Karagin
12/03/02 09:30 AM
68.21.149.194
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Okay working on the fluff, would like to take some of the ideas and such you folks toss out about this one and work it into the fluff...
code: Type/Model: Sabre Cat Tech: Inner Sphere / 3060 Config: Biped BattleMech Rules: Level 2, Standard design
Mass: 55 tons Chassis: Standard Power Plant: 275 Core Tek XL Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 1 Large Laser 1 Medium Laser 1 SRM 4 1 Narc Missile Beacon 1 LRM 10 1 Anti-Missile System Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Sabre Cat Mass: 55 tons
Equipment: Crits Mass Int. Struct.: 91 pts Standard 0 5.50 Engine: 275 XL Fusion 12 8.00 Walking MP: 5 Running MP: 8 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+H R: Sh+UA+LA+H 16 .00 Armor Factor: 176 pts Standard 0 11.00
Internal Armor Structure Value Head: 3 9 Center Torso: 18 25 Center Torso (Rear): 8 L/R Side Torso: 13 19/19 L/R Side Torso (Rear): 6/6 L/R Arm: 9 17/17 L/R Leg: 13 25/25
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Large Laser RA 8 2 5.00 1 Medium Laser LA 3 1 1.00 1 SRM 4 RT 3 25 2 3.00 (Ammo Locations: 1 RT) 1 Narc Missile Beacon RT 0 6 3 4.00 (Ammo Locations: 1 RT) 1 LRM 10 LT 4 24 4 7.00 (Ammo Locations: 2 LT) 1 Anti-Missile System CT 1 48 5 4.50 (Ammo Locations: 4 RT) -------------------------------------------------------- TOTALS: 19 54 55.00 Crits & Tons Left: 24 .00
Calculated Factors: Total Cost: 9,703,206 C-Bills Battle Value: 978 Cost per BV: 9,921.48 Weapon Value: 1,072 / 1,072 (Ratio = 1.10 / 1.10) Damage Factors: SRDmg = 16; MRDmg = 10; LRDmg = 3 BattleForce2: MP: 5, Armor/Structure: 4/2 Damage PB/M/L: 4/3/1, Overheat: 0 Class: MM; Point Value: 10 Specials: if
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Toastrider
12/03/02 10:51 AM
172.133.97.198
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You DO know that the Clan Smoke Jaguar warship that razed Edo was named the Sabre Cat, don't you?
--Toasty
"The survivors, not the victors, write the history books."
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Karagin
12/03/02 11:05 AM
68.21.149.149
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Yes I know...the name for this one comes from a William Keith's novel about the Fifth Foreign Legion.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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KamikazeJohnson
12/03/02 12:55 PM
142.161.119.103
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Wow...Karagin using an XL Engine...don't see that very often!!!
Anyway, for the most part, I like this design. Negligible heat buildup, ample ammo supply, good mix of range and damage on the weapons. I've never particularly cared for the IS AMS system...it always seemed way too inefficient to justify the tonnage cost in ammo, but that's just my opinion.
Any particular reason for not using Endo Steel? It looks like you have plenty of crit space...are you planning to work that into the fluff?
Anyway, this looks like a decent front-line unit or "heavy" scout...for a pure front-line unit, I suggest a variant that trades the AMS to upgrade to LRM to a 15, and maybe add some ECM gear to make up for the decrease in protection. A lot of possible "specialty" variants if you tinker with the missile systems...tweak it for short or long range if desired.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Karagin
12/03/02 01:08 PM
68.21.149.239
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Fluff will come from different ideas that are suggested for improving the mech...what I am trying to do is get the variants and such from you folks and then I can fill in the other stuff with reason why the variants came about kind deal.
On the AMS, seems to be the best trade of is to lower the ammo by two tons and increase the LRM ammo and the NARC ammo OR just Increase the Narc ammo.
I didn't go with endo steel because I was going with an old adage of mine, limited about how high tech applied to a certain weight to see if it's do able. Plus I wanted speed on this one and the XL gave me that. Over all I was shooting for something similar to an Enforcer but a tad bigger and able to play rough with other mediums and heavies.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Karagin
12/11/02 10:21 PM
68.21.149.105
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==Overview:== The Sabre Cat has become on of the most well known mechs in the Co-Alliance. It has won it's repuatation time and again in combat as it stands up and defeats mechs equal to it or heavier.
The Sabre Cat has shown that it's construction is very sound and that it can take a lot of punishment while still returning the same to the attacker.
==Capabilities:== The well rounded weapons system on the Sabre Cat allows it to work well with it's lancemates. Moving in and tagging the enemy with it's Narc Pods allows it to bring in accurate missile fire and when added to it's direct firepower this really gives the mech it's claws as well as it's bite.
Moving at an average speed for it's size the Sabre Cat uses a Core Tek Extra Light Fusion engine to really give it a boost, but it hopes to off set the risk of using such an engine by covering it's self in almost maximum armor.
Many of the outside firms that had a hand in the Sabre Cat told United Arms, that this would be a major drawback and limit it's usefulness on the battlefield. Luckly they were wrong.
The main weapons of the Sabre Cat are it's LRM and it's standard large lasers. Rounding this off are an SRM and medium laser as well as an anti-missile system. The twin missiles launchers can both use the narc pods carried on the Sabre Cat as can it's lance mates. The mixture of these weapons allows the mech to alway have 80% of its firepower ready to bring to bare against the enemy no matter what range.
==Battle History:== Seeing combat for the first time in 2831, when Landorf Protectorate Armed Forces sent a small force into the Laplat Region of their border with Vondor Imperium over minining rights and the seizure of Protectorate citizens and dropships.
The 3rd Guard Company of the 12th Marine Guards, laned on the Leplat Astidroid and quickly sized control, in the running battle on the surface of the Asteroid, the Sabre Cats of 2nd Platoon of the 3rd Guards found themselves confronted by a lance of Rogan mechs (40 tonners), the sergeant in command of the lance quickly moved his mechs in after peppering the Vondarian lance with LRM fire mixed with Narc Pods. Moving up with his two Sabre Cats and a single Wild Cat mech, the sergeant moved his Wind Fury so as to provide covering fire and enfilading fire as well.
This allowed the Sabre Cats to move into medium range with the Rogans and with the Wild Cat they where able to catch the Rogans between trying to take out the Wind Fury as well as deal with the Sabre Cats and the Wild Cat. After another 12 minutes of heated fighting the last Rogan retreated and Second Platoon, battered but still very much in the fight, moved into the maze of buildings and rockpiles that made up the eastern part of the complex.
Quickly they dealt with the enemies light police armored cars and finially reached the jail. Freeing the prisoners and escorting them back to the landing zone.
The Sabre Cat has seen action on every front the LPAF has fought on and earned it's fame during the Revolt of the Warlords as a mech that would not die.
==Variants:== Several variants have been tested and many of them either replaces the Narc Pods or removes the XL engine in favor of other high tech items to give the Sabre Cat an even longer life on the battle field currently there are 8 different variants undergoing testing through out the Co-Alliance Armed Forces and it is hoped that which ever version is picked goes on to add to the repuation of this fine mech.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Karagin
04/15/08 08:14 PM
24.26.220.4
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Looking for more input...I am on a new kick, revamping older design of mine...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Tripod
04/16/08 03:49 AM
192.91.75.29
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thr rounded weaponsystem and speed/size remind me of the Bushwacker. also, the new AMS rules using 1 ammo per turn helps that system out alot. 4 tons of ammo? thats what?...24 rounds of use?seems a bit much.
i'm about to go post a question about 1/2 ton ammo allocations... pending the results, i'd drop one ton of ams ammo for another ams and a half ton of narc ammo(1 ton is only 6 shots, right?).
TBA
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Karagin
04/16/08 09:03 AM
24.26.220.4
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With the new rules yes the AMS is better and thus I can adjust the ammo somewhat.
I will look into your suggestion on the ammo adjustments.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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