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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 07-May-2024 06:36 Post subject: Sun Crusher A |
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TRO: Sun Crusher A | BattleMech Technical Readout
Name/Model: Sun Crusher A
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 50
Configuration: Biped OmniMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 6,589,375 C-Bills
Battle Value: 1,608
Chassis: Endo Steel
Power Plant: 250 Fusion
Walking Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
2 ER Large Lasers
9 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
The Sun Crusher A is a Sniper platform. Intended to hover on the Flanks or behind heavier
combatants its absolute dakka is limited, but it is capable of a surprisingly decent Alpha
Strike or sustained firepower that will wear down anything given enough time.
Capabilities:
Twin ER Large lasers give decent firepower. Technically that is a level of firepower
sufficient to be the main guns on a heavy mech. In reality advancing technology has been
shifting the goal post on what "sufficient" means. It is enough firepower to support the
main battle line though. A full compliment of jump jets let's the Sun Crusher stay out of
the way even on broken ground. Backing up the ER Large lasers is a multitude of Rocket
Launcher pods. Able to be fired individually to augment the lasers firepower or ripple
fired in a bid to cripple a target quickly, they have been a surprisingly good addition to a
design that originally wanted an LRM-10, and had to make due with the "lesser" system due to
mass constraints.
Variants:
Yes. There is a sub variant trading out the Jump jets for the LRM-10. But it's rare. Most
Sun Crusher configurations prefer to keep their mobility.
Notable MechWarriors:
OOC Authors commentary:
In this case, it's the rocket launchers that make this design on the alpha strike side.
Individually they add almost nothing to the damage calculations. In this case there are
enough of them stacked to get just enough damage to go from 2 to 3 points of damage.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 2.50
Engine: 250 Fusion 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks (Double): 13 [26] 3.00
Gyro: XL 1.50
Cockpit: Standard 3.00
Armor Factor: 168 10.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 24
Center Torso (rear): 7
R/L Torso: 12 20
R/L Torso (rear): 4
R/L Arm: 8 16
R/L Leg: 12 24
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
ER Large Laser RT 2 5.00
3 Jump Jets RT 3 1.50
3 Rocket Launcher 10s RT 3 1.50
ER Large Laser LT 2 5.00
2 Jump Jets LT 2 1.00
2 Rocket Launcher 10s LT 2 1.00
2 Rocket Launcher 10s RA 2 1.00
2 Rocket Launcher 10s LA 2 1.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 37
TP: BM, SZ: 2, TMM: 2, MV: 10"j
Damage: (S) 3 / (M) 3 / (L) 3, OV: 0
Armor (A): 6, Structure (S): 4
Specials: ENE, OMNI
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