Pinpoint

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Rotwang
08/04/14 03:25 PM
94.226.248.136

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Pinpoint

Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: F/X-C-D-A
Production Year: 3132
Cost: 6.496.560 C-Bills
Battle Value: 1.415

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion XL Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
4 LRM-10s
2 SRM-2s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Brand new for 3140, the Pinpoint is a fast multi-role missile mech from Randam
Mechworks in cooperation with Clan Sea Fox.


Capabilities:
The Pinpoint is a multirole missile platform, able to deliver a wide range of
ordonnance types as well as provide classic fire support, scout hunting and
limited scouting abilities.


Armed with four LRM10 launchers and twin SRM2 lanchers the Pinpoint's punch is
limited, but used in the proper manner can cause major disruption and damage to
unprepared enemy forces.


Lightly armoured and with average mobility for a mech of its size the Pinpoint
is a poor candidate for protracted high intensity combat, instead it provides
support with its access to diverse types of ammo and providing specialist
functions such as laying smoke, FASCAM or just taking potshots at advancing
enemy forces before pulling back. But it must be cautious of enemy heavy mechs
that can match it in terms of speed and make clever use of terrain to avoid
damage.


Because the pinpoint lacks any kind of energy weapons it is highly dependant on
ammo resupply and can't stray too far from friendly lines or risk being caught
with empty bins.



Battle History:
The Pinpoint has been given a mixed reception. Once any mech with Clan
technology would have been a welcome addition to Inner Sphere forces, but with
new technology such as MML launchers and new, improved tactics, the Clan edge
has been dulled. The proponents of the Pinpoint consider it a very valuable,
versatile mech, able to perform many roles, despite not being an omnimech,
while opponents consider it a second-rate fire support mech lacking in staying
power and too dependant on novelty ammo types to justify its existence.


Despite this the Pinpoint has performed quite adequately in the field. When
properly used it has given more than one mechjock a run for its money, though a
few were caught in open terrain with the wrong type of ammo and were
mercilessly gunned down.


Deployment:
The latest mech designed by Randam Mechwerks is available on the open market
and has been snapped up by most houses and generally snubbed by most Clans,
oddly enough the largest contingent is in the hands of the Jade Falcons who
captured a transport heading into the Lyran Alliance. Though the mech has been
spotted in rear areas it has yet to appear in front line units.


Variants:
A modified version mounting four MML 5 Launchers with six tons of ammo is
available, though considered somewhat more flexible it lacks the firepower of
the original.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2,00
Internal Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 240 6,00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0,00
Heat Sink Locations: 1 RT
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 128 8,00
CASE Locations: LT, RT 0,00

Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
L/R Torso 10 16
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 10 16

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
LRM-10 RA 4 1 2,50
LRM-10 LA 4 1 2,50
LRM-10 RT 4 1 2,50
LRM-10 LT 4 1 2,50
(R) SRM-2 CT 2 1 0,50
SRM-2 CT 2 1 0,50
@LRM-10 (24) RT - 2 2,00
@SRM-2 (50) RT - 1 1,00
@LRM-10 (36) LT - 3 3,00
@SRM-2 (50) LT - 1 1,00
Free Critical Slots: 21

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
6 3 3 3 0 2 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2
ghostrider
08/04/14 07:41 PM
24.30.141.170

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Interesting design. I am a little curious about the rear firing srm 2. I was going to point out the range issues, then remembered clan lrms don't suffer the horrible minimum range.

I would like to bounce the idea that maybe using the srms would be only running away from an enemy, and shift the second one to cover the rear as well. Or both forward facing.

Also a single ton of srm ammo for both launchers and add another for the lrms.
Yeah, energy weapon, blah, blah, blah.
I know you said using different ammunitions so that would change the srms options if you did.
KamikazeJohnson
08/04/14 08:40 PM
50.72.218.68

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I'm curious about the choice to use LRM 10s, when 2 20s or 8 5s would have been more efficient. Minimaxing concerns aside, interesting take on things. Not to my taste, but that doesn't mean it's not useful.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Rotwang
08/05/14 03:38 AM
194.78.67.210

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The original idea was for a 5/8 mech with multipurpose LRM capabilities. I was then tempted to up the speed to 7/11, but that just made it a fast, hard to catch mech with the firepower of an Archer … Not the concept I had in mind.

I lowered it to 6/9, still nimble and fast, but not overwhelmingly so next to say your average Thor or Thanatos, more in line with the capabilities of the Bombardier.

With leftover space I decided to add SRM launchers to add to the diversity of weapons and give it something to shoot with when moving away from the enemy or when in close quarters with multiple bogeys.

I wanted something functional without going all out on optimization like adding Jump Jets and other features.
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