BL-1-KNT Black Knight

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Venom
07/30/06 04:23 PM
152.163.101.10

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Thought it would be fun to take the knight concept to new heights with some solaris flair. Let me know what you think.

Tonnage: 75
Movement:(-1 while shield intact)

Walk: 5 /6
Run: 8(10)/9(12)
Jump:


Armor: Standard
Armament:
ER PPC
2 ER Large Lasers
2 ER Medium Lasers
ER Small Laser
Communications: Transcomm Alpha
Targeting and Tracking: Dalban HiRez

Equipment
Component Tons
Internal Structure Standard 7.5
XXL Engine 375 12.83
Double Heat Sinks 15 5
XL Gyro 2
Small Cockpit 2
Armor Factor 214 13.39



Armor
Section I.S. Armor
Head 3 9
Center Torso 23 31
Center Torso (R) 10
R/L Torso 16 24
R/L Torso (R) 8
R/L Arm 12 24
R/L Leg 16 26



Equipment
Section Loc. Crit. Tons
ER PPC RA 3 7
Sword RA 5 4
ER Large Laser RT 2 5
ER Large Laser LT 2 5
ER Medium Laser RT 1 1
ER Medium Laser LT 1 1
Spkies RT 1 0.5
Spikes LT 1 0.5
Super Charger LT 1 1.28
ER Small Laser H 1 0.5
Spikes H 1 0.5
Large Shield LA 7 6
Triple Strength Myomer(2 L/RL, LA, LT)

Overview
Realizing that they were not taping the heavy battlemech market on Solaris 7, VEST went to work looking for a suitable entry into the Class 4 arenas. What they came up with is a major refit of a popular design.

Coming upon a battered but serviceable succesion War era Black Knight they imediately went to work incourperating as much new technology as possible.

Capabilities
The first hurdle was installing the experimental power plant fitted with a supercharger. Though quite bulky, the plant gives the Black Knight increased speed at a lower weight. Once the challenges involved were over-come, a small cockpit and XL gyro were also fitted. This left massive amounts of space available to add the weapons that give the new Black Knight its distinctive look. VEST engineers wanted to retain the Knight theme so a sword and shield were added. Removal of two medium lasers was considered a neccesary change as the arms were they once sat were now quite full. The rest of the energy weapons compliment has been updated to the extended range standard.

Armor has also been upgraded to above Star League standards and spikes were added to both give additional protection and a more aggressive look.

Finaly Triple Strength Myomers were used to give the Black Knight's physical attacks more strength.

Deployment
To date, only three Black Knight conversions have taken place, but there is a sizeable back order. One remains with VEST for fine-tunning, another went to Bromley Stables. The third was sold to a private party. Rumors state that he is a veteran of the ComGuards. The fact that his Black Knight sports two clan large pulse lasers inplace of the ER Larges lends credance to this idea. Though the Black Knights have yet to be seen in the arenas, anticipation is high. Talks between Kong Interstellar and VEST to supply a more affordable variant to the Knights of the Inner Sphere only adds to the hype.

Variants
As mentioned above, a more battlefield friendly variant is being worked on for the Knights of the Inner Sphere. It mounts the same weaponry and an additional heat sink, but uses a standard cockpit and gyro, supercharged XL 300 and does away with the spikes infavor of maximum armor protection, including a hardened armor head. While this variant is slower, a lance can be bought for the price of a single Solaris-standard Black Knight.
Karagin
07/31/06 02:42 PM
214.13.130.100

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It has the Solairs style...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Venom
07/31/06 04:43 PM
205.188.117.11

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That was the whole point so I'll take it as a complement.
Venom
12/30/06 12:21 AM
63.241.182.3

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Need some other Lvl 3 designs to compete against this badboy. I already mutilated everything that TRO3055 Revised(the lvl 3 stuff) had to offer.

So, if anyone is interested, design a Lvl 3 heavy 'mech with the Solaris flair!
Karagin
12/30/06 01:53 AM
70.123.166.36

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It can be done...need to look through my mechs...

I wonder if I still have the Plague Lord....
Karagin

Given time and plenty of paper, a philosopher can prove anything.
JackGarrity
12/30/06 05:47 AM
71.207.203.207

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something never finished, ran out of room ahah.. but the design might work on solaris.

Flaming Vodka

Chassis: Unknown
Power Plant: Unknown 225 XXL
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: none
Jump Capacity: none
Armor: Unknown with CASE
Armament:
2 Large Lasers
2 Thunderbolt 10s
2 Thunderbolt 5s
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


Flaming Vodka

Technology Base: - Mixed (Clan Chassis) - Level 3
Equipment Mass
Internal Structure: 7.5
Engine: 225 XXL 3.33
Walking MP: 3
Running MP: 4
Jumping MP: 0
Heat Sinks: 15(30) - Double 5
Gyro: - Compact 4.5
Cockpit: - Small 2
Armor Factor: 219 - Patchwork 16.51

Internal Armor
Structure Value
Head 3 9
Center Torso 23 16
Center Torso(rear) 30
R/L Torso 16 32
R/L Torso(rear) 0
R/L Arm 12 18
R/L Leg 16 32

Weapons and Ammo Location Critical Tonnage
(IS) Large Laser LA 2 5
(IS) Thunderbolt 10 LA 2 7
(IS) Thunderbolt 10 Ammo LA 1 1
(IS) Thunderbolt 5 LA 1 3
(IS) Thunderbolt 5 Ammo LA 1 1
(IS) Large Laser RA 2 5
(IS) Thunderbolt 10 RA 2 7
(IS) Thunderbolt 10 Ammo RA 1 1
(IS) Thunderbolt 5 RA 1 3
(IS) Thunderbolt 5 Ammo RA 1 1
(IS) Machine Gun CT 1 0.5
(IS) Machine Gun CT 1 0.5
(IS) Machine Gun Ammo (1/2 ton) CT 2 1


Max damage at range 1 to 3 hexes is 40 using the following weapons:

(IS) Thunderbolt 10 (x2)
(IS) Large Laser (x2)
(IS) Thunderbolt 5 (x2)
(IS) Machine Gun (x2)

Max damage at range 4 to 5 hexes is 36 using the following weapons:

(IS) Thunderbolt 10 (x2)
(IS) Large Laser (x2)
(IS) Thunderbolt 5 (x2)

Max damage at range 6 to 15 hexes is 46 using the following weapons:

(IS) Large Laser (x2)
(IS) Thunderbolt 5 (x2)
(IS) Thunderbolt 10 (x2)
Greetings Mechwarrior.
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