JackGarrity
02/13/07 05:03 AM
71.207.203.207
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Heh, well now that my PC is working again normally; a design that I was mulling over using MRMs because... well I Like MRMs mm.. Enjoy.
00 Tang
Chassis: Kitushi Shogun Power Plant: Kagushima 350 XL Cruising Speed: 53.75 Maximum Speed: 86 Jump Jets: CurtissJet 55 Jump Capacity: 30 meters Armor: Durallex Armament: 1 Guided Technologies Streak SRM 4 2 Shigunga MRM 10s 3 Magna Quasar Medium Pulse Lasers Manufacturer: Wakazashi Enterprises Primary Factory: Luthien Communications System: Datacom with Guardian ECM Suite Targeting and Tracking System: Dynatec 990 with Beagle Active Probe
Overview: Dream given form, almost. The Tang Battlemech, a newer build issued by Jack's 'Mech Yard, Inc, based out of the wonderful worlds of Soul, Nowhere and Solaris 7, is a unusual hybrid for a heavy mech. Tall, gangly looking; the mech bears a dim resemblance to the Cappellan Wraith Battlemech, bearing the humanoid design and smooth rounded armor. Early on the design itself was intended to be a medium class scouter, stealth equipped and agile; using mainly missile racks for offensive ability; slowly the tonnage was finalized as a bit heavier then the original class and stealth armor chosen; the only thing missing was a frame work for the design. Eventually a light but comparable clan style design was fashioned with Nova Cat help and the mech began production and design. Designed around a pair of twin MRM racks and a XL engine, the mech was slated to be a medium range harassment mech, pop in, fire and fade away; while it performs this well the low ammunition count for its primary weapons means the mech has trouble with extended missions. Backing up the primary racks is a SSRM 4 launcher on one arm and a trio of medium class pulse lasers on the opposite arm. Standardized cockpit, gyro and targeting systems allow new pilots to adapt quickly to the speed of this 70 ton mech. Double strength heat sinks, 5 tons in all help maintain some of this mechs heat curve, but not completely as many have noted. The heat curve itself is high, being 6 points over the max dissipation, however cautious use of the pulse weaponry can keep this problem maintainable. To lend the mech a touch more maneuverability, a jump jet system has been incorporated into the rear torso behind a housing. Packing both a Beagle and a Guardian ECM system, the mech can slip in and out of target areas, utilizing its decent speed factor as much as it is able too. Deciding to base it off of the Wraith Battlemech was a unusual choice, one not taken well by some backers, but the flowing agile design with its humanoid smooth angles and flexible construction eventually won over detractors. Once design was finalized, the armor itself was selected not for protection value but for the slight but needed edge Stealth plating would offer. XL engine's were selected as well for their speed vs. size factor. While a later design pattern removed the hands the actual design that was put in production left them in place as some Tang Battlemechs are issued with a Hatchet as a sort of promotional freebie. Solaris sponsors of course want the hatchets included and some units are also given a 'hard point' on the hip for the carrying of either the included hatchet or another melee weapon of the pilots choice. A lance of them has gained a small measure of fame so far; dueling in the Heavy arenas on Solaris itself as the Krakadoom Quad utilizing their jumping ability and missiles to literally bound around the arena's near constantly; relying heavily upon the anti sensor components they carry to avoid being hit. The design itself is not perfect, lacking any long range weapons and bearing limited ammunition for its main weapons and the heat curve can prove brutal to pilots who are not ready for it and some think the stealth armor is not exactly worth the protection it offers; regardless it is a reasonably good design from JMYinc and a sign of their slow financial regain.
Capabilities: Medium range missile bombardment; Urban combat. Multiple target engagement. Recon capable. Max damage at range 1 to 6 hexes is 46 using the following weapons: (IS) MRM 10 (x2) (IS) Medium Pulse Laser (x3) (IS) MRM 10 (x2) Max damage at range 7 to 9 hexes is 28 using the following weapons: (IS) MRM 10 (x2) (IS) Streak SRM 4 Max damage at range 10 to 15 hexes is 20 using the following weapons: (IS) MRM 10 (x2)
Deployment: 30 units, 10 of 00, 01, and 02 series positioned in various locations in DCMS holdings, 10 additional units sold to Solaris7 itself for advertisement value of 00 variant. Tons: 70. MH:36. HD:30. CF: 9. BV: 1,193. Cost: 17,045,956.
Battle History: Skirmish duty/boarder patrole DC. 'Showcase Fight Night' Solaris7. Live fire tests, Luthien Armor Works. Unit replacement secondary company, Jack's Hellraisers.
Known Variants: Tang 01 replaces the pulse lasers with twin medium and twin small lasers Tang 02 replaces the Streak with another two tons of MRM ammo and dual small lasers. Tang03, not yet in production has a possible loadout with twin LRM5's to replace the MRM's and uses Light ferro armor in place of stealth; and a single Large and Medium laser for the trio of pulse.
00 Tang
Technology Base: - Inner Sphere 'C' - Level 3 Equipment Mass Internal Structure: 7 Engine: 350 XL 14.75 Walking MP: 5 Running MP: 8 Jumping MP: 1 Heat Sinks: 15(30) - Double 5 Gyro: 4 Cockpit: 3 Armor Factor: 212 - Stealth 13.25
Internal Armor Structure Value Head 3 9 Center Torso 22 31 Center Torso(rear) 8 R/L Torso 15 23 R/L Torso(rear) 7 R/L Arm 11 22 R/L Leg 15 30
Weapons and Ammo Location Critical Tonnage (IS) Streak SRM 4 LA 1 3 (IS) Streak SRM 4 Ammo LA 2 2 (IS) Beagle Active Probe LT 2 1.5 (IS) MRM 10 LT 2 3 (IS) MRM 10 Ammo LT 1 1 (IS) Guardian ECM Suite RT 2 1.5 (IS) MRM 10 RT 2 3 (IS) MRM 10 Ammo RT 1 1 (IS) Medium Pulse Laser RA 1 2 (IS) Medium Pulse Laser RA 1 2 (IS) Medium Pulse Laser RA 1 2 Jump Jet CT 1 1
Greetings Mechwarrior.
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