GRP-2L Grappler

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KamikazeJohnson
01/11/14 02:24 PM
50.72.218.68

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Grappler GRP-2L

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 4,337,375 C-Bills
Battle Value: 1,134

Chassis: Unknown Standard
Power Plant: Unknown 250 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
1 PPC
1 Medium Laser
1 SRM-2
3 Small Lasers
1 Flamer
Manufacturer: Johnson MechWorks, Inc.
Primary Factory: Soul
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Once again, Johnson MechWorks, Inc. is making use of their long-standing
reputation to garner some easy publicity by releasing yet another schematic from
their archives. This one, dubbed the "Grappler", was originally conceived as a
raider, and as such was designed with the tools to cause havoc behind enemy
lines, an operate unsupported for extended periods. Unfortunately, the
original prototype was plagued with equipment problems (a common result of
acquiring parts through battlefield salvage), and so the design's full
capabilities could never be demonstrated, and the the design (and prototype)
were scrapped.


Capabilities:
While slow, lightly armoured, and with only moderate firepower by modern
standards, the Grappler appears (on paper) to have been a fairly capable design
for its time. The single PPC provides ample long-range punch for its weight
class, its point-blank firepower is noteworthy due to the cluster of Light
Lasers, and its sole ammo-dependent weapon has the versatility of 2 different
ammo types, not to mention an ammo capacity which should be sufficient for all
but the longest campaigns.


The Grappler has a little bit of everything: good mobility, long-range
effectiveness, close-range punch, anti-vehicle effectiveness, and "mayhem"
equipment (Flamer). Potentially a lethal package, had it ever made it onto a
battlefield.



Battle History:
While the Grappler never actually saw production, the prototype saw extensive
testing. What mostly came from the trials, however, was a laundry list of
difficulties.


First, the PPC was originally a hand-held model discarded by a Battemaster
after taking a hit in combat. Repairs were only partially successful, resulting
in increased heat output. Furthermore, the hand-held mounting system proved to
be incompatible with the Grappler's torso-mount, making the weapon hard to aim.


The SRM also had persistent problems with the ammo feed: either ammo bin could
feed the system, but then feeder tended to jam when the pilot switched ammo
types rapidly, often resulting in premature detonation.


Finally, a faulty Jump Jet port in the Left Leg limited the 'Mech's effective
jump range to 120 metres, rather then the expected 150.


Failure to rectify these issues resulted in cancellation of the design.

**GAME NOTES**
To simulate the equipment problems:
PPC: +2 heat
SRM Ammo Feed: If the the SRM is fired in successive rounds with different ammo (eg, regular rounds in Round 5, Inferno in Round 6) a result of "3" or less on the To-Hit Roll indicated a feed jam. The shot misses, the round explodes, doing normal damage to the CT Internal Structure (roll possible Critical), and ignites the appropriate ammo bin (avoid on 6+). If the SRM sits idle for a round between shots, this malfunction is avoided.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 250 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Single Heat Sink 12 2.00
Heat Sink Locations: 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 136 8.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 20
Center Torso (rear) 5
L/R Torso 12 16
L/R Torso (rear) 5
L/R Arm 8 12
L/R Leg 12 18

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser HD 1 1 0.50
SRM-2 CT 2 1 1.00
2 Small Lasers RT 2 2 1.00
PPC LT 10 3 7.00
Flamer RA 3 1 1.00
Medium Laser LA 3 1 1.00
@SRM-2 (Inferno) (50) RT - 1 1.00
@SRM-2 (50) RT - 1 1.00
Free Critical Slots: 29

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 11
5j 2 1 1 0 2 1 Structure: 4
Special Abilities: SRCH, ES, SEAL, SOA

MY BLURB:
I love 3025 Tech. Trying to come up with something original, yet effective within the limitations of the system. I'll probably post a "modern" update of the design later, using higher tech.

What y'all think of this one?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
01/12/14 01:30 AM
50.72.218.68

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Grappler GRP-4R

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-D-A
Production Year: 3070
Cost: 4,795,250 C-Bills
Battle Value: 1,355

Chassis: Unknown Standard
Power Plant: Unknown 250 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
1 ER PPC
1 Medium Laser
1 SRM-2
3 Small Pulse Lasers
1 Flamer
Manufacturer: Johnson 'MechWorks Inc.
Primary Factory: Soul
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
With the "re-release" of the GRP-2L Grappler schematic comes speculation on how
the design would handle the modern battlefield. Naturally, JMInc. released the
-4R variant, a simple field upgrade of the orginal -2L.


Capabilities:
As a field upgrade, the -4R does everything the original does, just a little
better. The simple replacement of the original 12 Heat Sinks with 10 Doubles
saves 2 tons while improving heat dissipation, and the designers put those tons
to good use. CASE for the SRM Ammo greatly improves the 'Mech's survivability,
and the remaining tonnage upgrades the Small Lasers to Pulse models, granting
the same firepower, but much better accuracy up close. A shiny new ERPPC
replaces the older model, and the straight upgrade to Ferro-Fibrous Armour adds
the equivalent to an extra ton of protection.

Nothing special, but a bunch of minor improvements that add up to a significant
increase in overall effectiveness.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Fusion Engine 250 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 152 8.50
Armor Locations: 4 LT, 4 RT, 3 LA, 3 RA
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 23
Center Torso (rear) 6
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 13
L/R Leg 12 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Pulse Laser HD 2 1 1.00
SRM-2 CT 2 1 1.00
2 Small Pulse Lasers RT 4 2 2.00
ER PPC LT 15 3 7.00
Flamer RA 3 1 1.00
Medium Laser LA 3 1 1.00
@SRM-2 (Inferno) (50) RT - 1 1.00
@SRM-2 (50) RT - 1 1.00
Free Critical Slots: 16

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 14
5j 2 2 1 0 2 0 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA

MY BLURB:
Pretty simple...if you already owned a GRP-2L Grappler, this is what you'd probably do to it. Simple, non-invasive modifications to higher tech.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by Cray (01/15/14 06:25 PM)
KamikazeJohnson
01/13/14 08:33 PM
50.72.218.68

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Any thoughts on how to rebuild this with State-of-the-Art or Experimental Tech? I have my own thoughts, but I'd like to hear how everyone else would do it.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Karagin
01/14/14 06:43 AM
24.243.178.124

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I would say 2 Snubbs and composite endo and light gyro and smaller cockpit.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
01/14/14 11:26 AM
50.72.218.68

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Hmmm...I can't make that add up...maybe I'm missing something. What's the tonnage breakdown of the modifications?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
01/14/14 03:10 PM
72.214.204.166

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Not a smaller cockpit, falling down due to damage is already a common occurrence enough.
KamikazeJohnson
01/14/14 04:38 PM
24.114.36.99

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Quote:
Not a smaller cockpit, falling down due to damage is already a common occurrence enough.



Have to agree here...not really a fast enough machine to avoid damage, so the Piloting penalty is a definite risk. Plus, for fluff reasons...the Grappler is intended for extended raiding operations, so pilot comfort us a considerationas well.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CrayModerator
01/14/14 07:15 PM
71.47.122.85

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Quote:
Any thoughts on how to rebuild this with State-of-the-Art or Experimental Tech? I have my own thoughts, but I'd like to hear how everyone else would do it.



You're a bit tonnage-restricted for some changes, but...

If you were building on the same 'Mech, rather than a new factory model, then I'd say:
1) Trade the small lasers for an ECM. If you've got a behind-the-lines raider, then hide like one.
2) 10 DHS to replace the 12 SHS
3) ER PPC
4) Another ton of armor, using 1 ton freed from the heat sinks
5) Trade the SRM 2 for an LRM 5 with the other heat sink ton. An SRM 2 is nice, but LRMs have a wider range of ammo options (including incendiary). "Minefields" are a gift that keeps on giving from a behind-the-lines type.

If you were building a new 'Mech, I'd:
1) Use endo steel, freeing 2.5 tons
2) Trade the small lasers for an ECM
3) 10 DHS to replace the 12 SHS, freeing 2 tons
4) ER PPC
5) Another ton of armor, using 1 ton freed from the heat sinks
6) Trade the SRM 2 for an MML-5 (3 tons), 3 tons of ammo, and CASE
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.
KamikazeJohnson
01/14/14 10:55 PM
50.72.218.68

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Quote:
Quote:
Any thoughts on how to rebuild this with State-of-the-Art or Experimental Tech? I have my own thoughts, but I'd like to hear how everyone else would do it.



You're a bit tonnage-restricted for some changes, but...

If you were building on the same 'Mech, rather than a new factory model, then I'd say:
1) Trade the small lasers for an ECM. If you've got a behind-the-lines raider, then hide like one.
2) 10 DHS to replace the 12 SHS
3) ER PPC
4) Another ton of armor, using 1 ton freed from the heat sinks
5) Trade the SRM 2 for an LRM 5 with the other heat sink ton. An SRM 2 is nice, but LRMs have a wider range of ammo options (including incendiary). "Minefields" are a gift that keeps on giving from a behind-the-lines type.

If you were building a new 'Mech, I'd:
1) Use endo steel, freeing 2.5 tons
2) Trade the small lasers for an ECM
3) 10 DHS to replace the 12 SHS, freeing 2 tons
4) ER PPC
5) Another ton of armor, using 1 ton freed from the heat sinks
6) Trade the SRM 2 for an MML-5 (3 tons), 3 tons of ammo, and CASE



Refit:
You started off pretty close to my own posted Field Refit, swapping for DHS and ERPPC. I upgraded to FF armour, which you didn't mention.

The ECM suggestion is interesting...I've never used Probes or ECM, as I've never sat down with players who wanted that advanced a game, so I rarely consider it on my designs. Coupled with the SRM-LRM substitution, however, I'm concerned about the almost total lack of close-range firepower. Sure, the ERPPC has no minimum, but I'd still be more comfortable with some back-up lasers. I think I'd actually prefer a ERLL to the ERPPC if it means I can keep my SLs. (I deliberately avoided mounting more MLs because it was feeling too much like a P-Hawk...)

As for the rebuild...not familiar AT ALL with MMLs...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
01/14/14 11:21 PM
67.239.109.174

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Hold on... you can't refit an endo-steel frame! That'd be like surgically removing someone's spine for an enhanced one on the spot to be more effective in war...

MM makes the advanced rules easy, since you don't actually track anything yourself. Thus, I almost always play double blind with advanced sensor alternate options, while otherwise I probably wouldn't delve any deeper than intro-tech.

MMLs are Multi-Missile-Launchers. They can fire both SRMs and LRMs. They are extremely versatile.
KamikazeJohnson
01/14/14 11:33 PM
50.72.218.68

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Quote:
Hold on... you can't refit an endo-steel frame! That'd be like surgically removing someone's spine for an enhanced one on the spot to be more effective in war...



That's why he put the Endo Steel mod in the Factory Rebuild list.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CrayModerator
01/15/14 06:24 PM
71.47.122.85

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Quote:
Coupled with the SRM-LRM substitution, however, I'm concerned about the almost total lack of close-range firepower. Sure, the ERPPC has no minimum, but I'd still be more comfortable with some back-up lasers. I think I'd actually prefer a ERLL to the ERPPC if it means I can keep my SLs. (I deliberately avoided mounting more MLs because it was feeling too much like a P-Hawk...)



Small Lasers, ironically, suck at short range because their range is too short. Their target numbers go to crap at ranges 2 and especially 3. There are better ways to get improved short range firepower with those 1.5 tons. If you don't like medium lasers because of the aesthetics, I'd recommend enlarging the SRM.

And, ironically, the best short ranged weapons are usually the long-ranged ones. An ER PPC has a sweet short range of 7 hexes with no minimums, so it gives a base target number 4 for almost the entire range of a medium laser. Of course, an ER PPC is a lot heavier than a medium or smaller laser.

Quote:
As for the rebuild...not familiar AT ALL with MMLs...



The Inner Sphere's Multi-Missile Launcher is what the ATM should've been. The MML can fire SRMs and LRMs (obviously requiring separate bins, and only one type may be fired per turn - no mixing tubes.) An MML has all the advantages that an ATM lacks: it can fire indirectly and it can fire specialty ammo from mine fields to Infernos, anything that fits into a normal SRM or LRM (Streaks, obviously, can't apply, but MMLs can be combined with Artemis and Narc). Again, each type of specialty ammo needs its own ammo bin.

An MML-5, as I suggested for your 'Mech, could fire 5 SRMs or 5 LRMs. MMLs are heavy for the number of tubes they carry compared to Inner Sphere SRM or LRM launchers, but you can't beat the versatility in one weapon. Your 'Mech could be toting a mix of incendiary and Thunder LRMs to raise havoc behind the lines, and a payload of SRMs to help your short ranged firepower.
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.
Retry
01/15/14 06:37 PM
67.239.109.174

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If you plan on including both SRMs and LRMs on one design, MMLs actually makes the design lighter and more versatile. It's also the best way to make artemis IV and SRMs work well, in comparison to just adding one more launcher.
KamikazeJohnson
01/15/14 10:08 PM
50.72.218.68

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First...sorry for the mass quote...posting from my phone.

Second...yeah, I consider myself odd in that I don't consider Small Lasers completely useless. The spirit of this design was that to try to fight at PPC range to minimize damage taken, and failing that, use its mobility to fight at Up Your Nose range...preferably from the Rear arc... YMMV with those tactics. In pure performance, even 6 ER Small Lasers would out-perform 3 Small Pulse Lasers, but I chose to upgrade to Pulse with my 4R refit for best accuracy point-blank (anticipating use of Jump Jets), and because ER Smalls weren't available in the time frame of that refit (TRO:3050). I'll definitely keep the ECM in mind for my modern Factory Model.

True about ERPPCs at close range...I just find them very inefficient in the Heat:Dmg ratio compared to close-range weapons, so I prefer to avoid relying on them for that.

VERY much like the MML suggestion...some LRM support to supplement the PPC, higher SRM damage (5 missiles instead of 2). Having some evil thoughts now, as long as the tonnage works out for me...



Quote:
Quote:
Coupled with the SRM-LRM substitution, however, I'm concerned about the almost total lack of close-range firepower. Sure, the ERPPC has no minimum, but I'd still be more comfortable with some back-up lasers. I think I'd actually prefer a ERLL to the ERPPC if it means I can keep my SLs. (I deliberately avoided mounting more MLs because it was feeling too much like a P-Hawk...)



Small Lasers, ironically, suck at short range because their range is too short. Their target numbers go to crap at ranges 2 and especially 3. There are better ways to get improved short range firepower with those 1.5 tons. If you don't like medium lasers because of the aesthetics, I'd recommend enlarging the SRM.

And, ironically, the best short ranged weapons are usually the long-ranged ones. An ER PPC has a sweet short range of 7 hexes with no minimums, so it gives a base target number 4 for almost the entire range of a medium laser. Of course, an ER PPC is a lot heavier than a medium or smaller laser.

Quote:
As for the rebuild...not familiar AT ALL with MMLs...



The Inner Sphere's Multi-Missile Launcher is what the ATM should've been. The MML can fire SRMs and LRMs (obviously requiring separate bins, and only one type may be fired per turn - no mixing tubes.) An MML has all the advantages that an ATM lacks: it can fire indirectly and it can fire specialty ammo from mine fields to Infernos, anything that fits into a normal SRM or LRM (Streaks, obviously, can't apply, but MMLs can be combined with Artemis and Narc). Again, each type of specialty ammo needs its own ammo bin.

An MML-5, as I suggested for your 'Mech, could fire 5 SRMs or 5 LRMs. MMLs are heavy for the number of tubes they carry compared to Inner Sphere SRM or LRM launchers, but you can't beat the versatility in one weapon. Your 'Mech could be toting a mix of incendiary and Thunder LRMs to raise havoc behind the lines, and a payload of SRMs to help your short ranged firepower.

Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
01/15/14 10:14 PM
67.239.109.174

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Actually, I find pulse lasers to vastly outpreform ER smalls in ASF.
The nasty stuff you can do to others while boating nothing but small lasers and MGs...
Retry
01/15/14 11:09 PM
67.239.109.174

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Oh yeah, try that one on a conventional fighter. Just not on close friends. Esp. when playing with BV.

They. Will. Be. Pissed.

(Even more so when using clan tech ER Micro lasers and MGs to fill all your slots, but then you just become a cruel bastard.)
KamikazeJohnson
01/23/14 12:56 PM
50.72.218.68

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Grappler GRP-E

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 0
Cost: 10,647,750 C-Bills
Battle Value: 1,559

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 ER PPC + PPC Capacitor
1 ER Large Laser
1 ER Medium Laser
1 SRM-2
3 Small X-Pulse Lasers
1 Flamer
Manufacturer: Johnson 'MechWorks, Inc.
Primary Factory: Soul
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The design team at JMInc. is nothing if not ambitious. Along with the
re-release of the "Grappler" chematic, the designers pulled out all the stops
for not only the 4R Refit (using 3050 tech), but also a complete rebuild using
the most advanced equipment currently available.

The rebuild equips the GRP-E model with proven weight-saving technologies like
an Endo Steel Chassis and an Xtra-Lite Power Plant in order to increase speed,
firepower, and overall versatility. While the cost is substantially higher,
the "E" model should have a much higher survival rate than its predecessor,
thereby reducing the "real" cost of fielding the design.


Capabilities:
The GRP-E(xperimental) is a true throwback to JMInc.'s early deign
philoophy...a mind-bending combination of tech and weapons that looks truly
absurd, yet bizarrely capable in the hand of a skilled 'Mechwarrior.


The first change from the original weapon configuration is not only the upgrade
of the PPC to an ER model, but the addition of a PPC Capacitor, allowing
devatating long-range strikes. An ER Large Laser partners with the PPC,
allowing the Grappler-E to maintain significant long-range fire even while
charging the capacitor, or doubling up when the damage is worth the heat spike.


In close, the lasers have all been upgraded; an ER Medium to replace the
original, and Small X-Pulse lasers to provide both improved range and accuracy
over the original. While it has been suggested that dropping the Smalls for
Standard Mediums would provide better range and damage for the same heat and
tonnage, the designers held firm to their concept: reliable targeting while
using the Grappler's full mobility to close to Point-Blank range.


The overall increase in both versatility and raw firepower is striking, and
with the boosted speed and a 15% improvement in armour coverage, the Grappler E
is a dangerous package.


The only universally unpopuler feature is the use of the Small Cockpit; as the
'Mech is intended for extended missions, the cramped cockpit is likely to
result in unhappy pilots.


Variants:
Numerous modification to the schematic have been proposed, each altering the
'Mech's performance in a different way:

Trading the Small X-Pulse Lasers for Medium Lasers.
Trading the Small Lasers and SRM for ECM and MML-5
Trading the Small Lasers for ECM and adding a second SRM-2

The most controversial variant sacrifices some safety by using fragile
Composite Structure rather than Endo Steel. REmoving either the lower
actuators in one arm, or both hand actuators to free up enough space to mount
Heavy Ferro Fibrous armour saving 2 tons which are well spent on additional
Heat Sinks.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 4 LT, 1 RT, 4 LA, 5 RA
Engine: XL Fusion Engine 300 9.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL 3.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: XL 1.50
Cockpit: Small 2.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 160 10.00
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
L/R Torso 12 18
L/R Torso (rear) 6
L/R Arm 8 16
L/R Leg 12 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-2 HD 2 1 1.00
Small X-Pulse Laser HD 3 1 1.00
ER Large Laser RT 12 2 5.00
2 Small X-Pulse Lasers RT 6 2 2.00
ER PPC + PPC Capacitor LT 20 3 7.00
ER PPC + PPC Capacitor LT 5* 1 1.00
Flamer RA 3 1 1.00
ER Medium Laser LA 5 1 1.00
@SRM-2 (Inferno) (50) RT - 1 1.00
@SRM-2 (50) RT - 1 1.00
Free Critical Slots: 5

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 16
6j 2 2 1 0 2 2 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA

MY BLURB:
Here's my Factory Rebuild of the Grappler. Bizarre, but effective?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Retry
01/23/14 03:30 PM
72.214.204.166

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Wouldn't a XLE make a grappler more likely of a target and very vulnerable in the side torsos and therefore less survivable?
KamikazeJohnson
01/23/14 05:16 PM
50.72.218.68

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Quote:
Wouldn't a XLE make a grappler more likely of a target and very vulnerable in the side torsos and therefore less survivable?



Always the risk with an XL Engine. Actually the reason I developed an unlisted variant which uses a 250 LE instead of the 300 XL.

However, the Grappler is designed as a Raider, not a Main Battle unit, meaning it shouldn't be involved in a slug-fest unless the pilot (or Intel) makes a major mistake. A çompetent pilot will withdraw and abort the mission if the Grappler takes enough Torso damage to seriously risk the engine. The higher speed and increased armour coverage should (hopefully) be enough to compensate for the inherent risks of the XL Engine.

Same can be said of the variant that uses Composite Structure. Decreased survivability, but better heat dissipation should make it an overall more effective fighter, and therefore less likely to take significant Internal damage.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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