Stallion STN-1

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Karagin
02/17/14 07:20 PM
70.118.139.48

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This mech was one built by brother, he liked to sit this on a hill top and use it as an artillery mech. Then move in for close attacks once the other side was mauled etc...I am thinking about swapping out the LRMs and SRMs for MMLs here soon, should prove to be a fun upgrade.

Code:
                BattleMech Technical Readout

Type/Model: Stallion STN-1
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 95 tons
Chassis: Standard
Power Plant: 190 DAV Fusion
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: 2 Standard Jump Jets
Jump Capacity: 60 meters
Armor Type: Standard
Armament:
1 LRM 15
1 LRM 10
1 Autocannon/20
2 SRM 6s
2 Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Stallion STN-1
Mass: 95 tons

Equipment: Crits Mass
Int. Struct.: 145 pts Standard 0 9.50
Engine: 190 Fusion 6 7.50
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks: 20 Single 13 10.00
(Heat Sink Loc: 1 HD, 3 LA, 3 RA, 4 LT, 1 LL, 1 RL)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 288 pts Standard 0 18.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 41
Center Torso (Rear): 14
L/R Side Torso: 20 30/30
L/R Side Torso (Rear): 10/10
L/R Arm: 16 32/32
L/R Leg: 20 40/40

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LRM 15 RA 5 16 5 9.00
(Ammo Locations: 2 RA)
1 LRM 10 LA 4 24 4 7.00
(Ammo Locations: 2 LA)
1 Autocannon/20 RT 7 10 12 16.00
(Ammo Locations: 2 RT)
2 SRM 6s LT 8 15 5 7.00
(Ammo Locations: 1 LT)
2 Medium Lasers CT 6 2 2.00
2 Standard Jump Jets: 2 4.00
(Jump Jet Loc: 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 30 74 95.00
Crits & Tons Left: 4 .00

Calculated Factors:
Total Cost: 7,487,089 C-Bills
Battle Value 2: 1,646 (old BV = 1,331)
Cost per BV2: 4,548.66
Weapon Value: 1,427 / 1,427 (Ratio = .87 / .87)
Damage Factors: SRDmg = 33; MRDmg = 14; LRDmg = 7
BattleForce2: MP: 2J, Armor/Structure: 7/7
Damage PB/M/L: 5/4/1, Overheat: 2
Class: MA; Point Value: 16
Specials: if
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/18/14 04:51 AM
24.30.128.72

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one suggestion would be get an long range energy weapon. But that is a suggestion. Once ammo is gone for lrms, this becomes a slow target for things with long range energy weapons.
Karagin
02/19/14 11:48 PM
70.118.139.48

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True it does. I can see maybe a dual PPC or something in place of the AC20 as possible variant or something like that.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
02/20/14 12:27 AM
24.114.37.215

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At least it has lots of ammo...even lance-on-lance fights rarely last long enough to use up 16 shots of LRM ammo.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
02/20/14 12:30 AM
24.30.128.72

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guess you don't play with people that do everything they can to make sure you don't have a to hit better then 9. But I will admit it is rare to run out of some ammo. Most the time, you have to much lrm ammo because by the 4th round people are trying to use physicals. Or that is my experience.
Retry
02/20/14 12:31 AM
67.239.109.174

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It has a decent amount, I wouldn't consider it a lot.

Especially when you're on opposite sides of a map stuck in a stalemate firing pot shots at one another because for whatever reason you don't want to close into each other.
ghostrider
02/20/14 12:35 AM
24.30.128.72

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So I am not the only one that has dealt with that alot. Most the time its the woods that cause the problems with to hits. Either being in them, or behind them. Run up, fire, run back.
That is why omni mechs are so nasty. You have a good idea what an older archer has, along with the marauder standing next to them.

Another suggestion would be to go with either fire support and add lrms while removing the 20, or making it move in a little quicker to hammer anything that gets in range, while having some long range fire for it. With the speed, maybe going support.
Retry
02/20/14 12:39 AM
67.239.109.174

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How fast can you configure an omnimech anyways?

It's not like in the middle of a battle you can hike up to base and say "We got a bunch of demolishers on the front, bring me the LB-20 X AC!"
ghostrider
02/20/14 12:43 AM
24.30.128.72

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No, I think it takes like 45 minutes or so, but it gives you the ability to hit the enemy again and have them think you are ready for close range, and try to stand back as your large lasers, ppcs and gauss rifles rip them apart.
And that would depend on if you have pods already done up where you just swap them out.
KamikazeJohnson
02/20/14 01:33 AM
50.72.218.68

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BTW, I like the irony of making a super-slow 'Mech and naming it "Stallion"
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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