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Hunter30 Clan Nova Cat Point Commander
Joined: 18-Apr-2004 00:00 Posts: 46
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Posted: 11-Nov-2004 08:25 Post subject: Red Knight Prime |
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Type/Model: Red Knight Prime
Tech: Inner Sphere / 3058
Config: Biped BattleMech
Rules: Level 3, Custom design
Mass: 100 tons
Chassis: Standard
Power Plant: 200 I.C.E.
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
4 Med X-Pulse Lasers
2 LR DFM-5 (THB)s
2 Sperry/Browning CIWS Anti-Missile Systems
2 20mm Gatling Gun Machine Guns
2 Anti-Personnel Pods
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
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==Overview:==
Using an Marauder II Chassis as a testbed the Red Knight came into being.
NOTE:This mech is for a contest at HeavyMetalPro
==Capabilities:==
Although this mech is slower than syrup in winter is has decent firepower.It
is armed with 4 Medium-X-Pulse Lasers and 2 LR DFM with one ton of ammo for
each plus it has 2 Anti-Missile Systems plus 2 Machine guns for those stubborn
Infantry.The Duel Cockpit makes it a bit easier for the pilot to concentrate
on politing and the gunner to keep an eye out for targets.
==Battle History:==
Hasnt seen battle because its too slow and plus its just a prototype
==Deployment==
Not deployed
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Type/Model: Red Knight Prime
Mass: 100 tons
Construction Options: Fractional Accounting
Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 200 I.C.E. 6 17.00
Power Amplifiers: 0 .80
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks: 32 Single 32 32.00
(Heat Sink Loc: 8 LA, 8 RA, 6 LT, 6 RT, 2 CT, 1 LL, 1 RL)
Gyro: 4 2.00
Dual Cockpit (MW), Life Supt., Sensors: 6 4.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 211 pts Standard 0 13.19
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 28
Center Torso (Rear): 12
L/R Side Torso: 21 20/20
L/R Side Torso (Rear): 9/9
L/R Arm: 17 23/23
L/R Leg: 21 29/29
Weapons and Equipment Loc Heat Ammo Crits Mass
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2 Med X-Pulse Lasers RA 12 2 4.00
2 Med X-Pulse Lasers LA 12 2 4.00
1 LR DFM-5 (THB) RT 2 48 3 4.00
(Ammo Locations: 1 LT, 1 RT)
1 Anti-Missile System RT 1 24 3 2.50
(Ammo Locations: 1 LT, 1 RT)
1 Machine Gun RT 0 400 3 2.50
(Ammo Locations: 1 LT, 1 RT)
1 LR DFM-5 (THB) LT 2 1 2.00
1 Anti-Missile System LT 1 1 .50
1 Machine Gun LT 0 1 .50
1 Anti-Personnel Pod LL 0 1 .50
1 Anti-Personnel Pod RL 0 1 .50
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TOTALS: 30 78 99.99
Crits & Tons Left: 0 .01
Calculated Factors:
Total Cost: 6,048,466 C-Bills
Battle Value: 1,737
Cost per BV: 3,482.13
Weapon Value: 1,917 / 1,917 (Ratio = 1.10 / 1.10)
Damage Factors: SRDmg = 28; MRDmg = 12; LRDmg = 3
BattleForce2: MP: 2, Armor/Structure: 5/8
Damage PB/M/L: 6/4/1, Overheat: 0
Class: MA; Point Value: 17
[ This Message was edited by: Hunter30 on 2004-11-11 08:27 ]
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cain Blighted Sun Battalion 1st Company "Ralgith's Renegades" Lieutenant
Joined: 10-May-2004 00:00 Posts: 329 Location: Canada
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Posted: 11-Nov-2004 09:11 Post subject: RE: Red Knight Prime |
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2 LR DFM-5 (THB)s excuse my ignorance but what are these
lrm5s??
_________________ Nothing is as good as it looks and rarely looks as good as it isAnything that can go wrong will go wrong :Murphy
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bladewind Free Rasalhague Republic Major General
Joined: 02-Oct-2004 00:00 Posts: 1054 Location: Singapore
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Posted: 11-Nov-2004 09:36 Post subject: RE: Red Knight Prime |
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Dead Fire LRM5s.
They are something like MRMs. U just pull the trigger and hope for the best. Standard LRMs have 21 range and can do limited tracking. DF LRMs are deadfires/dumbfires. Range is 18 but the damage is much much greater. But their chance to hit sucks though.
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