Mad Torchman Lvl3 Clan mech. 50 tons.

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JackGarrity
12/30/06 09:17 AM
71.207.203.207

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I was fooling with my lighter.. and well.. this design appeared in my head o.o I seem to do most my work at around 6-7am after ive been up all night, the mechs just Appear ahah. its like ooh.. that goes with this.. that goes there and bango.

Enjoy tried to give it some good fluff.

Mad Torchman

Chassis: Owens Type I
Power Plant: PlasmaStar 300 XL
Cruising Speed: 64.5
Maximum Speed: 96.75
Jump Jets: Devil A7
Jump Capacity: 60 meters
Armor: Ferro-Fibrous
Armament:
4 Flamers
4 ER Small Lasers
2 ER Micro Lasers
2 ATM-3s
Manufacturer: Clan Weapons Lab
Primary Factory: Clan/IS
Communications System: Wilson Silicon Siren
Targeting and Tracking System: Tacticon Tracer 300 with Long-Range Targeting

Overview:
Whats to say about this strange and single lance of mechs? Much.
Working with the fried or tried rather and true thought of
'overheating the target is a good thing' this clan/IS Battlemech has had
a limited production run so far, based around the concept of
Firepower, the mech mounts four flame throwers, four ER class small
lasers and a pair of new Micro class small lasers to round out the
energy compliment. For range, two sets of ATM-3 racks, reicently
designed and tested, are incorporated into the design to give the 50
ton machine reach on the battlefield.

Many designs were considered but in the end a common and stable
'Block with legs' design was used, taking advantage of cheaply gotten
IS components as a base, several of the mechs were quickly assembled
and tested, their tactics involving loping strides and quick short
jumps, almost like a Elemental itself some have noted.

Due to the 6 tons of Double heat sinks, this mech is all but
unhampered by the heat its own weapons generate, allowing it the
chance to bring those dangerous close range flame throwers to bear on
several targets at once.

Testing found the laser hardware best used
for precision strikes while the mech was laying down cones of fire,
targeting delicate joints and thruster ports with the longer reaching
energy weapons.

Intensive tests found a balance between jumping potential and
armor durability as well; the entire mechs armor configuration
curving, angular in design to help deflect ballistic weaponry at
close range.

Researchers soon found both the speed and reach of the
ATM system came in handy, as pilots of the then nameless mechs would
swarm a larger machine, blistering it with heat and as the machine
shut down.. Simply fade back away from the downed machine, seeding it
with missiles at almost any range.

Primarily the mech is best suited for either active battle
grounds where its speed curve and weapons can allow it to strike
numerous targets at once, or within urban grounds where its compact
size, agility and close range weapons are the most effective against
slower moving mechs.

Against the machines design are several small but potentially
disastrous problems; during the configuration of the ATM systems, a
CASE was unable to be attached to the new and somewhat more complex
system, this is also part of the reason the mech carries only two
tons of ammo for each launcher system; a extended battle will quickly
render these weapons empty; removing the main reach weapon.

To power the mech and also to give it lightness and leave
space for the ATM systems, a XL class engine was chosen; rendering
the mech somewhat more vulnerable then others to sustained fire, a
problem which may or may not be worked out by either changing the
weapons racks for cheaper systems should the mech’s design ever see
full production; or increasing the tonnage by going with a Light or
standard engine.

Build wise also the mech suffers from a limited firing arc, the
arms being tubular housings with the flame throwers and lasers
mounted almost in a gatling style within it that only allows a 120
degree firing arc to the front and sides. The ATM systems are forward
fixed as well, relying on the machines agility to aim and fire at
times since a complex sensor and targeting system was not included in
the basic design for what is still a mostly prototype mech.

The armor itself is also thin around the ATM/ L/R torso
sections and along the shoulders as well, though being FF type it can
sustain a higher amount of damage, the design could nonetheless
benefit from increased armor in these vital areas. The thin armor is
also a potential problem on the reverse joint legs; where the armor
was slimmed down to help improve overall speed and actuator response
time.
Flaws aside the mech provides both a interesting tactical choice
and utilization of several new weapons systems from the ATMS to the
specialized micro lasers; and may prove to be a useful addition to
any Clan's army should the need arise.


Capabilities:
Extremely fast, hit and run heater tactics / mobile aggressor.
Strike mecha; both quick and jump capable, able to leap into the air
and lay down a cone of fire on larger targets. Due to its heavy armor
and high heat venting ability the mech can wield its small weapons
rapidly against multiple targets almost in the same instant.

Max damage at range 1 to 3 hexes is 44 using the following
weapons:
(C) Flamer (x4)
(C) ER Micro Laser (x2)
(C) ATM-3 (x2)
(C) ER
Micro Laser (x2)
Max damage at range 4 hexes is 36 using the following
weapons:
(C) ER Micro Laser (x2)
(C) ATM-3 (x2)
(C) ER Micro Laser
(x2)
Max damage at range 5 to 6 hexes is 32 using the following
weapons:
(C) ER Small Laser (x4)
(C) ATM-3 (x2)
Max damage at range 7 to 15 hexes is 12 using the following
weapons:
(C) ATM-3 (x2)
Free Tons 0.02 Max Heat:29 Heat Dissipation : 32. Free Crits:3
BV:1,007 Cost: 10,763,400

Deployment:
Four Battlemechs.

Battle History:
Active fire tests, combat simulations.

Known Variants:
Single Design.


Mad Torchman

Technology Base: - Inner Sphere 'C' - Level 3
Equipment Mass
Internal Structure: 5
Engine: 300 XL 9.5
Walking MP: 6
Running MP: 9
Jumping MP: 2
Heat Sinks: 16(32) - (C) Double 6
Gyro: - Compact 4.5
Cockpit: 3
Armor Factor: 149 - Ferro-Fibrous 8.31

Internal Armor
Structure Value
Head 3 9
Center Torso 16 20
Center Torso(rear) 12
R/L Torso 12 12
R/L Torso(rear) 12
R/L Arm 8 14
R/L Leg 12 16

Weapons and Ammo Location Critical Tonnage
(C) ER Micro Laser LA 1 0.25
(C) ER Small Laser LA 1 0.5
(C) ER Small Laser LA 1 0.5
(C) Flamer LA 1 0.5
(C) Flamer LA 1 0.5
(C) ATM-3 LT 2 1.5
(C) ATM-3 Ammo LT 2 2
Jump Jet LL 2 1
Jump Jet RL 2 1
(C) ATM-3 RT 2 1.5
(C) ATM-3 Ammo RT 2 2
(C) ER Micro Laser RA 1 0.25
(C) ER Small Laser RA 1 0.5
(C) ER Small Laser RA 1 0.5
(C) Flamer RA 1 0.5
(C) Flamer RA 1 0.5
Greetings Mechwarrior.
Karagin
12/30/06 11:04 AM
70.123.166.36

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Nice city fighter...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
coldwave
12/31/06 01:25 AM
66.230.84.90

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About the only thing I see against it is its price. But, for what it is, there's not really a way to shave off the costs without severely hampering its abilites or dramatically altering the characteristics of the mech. Over all, i'd say it's pretty decent and is certainly interesting. I'd like to see how it does against its lighter predecessor, the firestarter. Hmmmm... Anyway, good job.
JackGarrity
12/31/06 02:13 AM
71.207.203.207

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hehe thanks, i wanted to try a way to have fun with flame throwers on a middle weight mecha that didnt have to be super reliant on ammunition, though orginally i was going to try to give it an extra ton each of ATM ammo, but would have had to make it 55 tons, and the general design got heavier and i think the engne still took up too much tonnage; the fluff was fun to do heh; i agree tho, expensive lil bugger to maintain thus a protype lance of four ;D. yeah, someone should test it out against another mech and post the results.
Greetings Mechwarrior.
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