KitK
07/31/09 01:00 AM
71.17.31.164
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Code:
Jawbreaker 175 . Rules Level: Tournament Legal Tech Base: Inner Sphere Era: Succession Wars Tech Rating/Era Availability: D/X-E-D Chassis Config: Biped Mass: 35 tons Cost: 2,350,460 C-Bills Battle Value: 641 . Chassis: CMCStandard Light Power Plant: Leenex 140 Fusion Engine Walking Speed: 43.0 km/h Maximum Speed: 64.5 km/h Jump Jets: None Armor: Durallex Light Standard Armament: 1 Kali-Yama Autocannon/20 Manufacturer: CMCDesigns Primary Factory: St. Ives Communications System: Sony MSF-21 Targeting and Tracking System: Winston Sidewinder . Overview: The Jawbreaker is armed with a single Kali Yama Weapons Industries Big Bore autocannon-20 and two tons of ammunition. The entire system is enclosed in the 'Mech's right torso. Defensively the chassis supports 5.5 tons (74% coverage) of Durallex Light armor. . Consistent with CMCD's branding contract with Sony and Winston, the battlemech uses Sony MSF-21 communication components and manages its targeting information with a Winston Sidewinder system. . The Jawbreaker cruises at 43.0 kph (26.7 mph), maxing out at 64.5 kph (40.1 mph). It does not have any jump capacity. . The Jawbreaker is designed to give heavy, short-ranged, direct, fire support to light lances, or to provide cover fire for long-range support units when enemy forces begin pushing into the support line or send strikers to disrupt support operations. . . Capabilities: The Jawbreaker's primary capability is being able to place a big hit on its target. It achieves this, but it also pays for its success in several areas. First, its maneuverability is well below average for its weight and class. It is far to slow to keep up with light and most medium lancemates. The lack of speed and jump jets inhibit it in its rear-guard role for fire support lancemates, too. Attempts to use the Jawbreaker's heavy hit in a striker capacity have also failed because of the ‘Mech's lack of speed and jump capacity. . Armor coverage is the second area sacrificed to the massive autocannon. Most of the armor is dedicated to protecting the big gun, leaving the arm, leg, center torso, rear, and head armor thinner than recommended. Thirdly the weight and space required for this mono-weapon design do not allow the Jawbreaker to carry any back-up weapons. This problem is compounded by ammunition dependency. . In addition to these problems the vibration of the autocannon creates a number of problems for the battlemech and the mechwarrior. The original prototype mounted the cannon in the right arm, but the recoil and vibration from the gun consistantly damaged actuators after three shots and ripped the arm off after four. Moving the gun to the torso only partially solved the problem. The size of the gun and its proximity to the cockpit result in some of the vibration being unleashed to the cockpit. Veteran pilots compare taking three consecutive shots with a Jawbreaker's autocannon to surviving an ammunition explosion. Indeed, in combat it is rare to see Jawbreaker pilot take more than two consecutive shots except under the direst conditions. Those who have taken four blacked out. . The weapon's weight also puts a great deal of stress on the right hip and foot actuators. The actuators must be removed and serviced/rebuilt every 600 movement hours. It is possible to extend their service life to 1200 hours by switching the left and right actuators if the ‘Mech is actively deployed rather than garrisoned. Also, regarding maintenance, technicians have to check and tighten down every nut and bolt anytime a ton or more of ammunition has been expended. . . Battle History: No specifice battles will be cited. However, the Jawbreaker has excelled in ambush situations. It does not perform well fighting alone. . Combat has proven that it is possible to dissable or destroy another battlemech with one well placed shot. But this is rare. Even the lightest battlemechs manage to keep fighting or escape. The AC-20 can do a lot of damage, but it is not the one shot solution the the Jawbreaker's sales materials suggest. . . Deployment: N/A . . Variants: None . . Notable 'Mechs & MechWarriors: None . . ================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: 58 points 3.50 Engine: Fusion Engine 140 5.00 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: Single 10 0.00 Heat Sink Locations: 1 CT, 2 LT, 1 LL, 1 RL Gyro: Standard Gyro 2.00 Cockpit: Standard Cockpit 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Standard AV - 88 5.50
Internal Armor Structure Factor Head 3 7 Center Torso 11 15 Center Torso (rear) 2 L/R Torso 8 14 L/R Torso (rear) 2 L/R Arm 6 7 L/R Leg 8 9
Equipment Location Critical Mass -------------------------------------------------------------------------------- Autocannon/20 RT 10 14.00 @AC/20 (5) RT 1 1.00 @AC/20 (5) RT 1 1.00
. Designers Log: I wanted to put an AC-20 in as small of a ‘Mech as possible and still be able to move and take a hit or two (The Urbanmech R60L just doesn't cut it in those categories for me.). Its not the greatest 'Mech, but I have fun playing around with the Jawbreaker in MegaMek and think it has a niche.
Sorry, for the sloppy BBcoding. I just got lazy tonight.
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Venom
07/31/09 04:25 AM
207.191.200.101
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Reminds me of my Caliber, only Lvl 1. I bet it is fun to play with.
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Cray
07/31/09 08:32 AM
147.160.136.10
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Interesting design exercise. It's sort of like a plus-sized Urbanmech.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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Tripod
08/01/09 09:56 AM
8.23.64.195
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I like it...
Not because it is a light mech with an AC/20 but because it's level 1 tech. A swayback variant with an AC/10 woud be neat... with a bigger engine maybe? ... But... If it's a level 1 3025 mech we would not be swaping weapons and powerplants would we?
I know I've said this before but we need to, or I need to try drawing my designs. I'd like to see what this one looked like. It seems to have a primitive feel to it, like the Macki.
Or is this marketed as a rugged low tech easy to maintain low buck disposable piece for the more modern 3050+ era?
TBA
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KitK
08/01/09 01:05 PM
71.17.31.164
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Well this is the best image I have concocted for use in MegaMek. It is essentially like a Shadowcat but with arms from another humanoid, clan, medium or light mech. The AC barrel, from the top, obsures half the center torso and cockpit (thus the problem with vibration in the cockpit.
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Tripod
08/02/09 03:12 AM
192.94.94.106
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well, that's 100X better work than most of us.
So, it's a chicken-walker?
TBA
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KitK
08/03/09 12:03 AM
71.17.31.164
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Yes, a chicken walker. In my minds eye it allows a broader horizontal based (shorter height) platform on top of the legs to carry the AC, rather then a humanoid, which would be broader on the vertical plane.
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Prince_of_Darkness
08/03/09 12:33 AM
71.214.4.128
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I thought that the 4/6 movement was a bad idea in a city, so I tried to lower the overall speed to gain jump jets. It worked surprisingly well, with the only change (other than the speed) was the placement of the ammo and such; but's its a curse of mine, you see :
Jawbreaker
Rules Level: Tournament Legal Tech Base: Inner Sphere Era: Succession Wars Tech Rating/Era Availability: D/X-E-D Chassis Config: Biped Production Year: 3025 Mass: 35 tons Cost: 2,325,260 C-Bills Battle Value: 672
Chassis: Unknown Power Plant: Unknown 105 Fusion Engine Walking Speed: 32.25 km/h Maximum Speed: 53.75 km/h Jump Jets: Unknown Jump Capacity: 90 meters Armor: Unknown Standard Armament: 1 Autocannon/20 Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: 58 points 3.50 Engine: Fusion Engine 105 3.50 Walking MP: 3 Running MP: 5 Jumping MP: 3 (Standard) Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50 Heat Sinks: Single 10 0.00 Heat Sink Locations: 1 HD, 5 LT Gyro: Standard Gyro 2.00 Cockpit: Standard Cockpit 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Standard AV - 88 5.50
Internal Armor Structure Factor Head 3 9 Center Torso 11 13 Center Torso (rear) 4 L/R Torso 8 11 L/R Torso (rear) 3 L/R Arm 6 7 L/R Leg 8 10
Equipment Location Critical Mass -------------------------------------------------------------------------------- Autocannon/20 RT 10 14.00 @AC/20 (5) LT 1 1.00 @AC/20 (5) LT 1 1.00
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KitK
08/04/09 12:16 PM
198.169.14.120
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oh that's sooooooo slooooooooow! Though the jump jets are nice and may very well compensate for the speed. It's also more Urbanmech-ish. As I contemplated the Jawbreaker, I realized that the urban environment really isn't the place for it. It needs enough space (and even terrain) to dash in on its opponents, fire, and then back away so those pesky, fast, little, jump-capable mechs can't get behind it. Armor is paper thin back there.
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