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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 18-Nov-2012 07:19 Post subject: Torkoal |
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BattleMech Technical Readout
Type/Model: Torkoal
Tech: Inner Sphere / 3062
Config: Quad BattleMech
Rules: Level 2, Standard design
Mass: 75 tons
Chassis: Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 [86.4] km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
2 PPCs
2 SRM 4s
1 Guardian ECM
1 Flamer
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Torkoal
Mass: 75 tons
Equipment: Crits Mass
Int. Struct.: 122 pts Standard 0 7.50
Engine: 300 Fusion 6 19.00
Walking MP: 4 [5]
Running MP: 6 [8]
Jumping MP: 4
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Leg Act: Hip + UpLeg + LowLeg + Foot 16 .00
Armor Factor: 240 pts Standard 0 15.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 34
Center Torso (Rear): 11
L/R Side Torso: 16 23/23
L/R Side Torso (Rear): 8/8
L/R Front Leg: 16 31/31
L/R Rear Leg: 16 31/31
Weapons and Equipment Loc Heat Ammo Crits Mass
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1 PPC RT 10 3 7.00
1 SRM 4 RT 3 50 3 4.00
(Ammo Locations: 1 LT, 1 RT)
1 PPC LT 10 3 7.00
1 SRM 4 LT 3 1 2.00
1 Guardian ECM CT 0 2 1.50
1 Flamer HD 3 1 1.00
CASE Equipment: LT RT 2 1.00
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 1 LFL, 1 RFL, 1 LRL, 1 RRL)
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TOTALS: 29 56 75.00
Crits & Tons Left: 10 .00
Calculated Factors:
Total Cost: 9,534,875 C-Bills
Battle Value: 1,585
Cost per BV: 6,015.69
Weapon Value: 1,821 / 1,821 (Ratio = 1.15 / 1.15)
Damage Factors: SRDmg = 17; MRDmg = 13; LRDmg = 5
BattleForce2: MP: 4J, Armor/Structure: 6/6
Damage PB/M/L: 3/2/1, Overheat: 1
Class: MH; Point Value: 16
Specials: ecm
The idea here was to design a heavy mobile fire support platform.
PPCs were chosen as the main weapon for their ability to provide good punch, punch that can threaten even other mechs. SRM 4s are good all-around weapons that can deal damage to just about anything. The flamer is meant to take out infantry, battle armor, and light vehicles.
The jump jets not only allow the mech to move in and out of position swiftly, they also allow the prospect of a death from above. ECM makes both tactics more effective, as the mech is harder to spot and target once spotted. TSM was added in recognition of the fact that twin PPCs and jump jets are going to build up heat: the mech can move that much faster when attempting to fall back.
Thoughts?
Thanks. _________________ "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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