Ultimate Solaris 'Mech

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ATN082268
03/15/14 06:21 AM
69.128.58.222

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BattleMech Technical Readout

Type/Model: Ultimate Solaris 'Mech
Tech: Clan / 3075
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:
2 LB 10-X ACs
6 ER Small Lasers
4 SRM 6s
4 Light Machine Guns
1 ECM Suite
1 Active Probe

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

--------------------------------------------------------
Type/Model: Ultimate Solaris 'Mech
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Endo Steel 7 5.00
(Endo Steel Loc: 1 LA, 1 RA, 2 LT, 1 RT, 1 LL, 1 RL)
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 14 Double [28] 4 4.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 304 pts Standard 0 19.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
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 41/41

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 40 9 14.00
(Ammo Locations: 2 LA, 2 RA)
2 ER Small Lasers RA 4 2 1.00
1 LB 10-X AC LA 2 5 10.00
2 ER Small Lasers LA 4 2 1.00
2 SRM 6s RT 8 60 6 7.00
(Ammo Locations: 2 LT, 2 RT)
1 ER Small Laser RT 2 1 .50
2 Light Machine Guns RT 0 200 4 1.50
(Ammo Locations: 1 LT, 1 RT)
2 SRM 6s LT 8 2 3.00
1 ER Small Laser LT 2 1 .50
2 Light Machine Guns LT 0 2 .50
1 ECM Suite CT 0 1 1.00
1 Active Probe HD 0 1 1.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 32 77 100.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 12,436,000 C-Bills
Battle Value 2: 2,503 (old BV = 2,209)
Cost per BV2: 4,968.44
Weapon Value: 3,527 / 3,527 (Ratio = 1.41 / 1.41)
Damage Factors: SRDmg = 56; MRDmg = 17; LRDmg = 5
BattleForce2: MP: 3J, Armor/Structure: 8/8
Damage PB/M/L: 10/8/2, Overheat: 1
Class: MA; Point Value: 25
Specials: ecm, prb
Retry
03/15/14 12:20 PM
76.7.238.202

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I don't think a solaris mech should use arm mounted weapons, since it will often get into melee fights. And you can't fire punch while using arm mounted weapons.
Karagin
03/15/14 12:49 PM
70.118.139.48

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Speed is very important in Solairs fights as is armor. The Prode and ECM are worthless in arena fighting so drop them and since this is Clan tech, yeah not many are going to fight your uhmm mech without using the same or better, so yeah not really a Solairs mech. Pretty sure, need to double check it but the weapon could possible fight on a existing clan mechs.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ATN082268
03/17/14 12:49 AM
69.128.58.222

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Quote:
Retry writes:

I don't think a solaris mech should use arm mounted weapons, since it will often get into melee fights. And you can't fire punch while using arm mounted weapons.



No, you can't fire arm mounted weapons from the arm that you intend to punch with but you can kick instead. All the weapons mounted on this 'Mech have a zero delay which means it can fire every weapon up to 4 times for every full Solaris turn (assuming you use the rules from the old Solaris VII boxed set).
ATN082268
03/17/14 01:03 AM
69.128.58.222

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BattleMech Technical Readout

Type/Model: Ultimate Solaris 'Mech II
Tech: Clan / 3075
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:
2 LB 10-X ACs
6 ER Small Lasers
2 Streak SRM 6s
4 Light Machine Guns
1 ECM Suite

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

--------------------------------------------------------
Type/Model: Ultimate Solaris 'Mech II
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Endo Steel 7 5.00
(Endo Steel Loc: 1 HD, 1 LA, 1 RA, 1 LT, 1 RT, 1 LL, 1 RL)
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 16 Double [32] 8 6.00
(Heat Sink Loc: 2 LT, 2 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 304 pts Standard 0 19.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
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 41/41

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LB 10-X AC RA 2 40 9 14.00
(Ammo Locations: 2 LA, 2 RA)
2 ER Small Lasers RA 4 2 1.00
1 LB 10-X AC LA 2 5 10.00
2 ER Small Lasers LA 4 2 1.00
1 Streak SRM 6 RT 4 30 4 5.00
(Ammo Locations: 1 LT, 1 RT)
1 ER Small Laser RT 2 1 .50
2 Light Machine Guns RT 0 400 4 2.50
(Ammo Locations: 1 LT, 1 RT)
1 Streak SRM 6 LT 4 2 3.00
1 ER Small Laser LT 2 1 .50
2 Light Machine Guns LT 0 2 .50
1 ECM Suite CT 0 1 1.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 24 78 100.00
Crits & Tons Left: 0 .00

Calculated Factors:
Total Cost: 11,901,000 C-Bills
Battle Value 2: 2,494 (old BV = 2,358)
Cost per BV2: 4,771.85
Weapon Value: 3,937 / 3,466 (Ratio = 1.58 / 1.39)
Damage Factors: SRDmg = 58; MRDmg = 21; LRDmg = 5
BattleForce2: MP: 3J, Armor/Structure: 8/8
Damage PB/M/L: 10/8/2, Overheat: 0
Class: MA; Point Value: 25
Specials: ecm
Retry
03/17/14 01:04 AM
76.7.238.202

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Nah. Keep the regular SRMs for tandem warheads.
ghostrider
03/17/14 01:44 AM
66.27.181.1

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A good punch removes an enemy quicker then a kick does.
Now an axe removed heads even faster.
Retry
03/17/14 02:02 AM
76.7.238.202

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Make a tiny mech with nothing but a large vibroblade for a 1 in 6 chance to decapitate your enemy?
ghostrider
03/17/14 02:52 AM
66.27.181.1

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Fast enough to avoid any fire, while being able to charge at you and swing? sounds great.
It is solaris...
ghostrider
03/17/14 02:53 AM
66.27.181.1

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maybe a chopper with the rotors doing so.

That would make a great vid..
CrayModerator
03/17/14 06:43 PM
71.47.122.85

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Quote:
Retry writes:

I don't think a solaris mech should use arm mounted weapons, since it will often get into melee fights. And you can't fire punch while using arm mounted weapons.



I don't agree. In the close quarters of an arena, the broader firing arcs of arm weapons can be important (assuming the arm weapons outgun the punches). I certainly wouldn't want to cripple the flexibility of a design while waiting for a modest-damage, range 1 attack opportunity to appear when I could be engaging targets over wider arcs at longer ranges. Longer ranges mean more attack opportunities while punches are only ever a range 1 event.

Being able to flip arms or twist torso and put one arm's weapons into the rear arc is very useful in close quarter fights, moreso than a punch in most - but not all - cases.

I like have the punch option, but I'm not going to warp a design around punching. After all, there's still kicking.
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.
ATN082268
03/18/14 12:34 AM
69.128.58.222

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Quote:
Retry writes:

Nah. Keep the regular SRMs for tandem warheads.



I was trying to keep the first two designs tournament legal. Are tandem warheads used in tournaments?
ghostrider
03/18/14 12:55 AM
66.27.181.1

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if you haven't heard of them, I would guess not.

And I would say keeping the weapons with a minimum range in the arms as much as possible, unless you have multiple of the same weapons.

Being solaris, I would think carrying a sword, hatchet, axe, katana, or tree would be something for arena. Atleast the one that has no real range to them.
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