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More Battletechnology Gems (mediums pt. 1)
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Draconis Combine
Tai-sho
Tai-sho


Joined: 23-Jul-2002 00:00
Posts: 1618

PostPosted: 27-Jun-2005 17:20    Post subject: More Battletechnology Gems (mediums pt. 1) Reply to topic Reply with quote

There's a lot of good mediums here, so I'm going to have to break this one up for the sake of readability.

BattleMech Technical Readout

Type/Model: Fisher FSH-9R
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 45 tons
Chassis: Endo Steel
Power Plant: 315 GM XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7 Standard Jump Jets
Jump Capacity: 210 meters
Armor Type: Standard
Armament:
1 Large Laser
3 Medium Lasers
1 Beagle Active Probe
1 Anti-Missile System
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The FSH-9R Fisher was developed for and by the Star League Defense
Force for their own use. There is very little that is known of the 'Mech's
capabilities and battle record, and what little that is available cannot be
easily confirmed.
This BattleMech was built on Mars and assigned to the front line units
of the Star League Defense Force. Designed and built in the 2750s, only
approximately two hundred of this 'Mech type were actually constructed.
The few records available on this 'Mech show that it was unpopular
among the general MechWarrior population, but personnel assigned to these
units were extremely loyal, often passing up promotion or replacement in favor
of staying in a Fisher/Rider unit.
From records available in the Inner Sphere, the following battle
history has been confirmed:
During the Reunification Campaign, and later in the suppression of the
Amaris Coupe, these units showed their true worth, often taking suicidal risks
to gather information and destroy key military targets. During these
campaigns, the Fisher/Rider units elected to go with General Kerensky into
exile.
Researchers at NAIS have found reference to these 'Mechs in some of
the records they have decoded from the Pre-Exodus computer cores, but have
found very little hard information on these units.
Recently rumors have surfaced in the Periphery of a major find,
specifically in the Taurian Concordat. During recent maneuvers by the TDF,
'Mechs corresponding to Fisher/Rider units have been seen. It is not known at
this time if these are surviving examples of Star League technology or some
new TDF design, but the chance should not be overlooked. Much of the
information contained in this report has just recently been decoded from a
computer core smuggled out of the Periphery. This core is of recent
manufacture, but the information could only have come from a Star League
source.
It must be assumed that at least one of the Periphery Houses has made
a LosTech find of some importance.


==Capabilities:==
Riders are an attached organic scout unit comprised of three specially
trained Jump Infantry personnel. These personnel act in concert with the
Fisher BattleMech, being used as infiltrators and saboteurs, and as extensions
of the 'Mech's primary sensors. The training these units receive allows them
to act as a unit, with the 'Mech transporting and supporting the Riders.
The primary job of the Rider/Fisher 'Mech unit is to gather information.
To enable this, the Fisher will move to the area to be scouted, dismount the
Riders, and hide, coming out only to pick up or to protect the Riders in its
unit. This often leads to the pilots of these units being called cowards.
Though this 'Mech's primary purpose is not fighting, it can and does fight
well, using its speed and armament to good effect. Though not heavily armored,
this 'Mech can take a hit from almost any weapon without failing.
The most serious weakness in this 'Mech is when the Riders are
mounting or dismounting. When these actions are taking place, three clamshell
doors open in the back of the 'Mech. While these doors are open the effective
rear armor of the 'Mech is 0. All hits to the rear torso at this time
automatically hit internal structure, with a one in six chance of jamming the
clamshell open.
Riders may dismount from a moving 'Mech, but may only mount when the
'Mech is stationary.


--------------------------------------------------------
Type/Model: Fisher FSH-9R
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 1 HD, 2 LA, 2 RA, 4 LT, 5 RT)
Engine: 315 XL Fusion 12 11.00
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 152 pts Standard 0 9.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 17
Center Torso (Rear): 10
L/R Side Torso: 11 12/12
L/R Side Torso (Rear): 10/10
L/R Arm: 7 14/14
L/R Leg: 11 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
2 Medium Lasers LA 6 2 2.00
1 Beagle Active Probe RT 0 2 1.50
1 Medium Laser LT 3 1 1.00
1 Anti-Missile System LT 1 12 2 1.50
(Ammo Locations: 1 LT)
7 Standard Jump Jets: 7 3.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 18 67 44.50
Crits & Tons Left: 11 .50

Calculated Factors:
Total Cost: 9,645,690 C-Bills
Battle Value: 1,230
Cost per BV: 7,842.02
Weapon Value: 917 / 917 (Ratio = .75 / .75)
Damage Factors: SRDmg = 18; MRDmg = 6; LRDmg = 0
BattleForce2: MP: 7J, Armor/Structure: 4/2
Damage PB/M/L: 3/2/-, Overheat: 1
Class: MM; Point Value: 12
Specials: prb



BattleMech Technical Readout

Type/Model: Munin LAM MN-1B
Tech: Inner Sphere / 3025
Config: Land Air BattleMech
Rules: Level 3, Custom design

Mass: 45 tons
Chassis: Standard
Power Plant: 225 VOX Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Standard
Armament:
1 Large Laser
2 Medium Lasers
1 Small Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
During the Fourth Succession War, several Kurita and Steiner units
reported the presence of what seemed to be Phoenix Hawk LAMS doing various
types of reconnaissance and assisting the various Tyr undergrounds in their
operations. As it turned out, the Tyr had found a cache of what is now
believed to be the predecessor of the Phoenix Hawk LAM. This 'new' LAM has
been classified as the Munin LAM, named for Munin (memory), one of Odin's
ravens. During the five year period following the war, the Munin LAMs were
used to keep the Draconis Combine off balance in the Rasalhague district.
The Munins were used with great effectiveness on the border world of
Outpost where a group of unknown Periphery bandits attacked a Tyr base in
3033.


==Capabilities:==
The interesting differences between the Munin LAM and its better-known
successor the Phoenix Hawk LAM are fascinating. The chassis is quite similar.
The first major difference is the engine. Instead of the Phoenix Hawk LAM's
270 GM, the Munin LAM uses a 225 VOX,which cuts down on the speed by 11 kph.
This opens up a perfect spot for the Land Air Mech Conversion Equipment. Some
interesting heat problems are caused by this placement which required more
heat sinks than the Phoenix Hawk LAM 's.
Some of the disadvantages of this model show up in the Durallex Light
Armor System. The armor had to be lighter to insure that the extra heat sinks
and the conversion equipment are able to do their jobs efficiently. Of course,
the Munin LAM has the same problem as other LAMs; the delicacy of the
conversion equipment. That can't be solved with present technology.
The weaponry on the Munin is as effective as anything to be found on
any battlefield. The 1 Magna Mark III, 2 Magna Mark II's, and a Magna Mark I
laser are all linked, with the LOCKET targeting system. This targeting system
seems to be one of the best; lines of sight are almost unparalleled.
The Munin LAM is probably one of the more versatile LAMs that can be
found in the Rasalhague worlds. It is most used as a reconnaissance unit, or
as a rear-guard mobile defense. Its slight reduction in speed on the ground is
made up for when the LAM is in its AirMech form; it gets a speed of 162 kph
versus the Phoenix Hawk's airspeed of 97.2 kph. The weaponry on the Munin LAM
can have many advantages over the Phoenix Hawk. It has no chance of the deadly
ammunition explosions which plague so many BattleMechs in this day and time.
The lasers are potentially more deadly, when taken in conjunction with the
Star League LOCKET targeting system. It is theorized that this system has some
sort of pinpoint targeting, but it is so delicate that none have survived in a
destroyed 'Mech. The forces which possess intact Munins have not made one
available for study.
A third factor which gives the Munin a greater advantage is its heat
sink system, which is greater than either the Phoenix Hawk or the Phoenix Hawk
LAM's. In 'Mech form, there is a slight heat buildup which can be taken care
of by judicious use of weaponry. On the other hand, in either Air Mech or
Aerospace Fighter modes, the heat sink system provided by Isbjorn's Coolant
Systems has no appreciable heat build up.


--------------------------------------------------------
Type/Model: Munin LAM MN-1B
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Standard 0 4.50
Engine: 225 Fusion 6 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 [15]
Heat Sinks: 12 Single 3 2.00
(Heat Sink Loc: 1 CT, 1 LL, 1 RL)
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: 120 pts Standard 0 7.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 20
Center Torso (Rear): 5
L/R Side Torso: 11 14/14
L/R Side Torso (Rear): 4/4
L/R Arm: 7 10/10
L/R Leg: 11 15/15

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 Small Laser LA 1 1 .50
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
LAM Conversion Equipment: 0 4.50
--------------------------------------------------------
TOTALS: 15 44 44.50
Crits & Tons Left: 34 .50

Calculated Factors:
Total Cost: 6,522,518 C-Bills
Battle Value: 1,181
Cost per BV: 5,522.88
Weapon Value: 451 / 451 (Ratio = .38 / .38)
Damage Factors: SRDmg = 13; MRDmg = 5; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 3/4
Damage PB/M/L: 2/1/-, Overheat: 1
Class: MM; Point Value: 12


BattleMech Technical Readout

Type/Model: Pulsar PLS-1A
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 45 tons
Chassis: Endo Steel
Power Plant: 225 VOX Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Ferro-Fibrous
Armament:
2 Large Pulse Lasers
1 C³ Slave Unit
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
There has been much comment about using new technology, tactics, and
combined arms against the Clans to overcome their devastating combat ability.
But little has been offered specifically. The New Avalon Tactics Research
Think Tank has released documentation and BattleMech designs in their first
attempt at exploring new technologies and new tactics. One of these attempts
is the creation of lances configured with C3 systems and outfitted with pulse
technology. The Pulsar is designed as a screening 'Mech for the Pulse Leader
in this type of lance and provides high-powered support.

==Capabilities:==
The purpose of this 'Mech as described above is to protect the Pulse
Leader. It has the roughly the same characteristics as the Pulse leader. The
Pulsar avoids the XL engine technology to increase durability on the
battlefield and it retains the basic weapon configuration. Endo steel
construction was used along with double heat sinks to offset the high heat
effects of the pulse lasers. However, the removal of the anti-missile system
and the decrease of the C3 computer to a slave gives the 'Mech more
maneuverability. Two Pulsars are included in the proposed makeup of these
specialty lances. One of the purposes of these two 'Mechs is to orient
themselves against targeted enemy 'Mechs, then to unload a precision strike of
pulse lasers at maximum range.
The C3 network will completely offset the long range effects and the
pulse technology will allow for devastating accuracy. Each of these 'Mechs is
equipped with two large pulse lasers.


--------------------------------------------------------
Type/Model: Pulsar PLS-1A
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 3 LA, 3 RA, 4 LT, 4 RT)
Engine: 225 Fusion 6 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 10 Double [20] 3 .00
(Heat Sink Loc: 1 LT)
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: 153 pts Ferro-Fibrous 14 9.00
(Armor Crit Loc: 3 LA, 3 RA, 4 LT, 4 RT)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 22
Center Torso (Rear): 6
L/R Side Torso: 11 17/17
L/R Side Torso (Rear): 5/5
L/R Arm: 7 14/14
L/R Leg: 11 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser LA 10 2 7.00
1 Large Pulse Laser RT 10 2 7.00
1 C³ Slave Unit HD 0 1 1.00
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 20 72 45.00
Crits & Tons Left: 6 .00

Calculated Factors:
Total Cost: 4,631,590 C-Bills
Battle Value: 1,003 (+83 for C³)
Cost per BV: 4,617.74
Weapon Value: 722 / 722 (Ratio = .72 / .72)
Damage Factors: SRDmg = 18; MRDmg = 6; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 4/4
Damage PB/M/L: 3/2/-, Overheat: 0
Class: MM; Point Value: 10
Specials: c3s


BattleMech Technical Readout

Type/Model: Pulse Leader LDR-1A
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 50 tons
Chassis: Endo Steel
Power Plant: 200 Nissan Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
2 Large Pulse Lasers
1 C³ Master Computer
1 Anti-Missile System
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
There has been much comment about using new technology, tactics, and
combined arms against the Clans to overcome their devastating combat ability.
But little has been offered specifically. The New Avalon Tactics Research
Think Tank has released documentation and BattleMech designs in their first
attempt at exploring new technologies and new tactics. The Pulse Leader is
designed as the leader of a lance of C3 equipped 'Mechs.

==Capabilities:==
The main factor of this 'Mech is the C3 Computer. It being the focal
point of a C3 network, the Pulse Leader coordinates telemetry from its slave
systems in the network to the benefit of the Pulse Leader's lancemates.
Its key weapons are matched pulse lasers, one in the arm and another
in the torso. The 'Mech avoids XL technology because it is far too likely that
a 'Mech will be killed by a shot which penetrates the torso.
Endo steel construction was used along with double heat sinks to
offset the high heat effects of the pulse lasers. The Pulse Leader is actually
required to stay behind its two screening 'Mechs, because it holds the master
computer in the C3 system, which must be carefully protected. For this reason,
an anti-missile system was added to give as much protection as possible. This
is important, as its movement is limited for a 'Mech of its class, although
the addition of jump jets has increased its maneuverability somewhat.


--------------------------------------------------------
Type/Model: Pulse Leader LDR-1A
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Endo Steel 14 2.50
(Endo Steel Loc: 3 LA, 4 RA, 3 RT, 2 LL, 2 RL)
Engine: 200 Fusion 6 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 168 pts Standard 0 10.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 25
Center Torso (Rear): 6
L/R Side Torso: 12 20/20
L/R Side Torso (Rear): 4/4
L/R Arm: 8 16/16
L/R Leg: 12 24/24

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser LA 10 2 7.00
1 Large Pulse Laser RT 10 2 7.00
1 C³ Master Computer LT 0 5 5.00
1 Anti-Missile System HD 1 24 3 2.50
(Ammo Locations: 2 CT)
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS: 21 67 50.00
Crits & Tons Left: 11 .00

Calculated Factors:
Total Cost: 6,200,500 C-Bills
Battle Value: 949 (+83 for C³)
Cost per BV: 6,533.72
Weapon Value: 798 / 798 (Ratio = .84 / .84)
Damage Factors: SRDmg = 18; MRDmg = 6; LRDmg = 0
BattleForce2: MP: 4J, Armor/Structure: 4/4
Damage PB/M/L: 3/2/-, Overheat: 0
Class: MM; Point Value: 10
Specials: c3m


BattleMech Technical Readout

Type/Model: Malleus MLS-1A
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Custom design

Mass: 50 tons
Chassis: Standard
Power Plant: 250 Magna Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Standard
Armament:
2 LRM 5s
1 LRM 10
3 Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Malleus MLS-1A
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Standard 0 5.00
Engine: 250 Fusion 6 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 12 Single 2 2.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 128 pts Standard 0 8.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 27
Center Torso (Rear): 4
L/R Side Torso: 12 22/22
L/R Side Torso (Rear): 2/2
L/R Arm: 8 8/8
L/R Leg: 12 12/12

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LRM 5 RA 2 24 2 3.00
(Ammo Locations: 1 CT)
1 LRM 5 LA 2 1 2.00
1 LRM 10 RT 4 12 3 6.00
(Ammo Locations: 1 RT)
2 Medium Lasers LT 6 2 2.00
1 Medium Laser HD 3 1 1.00
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 17 45 50.00
Crits & Tons Left: 33 .00

Calculated Factors:
Total Cost: 4,391,000 C-Bills
Battle Value: 966
Cost per BV: 4,545.55
Weapon Value: 596 / 596 (Ratio = .62 / .62)
Damage Factors: SRDmg = 12; MRDmg = 10; LRDmg = 5
BattleForce2: MP: 5J, Armor/Structure: 3/4
Damage PB/M/L: 2/2/1, Overheat: 1
Class: MM; Point Value: 10
Specials: if


BattleMech Technical Readout

Type/Model: New Gladiator
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Custom design

Mass: 50 tons
Chassis: Standard
Power Plant: 200 Nissan Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
4 Medium Lasers
2 Machine Guns
2 LRM 15s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
Mo Muraski of Battletechnic Military Salvage builds 'Mechs from the
scraps his team acquires. These "frankensteins", as he calls them, are rarely
constructed but the demand assures constant sales whenever this particular
'Mech is sold.

==Capabilities:==
The following is an excerpt from one of Mo Muraski's commercials. We
claim no responsibility in any way either Battletechnic Salvage, this 'Mech,
or Mo Muraski.
"First I have come up with a new version of the old fire-support medium 'Mech,
the Gladiator. Replacing the old LRM-10's with LRM-15's adds needed firepower.
The LRM-15's were not salvaged, but a weapons manufacturer friend of mine had
a lot lying around, because so few 'Mechs use them. For anti-infantry, I also
stuck on, er, attached a pair of the SperryBrowning Machine Guns which are
removed on the new tech conversions of the Locust and Phoenix Hawk. Add two
more medium lasers and voila! You now have a decent fire-support 'Mech closer
to an Archer than a Gladiator."


==Deployment==
Various Militias from various successor states have been grabbing this
'Mech as it becomes available. Due to its low cost and maintenance, Militia
units find them to be a bargain especially as more money is shuffled to R&D
projects, production of other 'Mechs, or more flashy units.

--------------------------------------------------------
Type/Model: New Gladiator
Mass: 50 tons

Equipment: Crits Mass
Int. Struct.: 83 pts Standard 0 5.00
Engine: 200 Fusion 6 8.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 12 Single 4 2.00
(Heat Sink Loc: 2 LL, 2 RL)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 128 pts Standard 0 8.00

Internal Armor
Structure Value
Head: 3 6
Center Torso: 16 16
Center Torso (Rear): 6
L/R Side Torso: 12 15/15
L/R Side Torso (Rear): 5/5
L/R Arm: 8 15/15
L/R Leg: 12 15/15

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Medium Lasers RA 6 2 2.00
1 Machine Gun RA 0 100 2 1.00
(Ammo Locations: 1 LT)
2 Medium Lasers LA 6 2 2.00
1 Machine Gun LA 0 1 .50
1 LRM 15 RT 5 16 5 9.00
(Ammo Locations: 1 LT, 1 RT)
1 LRM 15 LT 5 3 7.00
--------------------------------------------------------
TOTALS: 22 50 50.00
Crits & Tons Left: 28 .00

Calculated Factors:
Total Cost: 3,688,750 C-Bills
Battle Value: 805
Cost per BV: 4,582.3
Weapon Value: 775 / 775 (Ratio = .96 / .96)
Damage Factors: SRDmg = 13; MRDmg = 14; LRDmg = 8
BattleForce2: MP: 4, Armor/Structure: 3/4
Damage PB/M/L: 2/2/1, Overheat: 2
Class: MM; Point Value: 8
Specials: if




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