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.
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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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