RAW, CLPS can use both AP and ECM while active. Mind you, my book is on my other PC.
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