Kestrel KSR-4G

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Rotwang
03/10/07 02:59 PM
213.118.82.131

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BattleMech Technical Readout

Type/Model: Kestrel KSR-4G
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 Rotary AC/5
3 Medium Lasers
3 Machine Guns
1 LRM 5
1 LRM 10
1 Flamer
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The Kestrel has a long and arduous design history. Proposed shortly after the
creation of the Merlin, the Kestrel was to be the follow-up design in a new
series. Unfortunately a number of production problems and a falling out
between design teams almost completely stopped all furter work for nearly a
decade. Work restarted in the late 3030's by a new team, but many of the
design goals could not be met since Design Team Rolls was looking to add more
cutting edge technology into the design. It took more than 30 years to
complete this mech, by which time the Kestrel was outdated. A final attempt
to make improvements was made with the help of Randam Mechwerks' Grosvenour
House facility in the Federated Suns, which had just received the licence to
produce the RAC/5 and the resulting mech is a heavy attack/support mech
suitable for mercenaries, and planetary militias.

==Capabilities:==
The original Kestrel was to be armed successively with PPC's, autocannons and
LRM's, but the designers finally settled for a RAC/5 as soon as it became
available.

The RAC gives the Kestrel an fairly effective weapon in a light-weight and low
heat package.

The secondary weaponry was formed of a pair of LRM's. Because the torso of
the Kestrel had to be extensively modified to fit the RAC, the original LRM10
had to be downgraded to an LRM5 to free up space to fit the ammo feed system.

The three medium lasers are installed in a triple gun pod into the left arm.
Each laser can easily be removed for repair or replaced in a matter of
minutes. The martel medium lasers do require a number of modifications to fit
the gun pod, but this array has proven to be quite reliable and effective in
service. Although this does not give the Kestrel Omnimech abilities, some
believe a follow-up design might actually make use of such technology.

The LRM5 in the right torso does suffer from the presence of the RAC ammo feed
system. The high rate of fire cases vibrations that can jam the LRM racks,
though pilots have discovered that another ammo feed can sometimes clear the
jam. Design Team Rolls is looking to replace the LRM array with an LRM15 and
artemis fire control system in a future upgrade.

The Kestrel has an extensive defensive array of machineguns and a flamer. All
three machineguns are mounted above the cockpit, giving the Kestrel the
ability to put some plunging fire on enemy infantry in foxholes and dug in
positions. Finally the centrally mounted Flamer, while an effective
anti-infantry weapon, it is also useful in dissuading enemy mechs from
attacking at close range.

==Battle History:==
The Kestrel is a new design and has seen little service so far. Many are on
garrison duty and seem to perform adequately. Run ins with pirates have shown
that the RAC/5 is a very effective weapon, but pilots feel that the Kestrel
should have another heavy weapon for a mech of this size.

==Variants:==
Tests are prepared to replace both LRM's with a single LRM15 with artemis
fire-control. This version would add an endo steel skeleton and jump jets.

==Deployment==
Almost all Kestrels are in service with Federated Suns units and affilated
mercenary units. Two have been spotted with Word of Blake forces.

--------------------------------------------------------
Type/Model: Kestrel KSR-4G
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Standard 0 7,50
Engine: 300 Fusion 6 19,00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 ,00
Gyro: 4 3,00
Cockpit, Life Supt., Sensors: 5 3,00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 ,00
Armor Factor: 216 pts Standard 0 13,50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 32
Center Torso (Rear): 11
L/R Side Torso: 16 22/22
L/R Side Torso (Rear): 8/8
L/R Arm: 12 22/22
L/R Leg: 16 30/30

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Rotary AC/5 RA 1 40 8 12,00
(Ammo Locations: 2 RT)
3 Medium Lasers LA 9 3 3,00
1 Machine Gun RT 0 300 3 2,00
(Ammo Locations: 1 LT, 1 RT)
1 LRM 5 RT 2 24 2 3,00
(Ammo Locations: 1 RT)
1 Machine Gun LT 0 1 ,50
1 LRM 10 LT 4 12 3 6,00
(Ammo Locations: 1 LT)
1 Machine Gun CT 0 1 ,50
1 Flamer CT 3 1 1,00
CASE Equipment: LT RT 2 1,00
--------------------------------------------------------
TOTALS: 24 53 75,00
Crits & Tons Left: 25 ,00

Calculated Factors:
Total Cost: 6.970.250 C-Bills
Battle Value: 1.393
Cost per BV: 5.003,77
Weapon Value: 1.903 / 1.903 (Ratio = 1,37 / 1,37)
Damage Factors: SRDmg = 30; MRDmg = 19; LRDmg = 5
BattleForce2: MP: 4, Armor/Structure: 5/6
Damage PB/M/L: 6/4/1, Overheat: 0
Class: MH; Point Value: 14
Specials: if
Karagin
03/10/07 11:02 PM
24.26.220.4

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Only thing I can think of is to add another ton of RAC ammo...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Drasnighta
03/11/07 06:08 AM
202.126.108.239

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Yeah, one thing Heavy Metal Pro doens't let you do is play around a lot with the Half-Ton MG Ammo Rule...

Instead of 1 Ton in each of the Torsos, I'd make that a Half-Ton Each, and squeeze on that extra set of RAC Rounds... You can do it on Paper, just not in the Program... That way, you maintain the separate ammunition bins for each of the popguns.
CEO Heretic BattleMechs.
Karagin
03/11/07 04:44 PM
24.26.220.4

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You can do that via the frationial accounting rules. I do it all the time.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Rotwang
03/11/07 04:45 PM
213.118.82.131

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BattleMech Technical Readout

Type/Model: Kestrel KSR-5G
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Endo Steel
Power Plant: 300 Vlar Fusion
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
1 Rotary AC/5
3 Medium Lasers
3 Machine Guns
1 LRM 15
1 Flamer
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Deployment==
Almost all Kestrels are in service with Federated Suns units and affilated
mercenary units. Two have been spotted with Word of Blake forces.

--------------------------------------------------------
Type/Model: Kestrel KSR-5G
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Endo Steel 14 4,00
(Endo Steel Loc: 1 HD, 4 LA, 3 RA, 3 LT, 3 RT)
Engine: 300 Fusion 6 19,00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 10 Double [20] 0 ,00
Gyro: 4 3,00
Cockpit, Life Supt., Sensors: 5 3,00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 ,00
Armor Factor: 208 pts Standard 0 13,00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 29
Center Torso (Rear): 10
L/R Side Torso: 16 22/22
L/R Side Torso (Rear): 7/7
L/R Arm: 12 22/22
L/R Leg: 16 29/29

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Rotary AC/5 RA 1 60 9 13,00
(Ammo Locations: 3 RT)
3 Medium Lasers LA 9 3 3,00
1 Machine Gun RT 0 100 2 1,00
(Ammo Locations: 1 RT)
1 Machine Gun LT 0 1 ,50
1 LRM 15 LT 5 16 5 9,00
(Ammo Locations: 2 LT)
1 Machine Gun CT 0 1 ,50
1 Flamer CT 3 1 1,00
CASE Equipment: LT RT 2 1,00
4 Standard Jump Jets: 4 4,00
(Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 23 71 75,00
Crits & Tons Left: 7 ,00

Calculated Factors:
Total Cost: 7.637.000 C-Bills
Battle Value: 1.702
Cost per BV: 4.487,07
Weapon Value: 1.765 / 1.765 (Ratio = 1,04 / 1,04)
Damage Factors: SRDmg = 32; MRDmg = 20; LRDmg = 5
BattleForce2: MP: 4J, Armor/Structure: 5/6
Damage PB/M/L: 5/4/1, Overheat: 1
Class: MH; Point Value: 17
Specials: if
Karagin
03/11/07 05:12 PM
24.26.220.4

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Cool! Now it can rock and roll with the bigger mechs...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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