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Raleigh
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Kraken
Federated Suns
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Joined: 04-Feb-2002 00:00
Posts: 2755
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PostPosted: 17-Jun-2007 08:42    Post subject: Raleigh Reply to topic Reply with quote

1A

           BattleMech Technical Readout

Type/Model:    Raleigh 1A
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Endo Steel
Power Plant:   275 Core Tek XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 [97.2] km/h
Jump Jets:     5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Standard
Armament:      
  2 PPCs
  2 Rocket Launcher 10 (OS)s
  2 Medium Lasers
  1 Guardian ECM
  1 SRM 4
  1 C³ Slave Unit
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
To put it simply, the Raleigh was designed as a walking, air-droppable tank.
The idea was that a lance of Raleighs could be dropped behind enemy lines and
let loose, causing incredible levels of destruction until reinforcements could
arrive. And as most of the mech's weapons are energy-based, the mech can stay
in the field for some time. 

Twin PPCs offer the main punch of the mech, with a pair of RL-10s backing them
up at range. Should a hostile unit close, they'll find themselves facing two
medium lasers and an SRM 4. Raleighs are designed to take part in a C3
network, furthur enhancing their capabilities. An ECM suite helps the unit
avoid detection. The mech also boasts triple-strength myomers, meaning that
after just one long-range volley it will be able to do increased physical
damage to its foes.

While the mech is prohibitively expensive for use as a front-line unit, as a
commando unit it's ideal. 

==Variants:==
The 1B mounts a C3 command system; this has resulted in an adjustment in the
weapons load-out and internal positioning as the triple-strength myomers are
removed to make room. 

--------------------------------------------------------
Type/Model:    Raleigh 1A
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Endo Steel            14      3.00
 (Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine:        275 XL Fusion                12      8.00
   Walking MP:   5 [6]
   Running MP:   8 [9]
   Jumping MP:   5
Heat Sinks:     11 Double [22]               0      1.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Triple Strength Myomer:                      6       .00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  184 pts Standard              0     11.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         26      
   Center Torso (Rear):                  9      
   L/R Side Torso:           13      20/20      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   9      18/18      
   L/R Leg:                  13      26/26      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 PPC                    RA     10           3      7.00
1 Rocket Launcher 10 (OS)RA      3           1       .50
1 PPC                    LA     10           3      7.00
1 Rocket Launcher 10 (OS)LA      3           1       .50
1 Medium Laser           RT      3           1      1.00
1 Guardian ECM           LT      0           2      1.50
1 Medium Laser           LT      3           1      1.00
1 SRM 4                  CT      3   25      2      3.00
  (Ammo Locations: 1 RT)
1 C³ Slave Unit          HD      0           1      1.00
CASE Equipment:          RT                  1       .50
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         29          78     55.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        12,211,106 C-Bills
Battle Value:      1,546  (+182 for C³)
Cost per BV:       7,898.52
Weapon Value:      1,853 / 1,853 (Ratio = 1.20 / 1.20)
Damage Factors:    SRDmg = 26;  MRDmg = 18;  LRDmg = 7
BattleForce2:      MP: 5J,  Armor/Structure: 5/2
                   Damage PB/M/L: 3/3/1,  Overheat: 1
                   Class: MM;  Point Value: 15
                   Specials: ecm, c3s



1B

      BattleMech Technical Readout

Type/Model:    Raleigh 1B
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Endo Steel
Power Plant:   275 Core Tek XL 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 Large Lasers
  2 Rocket Launcher 10 (OS)s
  1 Guardian ECM
  2 Medium Lasers
  1 C³ Master Computer
  1 SRM 4
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
To put it simply, the Raleigh was designed as a walking, air-droppable tank.
The idea was that a lance of Raleighs could be dropped behind enemy lines and
let loose, causing incredible levels of destruction until reinforcements could
arrive. And as most of the mech's weapons are energy-based, the mech can stay
in the field for some time. 

Twin PPCs offer the main punch of the mech, with a pair of RL-10s backing them
up at range. Should a hostile unit close, they'll find themselves facing two
medium lasers and an SRM 4. Raleighs are designed to take part in a C3
network, furthur enhancing their capabilities. An ECM suite helps the unit
avoid detection. The mech also boasts triple-strength myomers, meaning that
after just one long-range volley it will be able to do increased physical
damage to its foes.

While the mech is prohibitively expensive for use as a front-line unit, as a
commando unit it's ideal. 

==Variants:==
The 1B mounts a C3 command system; this has resulted in an adjustment in the
weapons load-out and internal positioning as the triple-strength myomers are
removed to make room. 

--------------------------------------------------------
Type/Model:    Raleigh 1B
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Endo Steel            14      3.00
 (Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine:        275 XL Fusion                12      8.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     11 Double [22]               0      1.00
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:  184 pts Standard              0     11.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         26      
   Center Torso (Rear):                  9      
   L/R Side Torso:           13      20/20      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   9      18/18      
   L/R Leg:                  13      26/26      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Large Laser            RA      8           2      5.00
1 Rocket Launcher 10 (OS)RA      3           1       .50
1 Large Laser            LA      8           2      5.00
1 Rocket Launcher 10 (OS)LA      3           1       .50
1 Guardian ECM           RT      0           2      1.50
1 Medium Laser           RT      3           1      1.00
1 C³ Master Computer     LT      0           5      5.00
1 SRM 4                  CT      3   25      2      3.00
  (Ammo Locations: 1 RT)
1 Medium Laser           HD      3           1      1.00
CASE Equipment:          RT                  1       .50
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 2 LT, 2 RT, 1 CT)
--------------------------------------------------------
TOTALS:                         25          74     55.00
Crits & Tons Left:                           4       .00

Calculated Factors:
Total Cost:        12,645,106 C-Bills
Battle Value:      1,375  (+145 for C³)
Cost per BV:       9,196.44
Weapon Value:      1,358 / 1,358 (Ratio = .99 / .99)
Damage Factors:    SRDmg = 31;  MRDmg = 18;  LRDmg = 4
BattleForce2:      MP: 5J,  Armor/Structure: 5/2
                   Damage PB/M/L: 4/3/-,  Overheat: 0
                   Class: MM;  Point Value: 14
                   Specials: ecm, c3m


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Stinger
The Knights of Chaos
General
General


Joined: 30-Apr-2002 00:00
Posts: 1833
Location: United States
PostPosted: 17-Jun-2007 23:47    Post subject: Reply to topic Reply with quote

I like the design with one small exception, the RL's was never really fond of that weapon. Personally I would drop them for a fourth laser.

And is there enough room for a Null sig system? Yeah it makes the unit run hotter but the innate +4 to hit at all ranges is a nice bonus.
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2755
Location: United States
PostPosted: 18-Jun-2007 09:07    Post subject: Reply to topic Reply with quote

Stinger wrote:
I like the design with one small exception, the RL's was never really fond of that weapon. Personally I would drop them for a fourth laser.


Heat was starting to become an issue, and so that's why I went with the RL 10s over additional lasers.

wrote:
And is there enough room for a Null sig system? Yeah it makes the unit run hotter but the innate +4 to hit at all ranges is a nice bonus.


No; I used up just about every last internal slot.
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Karagin
Imperial Karagin Army
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PostPosted: 26-Jun-2007 14:23    Post subject: Reply to topic Reply with quote

Gotta agree with Stinger, the RLs aren't really mech weapons IMVHO. But over all the mech and it's variants are interesting enough and do show something that can kick butt.
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Sleeping Dragon
Draconis Combine
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PostPosted: 27-Jun-2007 02:46    Post subject: Reply to topic Reply with quote

The RLs are an odd choice for Commando 'Mech IMO. If the machine is meant to operate behnd enemy lines then I would prefer weapons that can shoot more than once. Wouldn't a flamer (burning things down is a good way to cause havoc) or a small pulse laser (protection against ifantry, which is more likely to be encountered behind the front lines) be better for what the 'Mech is meant to do?
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Sleeping Dragon
Draconis Combine
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Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 27-Jun-2007 02:47    Post subject: Reply to topic Reply with quote

The RLs are an odd choice for Commando 'Mech IMO. If the machine is meant to operate behnd enemy lines then I would prefer weapons that can shoot more than once. Wouldn't a flamer (burning things down is a good way to cause havoc) or a small pulse laser (protection against ifantry, which is more likely to be encountered behind the front lines) be better for what the 'Mech is meant to do?
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