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OTT-8J Ostscout
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Kraken
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Joined: 04-Feb-2002 00:00
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PostPosted: 16-Oct-2004 09:39    Post subject: OTT-8J Ostscout Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Ostscout OTT-8J
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 35 tons
Chassis: Kell/S Standard
Power Plant: 280 VOX XL Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: 8 Ostmann Sct-A Standard Jump Jets
Jump Capacity: 240 meters
Armor Type: Durallex Light Ferro-Fibrous
Armament:
3 ER Small Lasers
1 Beagle Active Probe
1 Guardian ECM
1 ER Medium Laser
1 TAG
Manufacturer: Kong Interstellar Corporation
Location: (Unknown)
Communications System: Barret 4000
Targeting & Tracking System: TRSS.2L3

------------------------------------------------------------------------------
==Overview:==
The Ostscout was designed for one purpose: scouting. Its maneuverability,
high speed, and jump capacity allow it to avoid trouble easily. Poorly gunned
and armored, it can only engage the lightest of 'Mechs with a reasonable
assurance of victory.
Enhanced sensor arrays and a high-resolution targeting and tracking system
supply the OTT with a constant stream of data about its surroundings.
Powerful narrow-band communications equipment allows the Ostscout to report
from deep inside enemy territory.

==Capabilities:==
With a maximum speed of 129.6 kilometers per hour, the Ostscout can cover
ground quickly. Specialized equipment allows it to map as it goes, recording
environmental, hydrological, and geological information. Unusual features are
automatically noted and brought to the pilot's attention by the
onboard-systems.
To avoid interference from the magneto hydrodynamic systems, the sensor
arrays were installed outside the main chassis. The OTT uses its actuator
systems to aim its sensor arrays.
The Ostscout often travels slowly through interesting areas, waving the
arrays in seemingly random patterns. During these periods of
maximum-intensity scanning, the OTT is vulnerable to attack because it is
accumulating data faster than it can process it. The approach of enemy units
often goes unnoticed until they open fire. However, if the first salvo does
not cripple the Ostscout, it will very likely escape.
Not only is the Ostscout equipped with a jump capability of 240 meters,
but it also has sufficient heat sink capacity to dissipate all the heat that
such maneuvers generate. If it jumps only 210 meters, the Ostscout can also
fire its laser without overheating. The OTT's ability to jump and fight
allows it to escape from trouble quickly. Although technicians have developed
a variety of plausible strategies to trap 'Mechs such as the OTT, there seems
to be a substantial gap between theory and practice.
Because the Ostscout has a history of avoiding firefights whenever
possible, many are in mint condition and still possess their original League
sensor arrays and data evaluation systems. Because these systems are nearly
unique today, commanders have consistently attempted to keep the Ostscout out
of battle.
That was, until now.
By virtue of its maneuverability and sensor systems, the Ostscout, were it
not for its lack of armor and weapons (plus the paralysis caused by its sensor
suite) would be a model scout hunter. An XL engine was fitted into the chassis
to provide the weight savings to allow for this. The medium laser was upgraded
to an ER medium, and a trio of ER smalls were added as well. TAG, a Guardian,
and an Active Probe were also installed. In the process of hooking these up,
it was discovered that if at least two of the three were running at the same
time as the mech was running full sensors, it wouldn't cause the paralysis that
has killed so many Ostscouts.

--------------------------------------------------------
Type/Model: Ostscout OTT-8J
Mass: 35 tons
Construction Options: Fractional Accounting

Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.50
Engine: 280 XL Fusion 12 8.00
Walking MP: 8
Running MP: 12
Jumping MP: 8
Heat Sinks: 10 Double [20] 0 .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: 119 pts Ferro-Fibrous 14 6.64
(Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 16
Center Torso (Rear): 6
L/R Side Torso: 8 12/12
L/R Side Torso (Rear): 4/4
L/R Arm: 6 12/12
L/R Leg: 8 16/16

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Small Laser RA 2 1 .50
1 ER Small Laser LA 2 1 .50
1 Beagle Active Probe RT 0 2 1.50
1 Guardian ECM LT 0 2 1.50
1 ER Medium Laser CT 5 1 1.00
1 TAG CT 0 1 1.00
1 ER Small Laser HD 2 1 .50
8 Standard Jump Jets: 8 4.00
(Jump Jet Loc: 2 LT, 2 RT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 11 68 34.64
Crits & Tons Left: 10 .36

Calculated Factors:
Total Cost: 6,969,352 C-Bills
Battle Value: 898
Cost per BV: 7,760.97
Weapon Value: 367 / 367 (Ratio = .41 / .41)
Damage Factors: SRDmg = 9; MRDmg = 2; LRDmg = 0
BattleForce2: MP: 8J, Armor/Structure: 3/1
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 9
Specials: ecm, tag, prb



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