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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 25-Apr-2024 06:41 Post subject: Clockwork Knight CK-1 |
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TRO: Clockwork Knight CK-1 | BattleMech Technical Readout
Name/Model: Clockwork Knight CK-1
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 75
Configuration: Quad BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 14,161,000 C-Bills
Battle Value: 1,810
Chassis: Endo Steel
Power Plant: 300 Light Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 Snub-Nose PPCs
2 Streak SRM 4s
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown with Angel ECM Suite
Targeting & Tracking: Unknown
================================================================================================
Overview:
A knights purpose in battle is to protect the other forces accompanying them in battle.
Usually by being the biggest loudest, most aggressive threat in the area. Clockwork
Knights do much the same, pressing their targets so other Clockwork can do their jobs.
Capabilities:
The Clockwork Knight is somewhere between battle line and a skirmisher. They're perfectly
happy mixing it up at close range, or they can hover at medium range thanks to their Snub
Nose PPCs. In either case their goal is to engage the attention of their target forces
allowing other Clockwork to either apply additional fire support, or focus on the actual
mission objective.
Twin Snub Nosed PPCs form the core of the Clockwork Knights firepower. A pair of streak 4
launchers augment its ability to exploit weakened armor. Medium lasers can either boost the
firepower further, or give a cooler alternative mode of fire in prolonged firefights. This
entire weapons package is mounted in a turret to aleviate the quad frame's tradition
weakness in melee.
TAG is available to help with homing munitions and the superior Angel ECM provides rather
hard resistance to enemy jamming attempts.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 300 Light Fusion 14.50
Walking MP: 4
Running MP: 6
Jumping MP: 3
Heat Sinks (Double): 12 [24] 2.00
Gyro: Standard 3.00
Cockpit: Robotic 7.00
Armor Factor: 247 15.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 37
Center Torso (rear): 9
R/L Torso: 16 26
R/L Torso (rear): 6
R/L Front Leg: 16 32
R/L Rear Leg: 16 32
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Streak SRM 4 (Ammo 25) H 1 1.00
Jump Jet CT 1 1.00
TAG CT 1 1.00
2 Medium Lasers RT (T) 2 2.00
Quad Turret RT 1 2.00
2 Snub-Nose PPCs RT (T) 4 12.00
2 Streak SRM 4s RT (T) 2 6.00
Angel ECM Suite LT 2 2.00
Jump Jet RFL 1 1.00
Jump Jet LFL 1 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 41
TP: BM, SZ: 3, TMM: 1, MV: 8"/6"j
Damage: (S) 4 / (M) 4 / (L) 0, OV: 0
Armor (A): 8, Structure (S): 4
Specials: AECM, RBT, TAG, TUR(4/4/-)
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