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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 10-Jul-2008 12:46 Post subject: Locust weapon mod |
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BattleMech Technical Readout
Type/Model: Locust LCT-1V
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design
Mass: 20 tons
Chassis: Bergan VII Standard
Power Plant: 160 LTV Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: 1/Star Slab Standard
Armament:
2 Medium Lasers
1 Machine Gun
Manufacturer: Bergan Industries
Location: (Unknown)
Communications System: Garret T-10B
Targeting & Tracking System: O/P 911
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==Variants:==
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Type/Model: Locust LCT-1V
Mass: 20 tons
Equipment: Crits Mass
Int. Struct.: 33 pts Standard 0 2.00
Engine: 160 Fusion 6 6.00
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: 10 Single 4 .00
(Heat Sink Loc: 1 LT, 1 RT, 1 LL, 1 RL)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 64 pts Standard 0 4.00
Internal Armor
Structure Value
Head: 3 8
Center Torso: 6 10
Center Torso (Rear): 2
L/R Side Torso: 5 8/8
L/R Side Torso (Rear): 2/2
L/R Arm: 3 4/4
L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass
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1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
1 Machine Gun CT 0 100 2 1.00
(Ammo Locations: 1 CT)
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TOTALS: 6 35 20.00
Crits & Tons Left: 43 .00
Calculated Factors:
Total Cost: 1,553,800 C-Bills
Battle Value: 447
Cost per BV: 3,476.06
Weapon Value: 187 / 187 (Ratio = .42 / .42)
Damage Factors: SRDmg = 8; MRDmg = 1; LRDmg = 0
BattleForce2: MP: 8, Armor/Structure: 2/2
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 4
This is a modification that one of the members of my party came up with; given how simplistic it is, I'm going to allow it.
The party has been fighting a number of high-speed battles lately, both running & gunning and having to defend against fast-movers (such as hovercraft and Hermes mechs).
While the speed of the party's Locusts allowed them to keep up in a straight running competition, when it came to close-quarters fighting (such as urban combat) it became a more difficult prospect; the OPFOR could literally run circles around the mechs, leaving them with just the machine guns in their arms to fight with.
With this, the firepower of the Locusts has been upped significantly. Not only that, but by moving the lasers to the arms it can fight better in close-quarters and urban environments. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 11-Jul-2008 04:01 Post subject: Locust weapon mod |
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Or lose the lasers to arm hits
There is a precedence to mods like this, see the Locust LCT-1E. Finding parts to make it should be easy enough. _________________ The dragon NEVER sleeps!
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