Linebreaker LBK-4G

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01/15/12 08:46 AM

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Linebreaker LBK-4G

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F
Production Year: 3132
Cost: 30.645.333 C-Bills
Battle Value: 2.549

Chassis: Unknown Standard
Power Plant: Unknown 400 Fusion XL Engine
Walking Speed: 43,2 km/h (54,0 km/h)
Maximum Speed: 64,8 km/h (86,4 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
1 Heavy Gauss Rifle
1 Snub-Nose PPC
2 ER Medium Lasers
1 Hatchet
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Designed in parallel with the Decapitator, the Linebreaker was introduced to
the Solaris arenas and caused a shock by defeating all known hand tp hand
weapon wielding assault mechs, including the Berzerker.

The Linebreaker was designed to operate with other assault mechs, providing
close assult capability in offensive operations.

For this end the Linebreaker mounts one of the most powerful weapons currently
in service in the Inner Sphere, the Heavy Gauss Rifle with four tons of ammo.
The secondary armament made up of a Snub Nose PPC and a pair of ER Medium
Lasers while carrying a hatchet for close combat.

As the Linebreaker is still in trial, no known versions have been developed yet.

Equipment Type Rating Mass
Internal Structure: Standard 152 points 10,00
Engine: XL Fusion Engine 400 26,50
Walking MP: 4 (5)
Running MP: 6 (8)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Gyro: Standard 4,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
TSM Locations: 1 RT, 2 LA, 1 RA, 1 LL, 1 RL
Armor: Standard Armor AV - 307 19,50

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 15
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 42

Equipment Location Heat Critical Mass
Hatchet RA - 7 7,00
Snub-Nose PPC RT 10 2 6,00
ER Medium Laser RT 5 1 1,00
Heavy Gauss Rifle CT/LT 2 2/9 18,00
ER Medium Laser HD 5 1 1,00
@Heavy Gauss Rifle (16) RT - 4 4,00
Free Critical Slots: 9

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 25
4 4 4 1 0 4 0 Structure: 4
Special Abilities: TSM, MEL, SRCH, ES, SOA
01/15/12 05:40 PM

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Okay why hatchet on a still slow moving assault? Big mech with melee

Given time and plenty of paper, a philosopher can prove anything.
01/15/12 07:23 PM

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Actually, while not extremely useful in a duel, that hatchet could have a considerable effect in larger battle, and the more crowded the field, the greater the effect. This 'Mech's average speed allow it to control a lit of area, as other machines need to step very carefully in the event of a bad initiative roll. So while the hatchet might not do much actual damage (due to lack of opportunity), it may force enemy 'Mechs into some awkward positions in order to keep their distance. March it out into the middle of an open field and watch the enemy scatter like a bunch if cockroaches.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
01/16/12 07:46 AM

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THat may indeed work, but for some of us assaults with melee weapons is old hat. We had a guy who loved the damn things on 80 ton and heavier mechs. He fielded one, we turned it to swiss cheese. Yes it had the same setup, TSM and enough weapons to fire and gain the advantages of the in a S7 fight, I can see this mech doing a better job and having a larger chance of using the hatchet.

Given time and plenty of paper, a philosopher can prove anything.
01/18/12 03:33 AM

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Assault mechs with Hand Weapons are usually fire magnets. They are most useful either in S7 duels or when used to scare the enemy from getting too close. Paired up with long range mechs, they are ideal for local counter-attacks. If you just charge headlong at the enemy, you will get blown to pieces (Unless that's the plan all along)

When on the attack, keep it at the back, behind your main force, once you get close enough the enemy will be too busy dealing with the mechs in front of them to be able to bring enough firepower to bear.

They are most fun in built up areas like cities or woods, where in some cases the enemy has no other choice, but to "come and get 'em"
02/17/12 11:41 PM

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My biggest issue with the hatchet 'wielder here is that using it means he has to get in the minimum range of the heavy gauss rifle- and unless your TSM is running full steam, you'd be in a better position to take advantage of the sort range wonders. 'Cause of that, I'd drop the hatchet for another SN-PPC.
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