Frank 'N Stein

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Lafeel
11/14/08 06:09 PM
157.157.106.160

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What? It's a contest entry, and seeing as you guys could probably use a laugh, I'm posting it here too.

Code:
                BattleMech Technical Readout

Type/Model: Frank 'N Stein M0nst3r
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 60 tons
Chassis: Frank 'N Stein M0nst3r special Standard
Power Plant: 240 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 McCloud Specials Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
1 Federated Autocannon/10
3 Sperry Browning Machine Guns
1 ChisComp 43 Special Large Laser
Manufacturer: None
Location: None
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
One of the oddest pieces of machinery ever to walk the battle fields of the
Inner Sphere, the Frank, as she was affectionately termed by her technical
crew, came into existence after a raid by the mercenary company “The Last
Chancers” into Marik space.

Seeing as the original owner had saved captain McTaggart's life, at the price
of losing his ride at the time, a Phoenix Hawk, the captain graciosly had his
chief technician, a young woman by the name of Angel, to build him a new mech
out of the salvage they had aquired during the raid.

As fate would have it, there was not enough left any single mech to build a
normal design, but rather than letting that get her down, Angel went to work
building a new mech using what was available.

The Frank was the eventual result, after three months of hard work.

==Capabilities:==
Outwardly the Frank looks about as you would expect, which is to say like a
patchwork design, which is, after all, exactly what it is. The legs and left
arm (complete with the autocannon, but mounted on the right side (more on that
below) of a Enforcer (the legs are reinforced to handle the extra weight), the
torso section of a Merlin, while the left arm looks like it came off a
Quickdraw, although missing the hand assembly.

As one might expect, the transplanted right arm can be something of a
headache, especially to a first time pilot, as, due to being the Enforcer's
left originally, it sometimes doesn't respond properly. Another flaw is that
while the legs were reinforced, they still remain the legs of a mech ten tons
lighter than the end result, and therefore are more vulnerable to damage than
the legs of a normal 60 tonner. However, as Angel herself pointed out, having
the jump jets that came with the leg, can be a very usefull thing tactically,
and does improve the Frank's maneuverability considerably.

As one might expect, the armament is just as big a hodge podge as the rest of
the Frank. The right arm, as expected, seeing where it came from, sports that
design's Federated autocannon, and Angel was even able to double the number of
rounds carried to twenty, albeit at the price of a feed system that has a bad
tendency to jam when the Frank overheats, a flaw that is only compounded by
the proximity of the other main weapon.

This is a large laser, also salvaged from a Enforcer, although a closer
examination revealed it to be from a different Enforcer than the arm and
autocannon came from, housed in the mount that housed the Merlin's ppc
originally, a weapon that was not available when the Frank was put together.

The final weaponry is a triple gun battery of machine guns, mounted in a
triangular pattern in the wrist of the left arm. While the amount of firepower
added seems miniscule, the tactical flexibility gained more than makes up for
it.

All in all, the Frank is a surprisingly capable mech, if a very tempermental
one.

==Variants:==
None exist, and this is likely to remain so, unless someone else builds a
similar design using different parts. But then it wouldn't really be a Frank,
now would it?

==Deployment==
Unsurprisingly for such a odd ball design, the Frank remains a one off. The
sheer mis match of parts involved makes it extremely unlikely that there will
ever be more constructed.

While the Frank does spend about 30% more down time than most equalient mechs,
it is only to be expected due to it's unusual nature, and surprisingly the
technical staff assigned to it don't complain, at least not anywhere near
either it's pilot, or Angel.

--------------------------------------------------------
Type/Model: Frank 'N Stein M0nst3r
Mass: 60 tons

Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 6.00
Engine: 240 Fusion 6 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 11 Single 2 1.00
(Heat Sink Loc: 1 RT, 1 CT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 160 pts Standard 0 10.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 29
Center Torso (Rear): 8
L/R Side Torso: 14 17/17
L/R Side Torso (Rear): 5/5
L/R Arm: 10 17/17
L/R Leg: 14 18/18

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/10 RA 3 20 9 14.00
(Ammo Locations: 2 RT)
3 Machine Guns LA 0 200 4 2.50
(Ammo Locations: 1 LT)
1 Large Laser RT 8 2 5.00
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 11 50 60.00
Crits & Tons Left: 28 .00

Calculated Factors:
Total Cost: 4,889,600 C-Bills
Battle Value: 954
Cost per BV: 5,125.37
Weapon Value: 794 / 794 (Ratio = .83 / .83)
Damage Factors: SRDmg = 17; MRDmg = 10; LRDmg = 1
BattleForce2: MP: 4J, Armor/Structure: 4/5
Damage PB/M/L: 4/2/-, Overheat: 0
Class: MH; Point Value: 10


Opinions are appreciated, but before you say it, the machine guns, and their full ton of ammunion aren't going anywhere, seeing as the ammunition was a requirement in the contest (so I'd just try to fire it all of as fast as possible)
Lafeel
11/16/08 09:55 PM
157.157.106.160

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Zero replies? Some people have no appreciation of humour..Anyway, here, have the refit.:P

Code:
               BattleMech Technical Readout

Type/Model: Frank 'N Further (Frank MKII)
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 60 tons
Chassis: Frank 'N Further special Endo Steel
Power Plant: 240 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 McCloud Specials Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
1 Ultra AC/10
3 Small Pulse Lasers
1 ER Large Laser
Manufacturer: Bander BattleMechs
Location: Terra Firma
Communications System: Brains?
Targeting & Tracking System: Brains!

------------------------------------------------------------------------------
==Overview:==
Exactly how notorious mech designer Felifous Bander (of Bandersnatch infamy)
got his hands on the only Frank ever constructed remains a mystery to this
day, but the result certainly is not.

Realizing that the end of the Fed Com Civil War meant that there was a need
for a cheap, yet effective heavy mech, Bander jumped in with both feet to re
invent the mech for the battlefields of the 31st century.

While the materials are different, mostly because of the fact they are not
battlefield salvage, the mech still looks very much the same way as it did
nearly a century ago, but anyone mistaking this mech for it's progenitor will
not live long to regret that mistake.

==Capabilities:==
Eccentrecies aside, Bander actually had a pretty good idea of how to improve
the Frank, rejecting all suggestions of using equipment such as a extra light
engine, ferro fibrous armor, or re inventing the weapon loadout outright.

Instead the weapon loadout would be familiar to anyone who used the original,
with it's two main guns, a autocannon, and a large laser, still there, and in
their places before, the only difference being that the models used are now
ones that the Frank's original desinger could only have dreamed of.

Replacing the original Federated autocannon is a Mydron Excell ultra
autocannon, as previosly seen in the Enforcer 3, and more recent models of the
Bandersnatch, which neatly doubles the amount of lead thrown at the enemy,
although the fact the ammunition magazine's relatively small size, having
remained at twenty rounds, means that pilots would have to pick their shots
carefully.

As for the large laser, it was replaced with a extended range model,
considerably improving the range of the Frank, while still enabling it to dish
out punishment up close.

The only weapon removed outright were the machine guns, their replacements
being a trio of small pulse lasers, which, while less heat efficient, were
just as deadly against infantry, and deadly accurate against mech's, assuming
the Frank could get in close enough to use them.

As a final gesture, the Frank got fresh coat of paint (but made to look hap
hazard, after all doing otherwise wouldn't have felt right), a extra ton of
armor, and double heat sinks. All in all the MKII was a improvement over it's
parent design in every way.

Every way exept the looks.

==Variants:==
So far attempts to make Bander make variants of the loadout have fallen on
deaf ears. It is unknown if this will remain so, however.

==Deployment==
Strangely enough, the Federated Suns has shown interest in the Frank, as have
several mercenary units, and even some Solaris stables. Whether this is due to
the mech's low price tag (a little over 5 million C-bills), or due to it's
distinctive appearance no one knows.

Used mainly on the Taurian border, the Frank caused the Taurians repeated
trouble, mostly due to their repeated under estimation of the design due to
it's cobbled together appearance.

--------------------------------------------------------
Type/Model: Frank 'N Further (Frank MKII)
Mass: 60 tons

Equipment: Crits Mass
Int. Struct.: 99 pts Endo Steel 14 3.00
(Endo Steel Loc: 5 LA, 7 LT, 2 CT)
Engine: 240 Fusion 6 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 11 Double [22] 6 1.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 176 pts Standard 0 11.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 26
Center Torso (Rear): 9
L/R Side Torso: 14 18/18
L/R Side Torso (Rear): 6/6
L/R Arm: 10 18/18
L/R Leg: 14 24/24

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Ultra AC/10 RA 4 20 9 15.00
(Ammo Locations: 2 RT)
3 Small Pulse Lasers LA 6 3 3.00
1 ER Large Laser RT 12 2 5.00
CASE Equipment: RT 1 .50
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 26 68 60.00
Crits & Tons Left: 10 .00

Calculated Factors:
Total Cost: 5,625,600 C-Bills
Battle Value: 1,345
Cost per BV: 4,182.6
Weapon Value: 1,015 / 1,015 (Ratio = .75 / .75)
Damage Factors: SRDmg = 22; MRDmg = 15; LRDmg = 6
BattleForce2: MP: 4J, Armor/Structure: 4/5
Damage PB/M/L: 4/2/2, Overheat: 0
Class: MH; Point Value: 13


Why the name? Felt like it.
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