|
Mordel's Bar & Grill |
|
 |
» |
View previous topic :: View next topic |
Author |
Message |
Thunder Clan Blood Spirit Star Captain

Joined: 22-Feb-2024 01:39 Posts: 284
|
Posted: 24-Mar-2025 08:46 Post subject: Eviscerator EVCR-mrk VI |
|
|
TRO: Eviscerator EVCR-mrk VI | BattleMech Technical Readout
Name/Model: Eviscerator EVCR-mrk VI
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 95
Configuration: Biped BattleMech
Era/Year: Jihad / 3080
Rules (Current): Advanced
Rules (Era): Unavailable
Rules (Year): Unavailable
Total Cost: 36,057,775 C-Bills
Battle Value: 2,755
Chassis: Endo Steel
Power Plant: 380 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph [108 kph]
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
2 Plasma Rifles
2 ER Medium Lasers
8 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
The Eviscerator Mrk VI is the latest generation update to this old design. Giving up on
precision firepower this Eviscerator swings into an adjacent roll of physical assault and
battlefield control.
Capabilities:
After decades of including a targeting computer the latest generation of Eviscerator
sacrifices this tool in favor of higher mobility, and the ability to spike its damage
potential without crippling its future firepower potential. The weapon's capability has
also shifted slightly, Another Medium pulse laser was lost, bringing the total down to
eight, but in return a second longer range cannon was included as well as secondary lasers.
Most importantly Triple Strength Myomer makes the melee potential of the Eviscerator nearly
unmatched save for the "Few" (Ok, There are a lot of 100 ton melee mechs...) mechs larger
then itself. There are two main drawbacks. First there are only a limited number of rounds
per plasma rifle, making this mech specialized towards quickly eliminating only a few
targets before it needs to reload. The other is the use of a Small Cockpit. This is a
semi-dangerous choice since it makes delicate control of the mech in a chaotic situation
like combat more difficult. But... more training can mitigate this problem.
Deployment:
A Production run of Eviscerator mrk VI was fabricated for an upcoming show of force with
another deep periphery realm. Relations are relatively cordial, but combat sporting events
do seem to help ease tensions as prospective allies feel each other out.
Variants:
*
Compiling.
All known Variants have been reconstructed.
*
Notable MechWarriors:
OOC: And I made this one up today. Decided that faster melee would replace the old aimed
shots capabilities, while the use of Plasma Rifles disrupts my opponents heat curves.
Speaking of heat curves...
34: Stand still - 6x4 Mpulse -5x2 ERmed = 0
33: walk -7x4 Mpulse - 5 ER Med = 0
32: Run -8x4 Medium pulse. = 0
31: Run + 1 overheat. 4 Mpulse, 1 Plasma rifle 1 ERmed = 0
Rad heatsink on
51: Stand still - 5 ERmed = 46 - 20 Plasma -5x4 Mpulse -5 ERmed = 1 overheat. Create a 31
heat above.
50: Walk -10 ERmed - 20 Plasma - 20 Mpulse
49: Run -5 ER med = 44 - 24 Mpulse - 20 Plasma
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 5.00
Engine: 380 XL 20.50
Walking MP: 4
Running MP: 6 [10]
Jumping MP: 0
Heat Sinks (Double): 17 [34] 7.00
Gyro: Standard 4.00
Cockpit: Small 2.00
Armor Factor: 288 18.00
Type: Standard
Internal Armor
Structure Value
Head: 3 8
Center Torso: 30 50
Center Torso (rear): 10
R/L Torso: 20 30
R/L Torso (rear): 10
R/L Arm: 16 32
R/L Leg: 20 38
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 ER Medium Lasers H 2 2.00
Supercharger CT 1 2.50
Radical Heat Sink System LT 3 4.00
2 Plasma Rifles RA 4 12.00
Plasma Rifle (Ammo 20) RA 2 2.00
8 Medium Pulse Lasers LA 8 16.00
Triple-Strength Myomer -- 6 0.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 58
TP: BM, SZ: 4, TMM: 2, MV: 10"
Damage: (S) 5 / (M) 5 / (L) 0, OV: 4
Armor (A): 10, Structure (S): 4
Specials: ENE, HT1/1/-, RHS, TSM
|
|
|
Back to top |
|
|
 |
» |
All times are GMT-04:00 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|
|
|
|