Grasshopper GHR-6S

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Maurer
06/25/13 06:01 PM
142.11.67.185

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               BattleMech Technical Readout

Type/Model: Grasshopper GHR-6S
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 70 tons
Chassis: Mingh z33/7 Endo Steel
Power Plant: 280 VOX XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Lexington Lifters Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Durallex Heavy Standard
Armament:
4 Medium Pulse Lasers
1 Gauss Rifle
1 ER Large Laser
1 LRM 5
Manufacturer: Lantren Corporation
Location: (Unknown)
Communications System: Allet-C308
Targeting & Tracking System: Allet-T11

------------------------------------------------------------------------------
==Overview:==
When it first appeared on the battlefield in 2786, the Grasshopper was a
revolutionary design. Although it had a mass of 70 tons, it was jump-capable.
A heavy 'Mech, with all the firepower and armor of its weight classification,
the GHR-5H was designed as a highly mobile close-range fighter.
The original GHR-5H was expected to engage and destroy light to medium
'Mechs at close range, clearing the way for less mobile, better-armed units.
In a duel with another heavy 'Mech, the Grasshopper is usually out-gunned, but
its heavy armor and high mobility allows it to inflict substantial damage
before having to retreat.
The GHR-6S is an attempt to upgrade the Grasshopper's primary role with
Star League technology and increase its firepower be able to match the
firepower and range of Clan battlemechs.

==Capabilities:==
The new GHR-6S replaces the standard fusion engine with an extra-light
engine and replaces nearly half of it's heatsink array with double heatsinks,
as well as uses an endo-steel frame. With an almost 30% weight of free tonnage
available, engineers set about to upgrade the Grasshopper's entire weapons
array, save for the LRM-5.
The Grasshopper's laser array is completely revamped, with the large laser
upgraded to an extended version. The medium lasers are replaced with the pulse
variety, allowing a more deadly punch at close range. And finally, a massive
Gauss Rifle is installed in the left torso, giving teh Grasshopper additional
long range firepower.
The new weapons package gives the Grasshopper more short and long range
flexibility; along with it's maneuverability, make the new model a fearsome
addition on the battlefield.

--------------------------------------------------------
Type/Model: Grasshopper GHR-6S
Mass: 70 tons

Equipment: Crits Mass
Int. Struct.: 107 pts Endo Steel 14 3.50
(Endo Steel Loc: 6 LA, 6 RA, 1 LL, 1 RL)
Engine: 280 XL Fusion 12 8.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 12 Double [24] 3 2.00
(Heat Sink Loc: 1 RT)
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: 208 pts Standard 0 13.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 30
Center Torso (Rear): 13
L/R Side Torso: 15 20/20
L/R Side Torso (Rear): 10/10
L/R Arm: 11 22/22
L/R Leg: 15 26/26

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Pulse Laser RA 4 1 2.00
1 Medium Pulse Laser LA 4 1 2.00
1 Medium Pulse Laser RT 4 1 2.00
1 Gauss Rifle LT 1 16 9 17.00
(Ammo Locations: 2 RT)
1 Medium Pulse Laser LT 4 1 2.00
1 ER Large Laser CT 12 2 5.00
1 LRM 5 HD 2 24 2 3.00
(Ammo Locations: 1 RT)
CASE Equipment: RT 1 .50
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 31 76 70.00
Crits & Tons Left: 2 .00

Calculated Factors:
Total Cost: 13,881,974 C-Bills
Battle Value: 1,666
Cost per BV: 8,332.52
Weapon Value: 1,941 / 1,941 (Ratio = 1.17 / 1.17)
Damage Factors: SRDmg = 33; MRDmg = 19; LRDmg = 11
BattleForce2: MP: 4J, Armor/Structure: 5/3
Damage PB/M/L: 5/4/2, Overheat: 1
Class: MH; Point Value: 17



I never liked the 3050 TRO for the Grasshopper. I honestly think they could of done something a bit better, using at least double heatsinks or endo steel. This is what I think it would look like, FASA-ed out with a vulnerable XL engine.
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama

"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
Karagin
06/25/13 09:56 PM
72.178.85.122

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Nice work on this one. It makes sense I could see it as major upgrade or fix for the 3050 one.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
His_Most_Royal_Highass_Donkey
06/26/13 03:08 PM
173.185.122.250

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I'm sorry Karagin but I am going to have to agree with you once again.

The only thing that I would think needs to be changed is where the Gauss rifle and large laser is placed. I would have put them in the two arms. Other than that a good solid mech
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!!!
Karagin
06/26/13 07:09 PM
72.178.85.122

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I see your point on the arms, and I do agree it works there as well, but I have been trying to go with things in other spots to see if they work and well I do get a bit tired of folks knocking out the weapons in the arms.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
His_Most_Royal_Highass_Donkey
06/26/13 08:37 PM
173.185.122.250

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True that is a problem that one needs to consider to put heavy weapons into the arms.
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!!!
Maurer
07/04/13 08:04 PM
142.11.67.185

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Quote:

I'm sorry Karagin but I am going to have to agree with you once again.

The only thing that I would think needs to be changed is where the Gauss rifle and large laser is placed. I would have put them in the two arms. Other than that a good solid mech




With cannon designs, I try to stick with the overall appearance and placements of weapons; laser upgrades or downgrades, autocannon to PPC or vice versa, LRM to SRM or the reverse, etc. An exception might be an odd number of jump jets with this design, then I'd move the large laser for the jump jet in the torso. With this design, I'd typically just have it hang back and provide fire support, moving and jumping around as needed to face the enemy. Big weapons stay in the chest, so I could punch twice and fire those big weapons as well (if the Guass Rifle to hit isn't too high at pointblank range).
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama

"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
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