Maurer
06/11/14 12:13 AM
98.154.219.23
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Code: BattleMech Technical Readout Custom*, THB Weapons
Type/Model: Sheridan SHER-M551 Tech: Inner Sphere / 3067 Config: Biped BattleMech Rules: Level 3, Standard design
Mass: 65 tons Chassis: Endo Steel Power Plant: 260 Magna Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 [86.4] km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 1 Medium Pulse Laser 1 Flamer 1 LB 5-X AC 1 MML3 (LRM)* 1 MML3 (SRM)* 1 'Mech Mortar/2 (THB) 2 Light Machine Guns* 1 TAG 2 Anti-Personnel Pods Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
------------------------------------------------------------------------------ ==Overview:== The Sheridan was produced to combat the resurgence in the production of armored vehicles and proliferation of battle armor and conventional infantry. Not ment for frontline combat, the Sheridan uses a large arsenal of ammo dependent weaponary to combat non-battlemech forces.
==Capabilities:== The primary weapon of the Sheridan is a LB5-X, capable of shooting either solid slugs or cluster rounds capable of striking and damaging a vehicles fragile motive system. Backing up the autocannon is a pair of MML-3 launchers, supplied with 3 tons of ammo allowing the flexiblity of using alternate types of ammuntion such as flechette against unarmored infantry or inferno or smoke arounds should the Sheridan be deployed in a supporting role. A mech motar/2 mounted high on the left shoulder allows the flexiblity of long range indirect fire to soften up an enemy position or lob flares to provide illumination during a night time operation. A TAG unit allows the Sheridan to rain down artillary on the soften up enemy.
The Sheridan is also very well equipped against infantry with a duo of LMGs in the center torso and a Flamer mounted on the right arm. A pair of anti-personal pods mounted just below the knees discourge surviving infantry from attempting to swarm the Sheridan. Finally, a single medium pulse laser rounds out the armament, giving the mech something to fall back on should it start to run low on ammo.
Twelve and ahalf tons of armor provide more then ample protection from all but the most heavy vehicle. Due to the low heat potentional, only 10 single heatsinks are equipped to handle heat buildup, while triple strength myomer is equpped to allow the pilot to take advantage of extra heat build up.
==Variants:== Due to the logistical nightmare of keeping a myrid supply of different ammo types for the Sheridan, some mechwarriors have taken it upon themselves to modify their mech. The LB-5X and mech motar/2 are removed and replaced with a standard PPC. The two MML-3s are exchaged for three MML-5s. A second medium pulse laser is isntalled on the right arm. The heatsinks are upgraded to double strength. The pilots of these few machines rave about the modification, as it allows them the capability to combat enemy battlemechs.
-------------------------------------------------------- Type/Model: Sheridan SHER-M551 Mass: 65 tons
Equipment: Crits Mass Int. Struct.: 104 pts Endo Steel 14 3.50 (Endo Steel Loc: 3 LA, 3 RA, 3 LT, 3 RT, 1 LL, 1 RL) Engine: 260 Fusion 6 13.50 Walking MP: 4 [5] Running MP: 6 [8] Jumping MP: 0 Heat Sinks: 10 Single 0 .00 Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Triple Strength Myomer: 6 .00 Actuators: L: Sh+UA+LA R: Sh+UA+LA+H 15 .00 Armor Factor: 200 pts Standard 0 12.50
Internal Armor Structure Value Head: 3 9 Center Torso: 21 28 Center Torso (Rear): 9 L/R Side Torso: 15 22/22 L/R Side Torso (Rear): 7/7 L/R Arm: 10 19/19 L/R Leg: 15 29/29
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Medium Pulse Laser RA 4 1 2.00 1 Flamer RA 3 1 1.00 1 LB 5-X AC LA 1 40 7 10.00 (Ammo Locations: 2 LT) 1 MML3 (LRM)* RT 2 80 4 3.50 (Ammo Locations: 2 RT) 1 MML3 (SRM)* RT 2 33 3 2.50 (Ammo Locations: 1 RT) 1 'Mech Mortar/2 (THB) LT 2 12 3 6.00 (Ammo Locations: 1 LT) 2 Light Machine Guns* CT 0 100 3 1.50 (Ammo Locations: 1 LT) 1 TAG HD 0 1 1.00 1 Anti-Personnel Pod LL 0 1 .50 1 Anti-Personnel Pod RL 0 1 .50 CASE Equipment: LT RT 2 1.00 -------------------------------------------------------- TOTALS: 14 77 65.00 Crits & Tons Left: 1 .00
Calculated Factors: Total Cost: 7,510,168 C-Bills Battle Value: 1,045 Cost per BV: 7,186.76 Weapon Value: 901 / 901 (Ratio = .86 / .86) Damage Factors: SRDmg = 14; MRDmg = 9; LRDmg = 5 BattleForce2: MP: 4, Armor/Structure: 5/5 Damage PB/M/L: 3/2/1, Overheat: 0 Class: MH; Point Value: 10 Specials: tag
My take on an anti-infantry/vehicle mech using the flexibility of alternate ammos (Cluster round to a tank knocking out a track and then calling in artillary to finish the job for example).
"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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His_Most_Royal_Highass_Donkey
06/11/14 04:08 PM
208.54.37.194
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I would not want to shell out 7.5mil C-Bills for a mech to fight infantry and armor but it would do a good job of it for thous that would be willing to do so.
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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KamikazeJohnson
06/12/14 12:16 AM
50.72.218.68
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I wouldn't spend money on a lot of 'Mechs specializing in fighting "lesser" units, but a small number could certainly be of value, especially in deployments where the enemy is likely to field large numbers of Vehicles and Infantry. Over time, it's increased effectiveness translates into reduced repair costs and possibly even smaller force deployments.
Since the force compositions supposedly include many times more vehicles than 'Mechs, and many times more Infantry than Vehicles, you'd think there'd be a significant demand for a 'Mech that can dominate lesser units.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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LegatusDavoke
06/12/14 02:44 AM
99.101.200.202
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Yeah, if i remember correctly the balance of troops in the Capellan March of House Davion post-Clan, pre-Jihad is about 40 Mech Regiments, including militia; 80 tank regiments, including militia; and 130ish infantry regiments, including militia...so a dedicated anti-tank or anti-inf mech would be a reasonable investment.
There'll be the devil to pay mate. Better make it good, eh?
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Maurer
06/12/14 04:14 AM
98.154.219.23
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If your unit, planet, or organization is having difficulty with funs, there is the -M550 variant which removes the TSM, saving nearly 1.5m c-bills. I honestly just threw in the TSM in because it seemed to have a good heatcurve to make use of it. Wanted to add jump jets as well which would of raised the cost even further, but then I felt the Sheridan would have to sacrifice too much weaponry and armor to make room, leaving it undergunned against much more advanced vehicles.
"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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His_Most_Royal_Highass_Donkey
06/13/14 09:30 AM
172.56.31.188
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Quality versus quantity is a sound strategy, but for the most part since I prefer defense over offense I like the reverse strategy of quantity versus quality.
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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