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MSK-7D Balrog
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Kraken
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PostPosted: 12-Oct-2004 08:41    Post subject: MSK-7D Balrog Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Balrog MSK-7D
Tech: Inner Sphere / 3058
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 100 tons
Chassis: Johnston Biped L-25-a2 Standard
Power Plant: 300 VOX Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Rawlings 95 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Johnston Duraweave 6000 Standard
Armament:
1 Mydron Model B Autocannon/10
1 Johnston Parti-Cannon PPC
1 Mydron Model D Autocannon/2
1 Bloodhound Probe
1 Angel ECM Suite
2 ChisComp 39 Medium Lasers
2 Johnston Minigun Machine Guns
Manufacturer: Johnston Industries
Location: New Syrtis / FC (JI)
Communications System: Johnston Wide Band
Targeting & Tracking System: Type IV Bloodhound

------------------------------------------------------------------------------
==Overview:==
We had known for some time that Johnston Industries had been working on some
new assault mech, and that this mech (aside from the electronics package and
heat sinks) would be an excercise in low-tech. What we didn't know was that
the result would be the Balrog.
Although the mech looks fairly boxy, it is still none-the-less imposing. It
has near-maximum armor, and can easily alpha-strike without generating any
surplus heat. Not only that, but it has a weapons load-out that is to be
feared by any light or medium mech.
What worries us, however, is the model designator - MSK-7D. MSK-6S was the
designator for the original Mackie, a mech we thought to have been lost over
the years. If Johnston Industries has uncovered an antique Mackies - or even
more startling the blueprints / molds, then they're keeping it very secret.

==Capabilities:==
Most of the mech's punch comes from the combination of a PPC, an AC/10, and
an AC/2. Both autocannons have two tons of ammo, meaning that the mech can
stay in the fight for some time without running low on ammo. Given that House
Davion is working with new types of munitions, however, we can only speculate
on the real reasons for the two tons.
Anyone wishing to close must face twin medium lasers and twin machine
guns. Although this is not much in the way of in-close firepower, by the time
it gets through the long-range barrage it's most likely hurting anyway. A
Bloodhound Probe and an Angel ECM back up the mix, providing fearsome
protection.

==Deployment==


--------------------------------------------------------
Type/Model: Balrog MSK-7D
Mass: 100 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 12 Double [24] 0 2.00
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: 304 pts Standard 0 19.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 44
Center Torso (Rear): 15
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 42/42

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/10 RA 3 20 9 14.00
(Ammo Locations: 2 RT)
1 PPC LA 10 3 7.00
1 Autocannon/2 LA 1 90 3 8.00
(Ammo Locations: 2 LT)
1 Bloodhound Probe RT 0 3 2.00
1 Angel ECM Suite LT 0 2 2.00
1 Medium Laser CT 3 1 1.00
1 Medium Laser HD 3 1 1.00
1 Machine Gun LL 0 200 3 1.50
(Ammo Locations: 1 LT, 1 RT)
1 Machine Gun RL 0 1 .50
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 20 62 100.00
Crits & Tons Left: 16 .00

Calculated Factors:
Total Cost: 12,156,000 C-Bills
Battle Value: 1,935
Cost per BV: 6,282.17
Weapon Value: 2,143 / 2,143 (Ratio = 1.11 / 1.11)
Damage Factors: SRDmg = 25; MRDmg = 15; LRDmg = 4
BattleForce2: MP: 3J, Armor/Structure: 8/8
Damage PB/M/L: 5/3/1, Overheat: 0
Class: MA; Point Value: 19
Specials: ecm, prb


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bladewind
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Joined: 02-Oct-2004 00:00
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PostPosted: 12-Oct-2004 23:28    Post subject: RE: MSK-7D Balrog Reply to topic Reply with quote

Another mech build along similar lines as the Akuma. Its carry 2 rocking weapons, the PPC and A/C10 that should keep most enemies at arms length. 2 medium lasers and 2 mgs can keep the lights away and the A/C2 can be useful at long range although i would prefer an LRM10 or 15.

could be a very devasting lvl1 - early lvl2 tech mech if not for those lvl3 electronics.

Care to enlighten why there are lvl3 electronic packages ? ;o

[ This Message was edited by: bladewind on 2004-10-12 23:29 ]
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Kraken
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Joined: 04-Feb-2002 00:00
Posts: 2755
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PostPosted: 13-Oct-2004 08:21    Post subject: RE: MSK-7D Balrog Reply to topic Reply with quote

I did that to make it all the more psychologically fearsome (hence the name).

However, if they bother you so much just downgrade the systems and install two more medium lasers in their place. You'll have to watch your heat while in close-quarters, but it's back down to L2.

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