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Jellyfish
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Kraken
Federated Suns
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Joined: 04-Feb-2002 00:00
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Location: United States
PostPosted: 26-Oct-2009 19:41    Post subject: Jellyfish Reply to topic Reply with quote

               BattleMech Technical Readout
                     Custom* Weapons

Type/Model:    Jellyfish 
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 2, Standard 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:     4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Standard
Armament:      
  6 Small Lasers
  2 Sensor Nodes*
  2 Medium Lasers
  2 SRM 6s
  1 Guardian ECM
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

------------------------------------------------------------------------------
==Overview:==
Wet naval combat.

To most combatants on the battlefield of the Inner Sphere, the term is
archaic. Most planets are run by a single national power, and those that
aren't have things like hovercraft and dropships; wet naval combat vessels are
regarded as nothing more than living antiques.

It is this train of thought that has, ironically, made wet naval combat units
that much more of a threat nowadays. And the Jellyfish is designed to take
advantage of that. 

In appearance, the mech is freakish. Its head and torsos form a single dome
shape, the dome being marred only by the SRM tubes and the over-the-shoulder
medium lasers. The arms and legs are oddly long and splindly, with decidedly
pronounced joints; the lower arms are also flared, with the narrow end being
the elbow and the wide end being the wrist. On land, this would be an awkward
sight to say the least, But under the water, things are a different story.

The domed torso / head assembly is, in fact, perfect for traversing under
water; not only is it more aerodynamic, curved surfaces are less likely to be
breached. The flared lower arms and oversized feet act as flippers to help the
mech move through water, with the spindly legs and pronounced joints providing
for minimal water resistance. Even the jump jets have been redesigned in such
a fashion that they work equally well under water as they do on the surface. 

And while the overall shape of the mech may justify its name, the name
*really* comes from the mech's weapons load. Like a real jellyfish, the mech
has the ability to remain unseen (via its ECM) yet still see its prey (via its
sensor nodes). Once its prey is in range, the mech can then sting it with a
fairly impressive array of up-close firepower. It can do enough damage in a
single salvo to sting units twice its size, and can outright slag smaller
units. 

More menacing is the prospect of a lance emerging from the water and blowing
apart a shore-based facility with minimal warning or retaliation. Few other
mechs are truly suited for underwater battle, meaning that the pilots of the
would-be pursuers would be at a disadvantage to begin with. Given that they'd
be on the Jellyfish's home turf, things would be even worse for them.

==Capabilities:==
When in play, the Jellyfish suffers no movement penalties or modifiers while
moving underwater. The mech can also use its jump jets while underwater as
well.

The SRM 6 launchers are specially designed to be modular, allowing them to be
quickly replaced with torpedo tubes and vice versa. 

--------------------------------------------------------
Type/Model:    Jellyfish 
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:   4
Heat Sinks:     12 Double [24]              12      2.00
 (Heat Sink Loc: 2 LA, 2 RA)
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:  169 pts Standard              0     11.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             16         24      
   Center Torso (Rear):                  8      
   L/R Side Torso:           12      18/18      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   8      16/16      
   L/R Leg:                  12      24/24      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Small Laser            RA      1           1       .50
1 Sensor Node*           RA      0           1       .50
1 Small Laser            LA      1           1       .50
1 Sensor Node*           LA      0           1       .50
1 Medium Laser           RT      3           1      1.00
1 SRM 6                  RT      4   30      4      5.00
  (Ammo Locations: 1 LT, 1 RT)
1 Medium Laser           LT      3           1      1.00
1 SRM 6                  LT      4           2      3.00
1 Guardian ECM           CT      0           2      1.50
2 Small Lasers           LL      2           2      1.00
2 Small Lasers           RL      2           2      1.00
CASE Equipment:          LT     RT           2      1.00
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS:                         20          67     50.00
Crits & Tons Left:                          11       .00

Calculated Factors:
Total Cost:        4,212,250 C-Bills
Battle Value:      1,141
Cost per BV:       3,691.72
Weapon Value:      1,002 / 1,002 (Ratio = .88 / .88)
Damage Factors:    SRDmg = 25;  MRDmg = 3;  LRDmg = 0
BattleForce2:      MP: 4J,  Armor/Structure: 4/4
                   Damage PB/M/L: 5/3/-,  Overheat: 0
                   Class: MM;  Point Value: 11
                   Specials: ecm

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