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JCK-22 Jackrabbit II
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Kraken
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Joined: 04-Feb-2002 00:00
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PostPosted: 27-Dec-2012 20:44    Post subject: JCK-22 Jackrabbit II Reply to topic Reply with quote

             BattleMech Technical Readout

Type/Model:    Jackrabbit II JCK-22
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          25 tons
Chassis:       Skobel 100-ROB Endo Steel
Power Plant:   175 Nissan XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Krupp 200 Ferro-Fibrous 
Armament:      
  1 Autocannon/2
  1 Machine Gun
  1 SRM 2
  1 ER Medium Laser
Manufacturer:  Skobel MechWorks
  Location:    Russia, Terra
Communications System:  Exeter Longscan 200
Targeting & Tracking System:  Garret T15AJ

--------------------------------------------------------
Type/Model:    Jackrabbit II JCK-22
Mass:          25 tons

Equipment:                                 Crits    Mass
Int. Struct.:  43 pts Endo Steel            14      1.50
 (Endo Steel Loc: 2 LA, 2 RA, 2 LT, 2 RT, 2 CT, 2 LL, 2 RL)
Engine:        175 XL Fusion                12      3.50
   Walking MP:   7
   Running MP:  11
   Jumping MP:   0
Heat Sinks:     10 Single                    3       .00
 (Heat Sink Loc: 1 LA, 1 RA, 1 RT)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:   54 pts Ferro-Fibrous        14      3.00
 (Armor Crit Loc: 4 LA, 4 RA, 3 LT, 3 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:              8          6      
   Center Torso (Rear):                  2      
   L/R Side Torso:            6        5/5      
   L/R Side Torso (Rear):              2/2      
   L/R Arm:                   4        5/5      
   L/R Leg:                   6        7/7      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/2           RA      1   45      2      7.00
  (Ammo Locations: 1 RT)
1 Machine Gun            LA      0  100      2      1.00
  (Ammo Locations: 1 LT)
1 SRM 2                  LT      2   50      2      2.00
  (Ammo Locations: 1 LT)
1 ER Medium Laser        HD      5           1      1.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                          8          75     25.00
Crits & Tons Left:                           3       .00

Calculated Factors:
Total Cost:        3,175,209 C-Bills
Battle Value:      396
Cost per BV:       8,018.2
Weapon Value:      168 / 168 (Ratio = .42 / .42)
Damage Factors:    SRDmg = 8;  MRDmg = 4;  LRDmg = 1
BattleForce2:      MP: 7,  Armor/Structure: 1/1
                   Damage PB/M/L: 2/1/-,  Overheat: 0
                   Class: ML;  Point Value: 4



I originally put this together as a "what-if" based on my efforts to reconstruct the infamous Jackrabbit using some L2 tech that wasn't available during the Star League period.

In that sense, we have the above machine. It doesn't quite have the armor of the original Jackrabbit (I used the Nexus as a base), but it does have some supplementary firepower to the original AC/2 & SRM 2 pair in the form of a machine gun and an ER Medium Laser.

**

If I was to do some fluff text, I'm thinking that it'd be something along these lines. It's for a long-term campaign I've been running, and so doesn't quite jive with the actual canon.

When the Armed Forces of New Nauvoo retook Terra, the entire Inner Sphere was flabbergasted. Caph was fortunate enough to survive the Jihad as a free planet in the first place. But for the AFNN to scrape together enough forces, both from its own ranks and from those foreign (often mercenary) units and planets who were still "free" to actually attempt a liberation of Terra as a counter-offensive was incredible enough on its own. For them to succeed in forcing the Word of Blake off of Terra within two years of the Jihad's launch? Inconceivable.

But there was another factor to the success beyond the symbolic and immediate military benefits of the victory: access to Terra's manufacturing capabilities. The AFNN had been able to round up enough willing volunteers from the stragglers and civilian volunteers, but did not previously have the machines - either vehicles, aircraft, or mechs - to put them on the front lines. The numerous factories both on Terra and within the system were thus a boon, but not quite a big enough boon. Needing more mechs faster, the decision was made to hastily expand the Nexus lines in order to produce its predecessor, the Jackrabbit.

The plan is for the Jackrabbit II to provide rapid fire support at a rate of one Jackrabbit II per three Nexus, Mongoose, Mercury, and/or similar light mechs. With its AC/2, the mech can plink targets from long range, chipping away until the other mechs in the lance can get close to rip it apart. In the event that an enemy unit can get close, a laser, SRM, and machine gun can help sting the target until the Jackrabbit II can get away or help can arrive.

The mech may not have the armor of the original, but it does have more firepower - including a laser. Time will tell if this is enough to help the AFNN finish the job of pushing the Blakist forces back.


Thoughts?

Thanks.
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