Guardian II

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ATN082268
03/20/13 02:56 AM
69.128.58.222

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BattleMech Technical Readout

Type/Model: Guardian II
Tech: Clan / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 100 tons
Chassis: Endo Steel
Power Plant: 300 Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Standard

Armament:
1 Large Pulse Laser
1 ER Large Laser
1 LB 10-X AC
1 Streak SRM 6
1 LRM 15 w/ Artemis IV

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Guardian II
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Endo Steel 7 5.00
(Endo Steel Loc: 2 RA, 2 LT, 3 RT)
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 17 Double [34] 10 7.00
(Heat Sink Loc: 2 RA, 2 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 307 pts Standard 0 19.50

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

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 6.00
1 ER Large Laser LA 12 1 4.00
1 LB 10-X AC LA 2 20 7 12.00
(Ammo Locations: 2 LA)
1 Streak SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 RT)
1 LRM 15 w/ Artemis IV LT 5 24 6 7.50
(Ammo Locations: 3 LT)
1 Targeting Computer RT 4 4.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 33 74 100.00
Crits & Tons Left: 4 .00

Calculated Factors:
Total Cost: 11,842,000 C-Bills
Battle Value 2: 2,940 (old BV = 2,810)
Cost per BV2: 4,027.89
Weapon Value: 5,469 / 5,071 (Ratio = 1.86 / 1.72)
Damage Factors: SRDmg = 50; MRDmg = 38; LRDmg = 21
BattleForce2: MP: 3J, Armor/Structure: 8/8
Damage PB/M/L: 8/6/5, Overheat: 0
Class: MA; Point Value: 29
His_Most_Royal_Highass_Donkey
03/20/13 06:07 PM
108.102.44.240

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A little heavy on the long range weapons. I would drop one of the long range weapons and add some more short range weapons. Since I don't like ACs I would drop the AC10-X for some medium pulse lasers.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
ATN082268
03/23/13 05:56 AM
69.128.58.222

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Quote:

A little heavy on the long range weapons. I would drop one of the long range weapons and add some more short range weapons. Since I don't like ACs I would drop the AC10-X for some medium pulse lasers.




On big slugs like the Guardian II, I usually put the emphasis on long range firepower as they can't really chase anything down and it frequently improves their to hit numbers. I could probably drop the AC and put in a bank of medium pulse lasers and just lay off the ER Large when the fighting gets close in...
ATN082268
03/28/13 07:01 AM
69.128.58.222

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BattleMech Technical Readout

Type/Model: Guardian III
Tech: Clan / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 100 tons
Chassis: Endo Steel
Power Plant: 300 Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Standard
Armament:
1 Large Pulse Laser
1 ER Large Laser
1 Streak SRM 6
4 Medium Pulse Lasers
1 LRM 15 w/ Artemis IV
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Guardian III
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Endo Steel 7 5.00
(Endo Steel Loc: 2 RA, 2 LT, 3 RT)
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 21 Double [42] 18 11.00
(Heat Sink Loc: 4 LA, 3 RA, 2 LT)
Gyro: 4 3.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 307 pts Standard 0 19.50

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

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 6.00
1 ER Large Laser LA 12 1 4.00
1 Streak SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 RT)
2 Medium Pulse Lasers RT 8 2 4.00
1 LRM 15 w/ Artemis IV LT 5 24 6 7.50
(Ammo Locations: 3 LT)
1 Medium Pulse Laser CT 4 1 2.00
1 Medium Pulse Laser HD 4 1 2.00
1 Targeting Computer RT 4 4.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 47 75 100.00
Crits & Tons Left: 3 .00

Calculated Factors:
Total Cost: 11,370,000 C-Bills
Battle Value 2: 3,352 (old BV = 3,077)
Cost per BV2: 3,392.0
Weapon Value: 7,059 / 6,701 (Ratio = 2.11 / 2.00)
Damage Factors: SRDmg = 62; MRDmg = 44; LRDmg = 18
BattleForce2: MP: 3J, Armor/Structure: 8/8
Damage PB/M/L: 9/7/3, Overheat: 1
Class: MA; Point Value: 34
His_Most_Royal_Highass_Donkey
03/28/13 12:28 PM
72.56.225.130

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That is better for when they close in on you and with all that long range weaponry they would have.

I am not sure why you added more heat sinks... Firing all of your long range weapons and jumping creates 30 heat and firing all of your short range weapons and jumping creates 23 heat. I would have dropped heat sinks to straighten even more your short ranged firepower.

The changes I would make is
drop 3 tons of targeting computer you don't need it since you dropped the LB 10-X AC.
drop 3 heat sinks
add 3 medium pulse lasers

You would have the ability to dump 36 heat every turn.

You would have a long range attack of ERLL, LPL, and the LRM15 and jumping creates a heat of 30 heat a turn.

You would have a short range attack of 7 MPLs, SSRM-6 and jumping creates a heat of 35 heat a turn.

With all of that short range firepower they will be more inclined to keep their distance so your long range firepower can do its job. If they came into extreme range of the MPLs I would add two of them to your attack, you would have the ability to dump the heat at no risk of heat build up. As they got closer I would stop using long range weapons for short ranged weapons. Yes you have a harder chance to hit but you have a greater chance of damaging them with the short ranged weaponry. I would just not try an alpha strike, unless you are really REALLY despite, that would give you one heck of a chance of a ammo explosion. It could be risked if and only if you don't expect to be doing much of anything the next turn and that your out of ammo. It might just be worth risking in that case.

I would see about moving the JJs out of the legs and a heat sinks into the legs so if needed you can stand in water for cooling.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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