KamikazeJohnson
01/12/07 12:17 AM
207.161.41.128
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KRZ-2D Kruzhendt
Mass: 60 tons Chassis: Arc-Royal KH/3 Power Plant: Pitban 240 Cruising Speed: 43 Maximum Speed: 64.5 Jump Jets: none Jump Capacity: none Armor: Durallex Medium Armament: 2 Machine Guns 2 Medium Lasers 1 Large Laser 2 Autocannon/5s Manufacturer: Johnson 'Mechworks Inc. Primary Factory: Soul Communications System: Sony MSF-21 Targeting and Tracking System: Wayne Marksman
Overview: *Sigh* It seems the Military Machines division of this VidMag has a cruel initiation rite: the "rookie" on the crew gets his first solo project under his own name, he gets all excited about opportunity for full credit on a column, and then comes the catch...the 'Mech up for review is the new offering from JMInc.
It's just not fair.
--Excerpt from the original review of the KRZ-2D Kruzhendt, published shortly before the author's admission to one of Tharkad's more respectable mental institutions...
Bizarre coincidences aside, JMInc.'s Kruzhendt schematic, the latest to be released from the company's cavernous archives, is a surprisingly capable 'Mech. Conceived as an attempt to improve the efficiency of the basic Rifleman weapon loadout, it ended up resembling an overgrown Locust, a similarity the designers played upon when the threw together a rough prototype. Featuring the LCT's trademark "birdlike" leg design and handless arms, the 'Mech pays homage to the most dubious of inspirations, but the overall package is an effective fire-support 'Mech with decent close-in versatility.
Capabilities: The Kruzhent was first conceived during one of many brainstorming sessions concerning the massive overheating issues with the old Rifleman design. The simplest solution seemed to be to remove one of the two Large Lasers to beeh up heat management, armour, and close-range capability, but due to the RFL's arm design, removal of a major weapon resulted in a variety of issues, from power consumption to weight balance. As a result, a refit was impractical, and thus a new design was born. Naturally, JMInc.'s design team resisted the urge to go with the basic structure for a heavy 'Mech, choosing instead to stick to their own version of the KISS system (Keep It Strange...Sorry!) by modelling the Kruzhendt after a vision of an "overgrown Locust." The resulting prototype, with a swivel-mounted AC in each arm, a laser tucked under the 'Mech's "chin," and, of course, the LCT's trademark birdlike leg design, fit their vision admirably, although the setup has a few peculiarities. First, the designers took advantage of the leg design to enhance the Kruzhendt's performance in a fire-support role. By "crouching" until the torso rests nearly on the ground, the Kruzhendt becomes an exceptionally stable firing platform, greatly improving accuracy with the ACs, but at the same time limiting its mobility and firing arc. Secondly, since the designers used adapted Locust shoulder-mounts for the Autocannon rather than the sturdier Rifleman- or Marauder-style mounts, the cannons can be sluggish to move, and difficult to aim while tracking fast-moving targets, particularly aircraft.
Unfortunately, the company lacked the funding at the time to extensively test the prototype, but modern simulators have shown it to be a solid, versatile design, generally superior to the 'Mech that inspired its creation.
KRZ-2D Kruzhendt
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 6 Engine: 240 11.5 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 11 1 Gyro: 3 Cockpit: 3 Armor Factor: 144 9
Internal Armor Structure Value Head 3 9 Center Torso 20 22 Center Torso(rear) 7 R/L Torso 14 16 R/L Torso(rear) 5 R/L Arm 10 15 R/L Leg 14 17
Weapons and Ammo Location Critical Tonnage Autocannon/5 LA 4 8 Autocannon/5 Ammo LT 1 1 Machine Gun LT 1 0.5 Medium Laser LT 1 1 Autocannon/5 Ammo RT 1 1 Machine Gun RT 1 0.5 Medium Laser RT 1 1 Autocannon/5 RA 4 8 Large Laser CT 2 5 Machine Gun Ammo (1/2 ton) H 1 0.5
*Designer's Game Notes The Kruzhendt requires 2 Walking MP to lower to crouch into Firing Platform Stance, or to stand from the crouch. Damage to a Leg or Foot actuator results in a full turn's movement to crouch/stand and requires a piloting check. Damage to two actuators or a Hip locks the 'Mech in its current stance. While crouched, the Kruzhendt gains a -1 To Hit modifier for Autocannon shots, but cannot move, torso-twist, swing its arms or arm-flip. Firing arc is restricted to normal Front Firing Arc as determined by facing.
The issue with the AC mounts is reflected by a +1 To-Hit modifier when firing the ACs at aircraft
My Blurb: I've always wondered who in their right mind would put two LLs on a 'Mech with only 10 HS, so I've spent a lot of time tinkering with the weapon loadout. I like this configuration since it lets me do the "overgrown Locust" setup, which doesn't work with two Lasers and one AC
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
01/12/07 04:26 PM
70.123.166.36
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So kay...uhmm...what to say...err yeah. It's an interesting appoarch to things.
I like the "extras" of the flaws/quirks that you built in.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
01/13/07 11:29 PM
207.161.41.128
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Well, I figured the other variations onthe "Rifleman" concept had been dont to death...dual lasers, dual PPCs, dual LRMs...only the dual-AC/5 setup had the feel of originality to it
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
01/14/07 12:49 AM
70.123.166.36
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True, now that you mention it, the Rifleman is one over done mech and not much really changes expect that you either get better weapons or you fix the armor or speed issue at the cost of the weapons.
So really the Rifleman is more of a mech that requires the players to use tactical thinking, you don't go in slugging with this mech. Instead you sit back and use the range of the weapons to dish out the damage and let your lancemates do the close in fighting.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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