Frontiersman

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JackGarrity
04/04/07 07:44 AM
71.207.203.207

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Mech design that popped into my head, config wise. Wanted to do a basic second line unit, sorta like a Watchman, but a little better armed.

Frontiersman

Chassis: Star League IM-03x
Power Plant: General Mechanics 220 Light
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: Luxor Load Lifters
Jump Capacity: 60 meters
Armor: Livinston Ceramics with CASE
Armament:
1 Diverse Optics/A Large Laser
2 Diverse Optics Type 18 Medium Lasers
1 Devastator Series-07 LRM 10
2 SperryBrowning Machine Guns
Manufacturer: Star League Weapons Research
Primary Factory: Unknown
Communications System: TransComm Alpha
Targeting and Tracking System: Winston Sidewinder with TAG, Beagle Active Probe, Special Targeting Computer

Overview:
Meant to be a backup mech, rugged and easy to repair, the
Frontiersmen unit is a example of middle range technology; carrying a
series of packages that vary its general capabilities, the mech has
served good in its position. Built using reicent armor
configurations, the mech resembles a hunched shouldered humanoid with
long, thick arms, some jokers have siad it looks like a gorilla
walking upright. Jump capable, equiiped with a BAP and TC as standard
issue, the mech has many basic but functional features, no mainline
mech or 'showcase' it nonetheless is a solid, strong platform that
many units will find useful to fill the ranks. Meant to surive at
length without heavy repair, the weapons package is standardized as
much as possible without making it an omni mech, heat sinks, engine
capacity and the like are all more then adaquate for this
configuration. The most expesnvie componnet of this mech is the Light
class fusion engine. Many ratings have listed this as a powerfully
basic unit. Agaisnt the design however, is its armor, slightly thin
in the torso and legs to allow room for the jump jets and weapons
room, though a cautious pilot can handle this unit. The heat curve in
the primary configuration is also slightly hot, nothing dangerous,
but enough to make pilots operate with a measure of caution. Overall
it is a 'contender' mech, built using older but still viable weapons
and systems that places it within a affordable price range for its
tonnage. The primary configuration carries a series of Diverse optics
lasers as primary weapons, a LRM10 rack with 2 tons of ammunition and
a set of machine guns for anti personnel use. Secondary
configurations vary based on reigon of sale.

Tons:55 FT:0 MH:21
HD:20. CF:15. BV:1,195. Cost 7,383,890

Capabilities:
Max damage at range 1 to 3 hexes is 32 using the following
weapons:
(IS) Large Laser
(IS) LRM 10
(IS) Medium Laser (x2)
(IS)
Machine Gun (x2)
Max damage at range 4 to 9 hexes is 28 using the following
weapons:
(IS) Large Laser
(IS) Medium Laser (x2)
(IS) LRM 10[HARD
RETURN]Max damage at range 10 to 15 hexes is 18 using the following
weapons:
(IS) Large Laser
(IS) LRM 10
Max damage at range 16 to 21 hexes is 10 using the following
weapons:
(IS) LRM 10


Deployment:
120 units, 30 of each configuration. Main deployment is on
secondry worlds along the Combine/Lyran/Cappellan boarders or sold to
merc units in need of a secondary medium mech.

Battle History:
Skirmish duty, garrision support/replacement. Light combat duty
along clan boarder section.

Known Variants:
Frontiersman mk 2 that replaces the large laser wth more medium
lasers and a few points more of armor. mk 3 replaces the LRM10 wth
SRM2 pods and a small laser. mk 4 replaces the lrm 10 with two lrm 5
racks and the laser package with 2 medium and small class pulse
lasers.


Frontiersman

Technology Base: - Mixed (IS Chassis) - Level 2
Equipment Mass
Internal Structure: 5.5
Engine: 220 Light 7.5
Walking MP: 4
Running MP: 6
Jumping MP: 2
Heat Sinks: 10(20) - Double 0
Gyro: 3
Cockpit: 3
Armor Factor: 176 11

Internal Armor
Structure Value
Head 3 9
Center Torso 18 26
Center Torso(rear) 9
R/L Torso 13 20
R/L Torso(rear) 6
R/L Arm 9 18
R/L Leg 13 22

Weapons and Ammo Location Critical Tonnage
(IS) Large Laser LA 2 5
(IS) Machine Gun LA 1 0.5
(IS) Machine Gun Ammo LA 2 2
(IS) Beagle Active Probe LT 2 1.5
Targeting Computer LT 2 2
Jump Jet LL 1 0.5
Jump Jet RL 1 0.5
(IS) LRM 10 RT 2 5
(IS) LRM 10 Ammo RT 2 2
(IS) TAG RT 1 1
CASE RT 1 0.5
(IS) Machine Gun RA 1 0.5
(IS) Machine Gun Ammo RA 2 2
(IS) Medium Laser RA 1 1
(IS) Medium Laser RA 1 1
Greetings Mechwarrior.
Karagin
12/26/10 12:59 PM
72.178.75.99

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Decent midrange fighter, could do well in a short city fight, has decent firepower.
Karagin

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