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FPN-IF1 Flash-in-the-Pan Weight: 50 Tons Chassis: CMCStandard Medium Power Plant: Nissan 200 Cruising Speed: 43 (4 hexes) Maximum Speed: 64.5 (6 hexes) Jump Jets: Rawlings Jump Capacity: 120 meters (4 hexes) Armor: Durallex Medium with CASE Armament: 1 Hovertec SRM 2 1 Kali Yama Weapons Industries LB 10-X AC 2 Magna Quasar Medium Pulse Lasers 1 Magna Mk II Medium Laser 2 Magna 200P Small Pulse Lasers Manufacturer: CMCDesigns Primary Factory: Dieron Communications System: Sony MSF-21 Targeting and Tracking System: Winston Sidewinder Overview: The Flash-in-the-Pan was designed for an open weight tournement. Reconstruction note: please place LBX-10 slug and SRM inferno ammo somewhere in the top 6 right torso critical slots. ie. 1jj 2ammo 3ammo 4lbx 5lbx 6lbx. Thanks I debated some whether to go 5/8/5 but felt the slower mechs increased firepower and lower engine cost out-weighed the speed. I hope I was right. Capabilities: The Flash-in-the-Pan is a close range mech supported at long range with and LBX 10 autocannon (If it doesn't say Kali Yama its not really and autocannon. Stop into CMCDParts today - your official Kali Yama Retailer). The Flash-in-the-Pan carries slug rather than shot ammo to punch holes, taking advantage of the lighter weight rather than looking for critical hits. The Flash-in-the-Pan's SRM2 is loaded with inferno ammo for tactical use against vehicles and battlemechs. Deployment: Prototype Not in Production Testing and Competition deployment only Battle History: In two MegaMek tests against the Carbine it held its own. Known Variants: 5/8/5 version moves the medium laser to the left torso and drops 2 medium pulse lasers. Also requires ferro-fiberous armor. Proposed production version carries 3 medium pulse lasers instead of 2 medium and 2 small pulse lasers. A rejected version uses a large pulse laser rather then the 3 medium pulse and standard medium lasers. FPN-IF1 Flash-in-the-Pan Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: - EndoSteel 2.5 Engine: 200 8.5 Walking MP: 4 Running MP: 6 Jumping MP: 4 Heat Sinks: 10(20) - Double 0 Gyro: 2 Cockpit: 3 Armor Factor: 168 10.5 Internal Armor Structure Value Head 3 9 Center Torso 16 21 Center Torso(rear) 10 R/L Torso 12 16 R/L Torso(rear) 8 R/L Arm 8 16 R/L Leg 12 24 Weapons and Ammo Location Critical Tonnage Medium Pulse Laser LT 1 2 Medium Pulse Laser LT 1 2 Small Pulse Laser LT 1 1 Small Pulse Laser LT 1 1 Jump Jet LT 1 0.5 LB 10-X AC RT 6 11 LB 10-X AC Ammo - Slug RT 1 1 SRM 2 Ammo - Inferno RT 1 1 CASE RT 1 0.5 Jump Jet RT 1 0.5 SRM 2 RA 1 1 Jump Jet CT 2 0.5 Medium Laser H 1 1 Endosteel RA 3 LA 4 RT 2 LT 1 RL 2 LL 2 Double Heatsinks LT 2 (6 cr) |