ABF-8G Atomic Bullfrog

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KamikazeJohnson
09/16/14 12:16 PM
50.72.218.68

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Atomic Bullfrog ABF-8G

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 20,975,167 C-Bills
Battle Value: 2,119

Chassis: Unknown Endo-Steel
Power Plant: Unknown 350 Fusion XL Engine
Walking Speed: 54.0 km/h (64.8 km/h)
Maximum Speed: 86.4 km/h (97.2 km/h)
Jump Jets: Unknown
Jump Capacity: 240 meters
Armor: Unknown Standard Armor
Armament:
1 Heavy PPC + PPC Capacitor
2 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Uhhh...what? Oh, right...JMInc.


Capabilities:
"Atomic Bullfrog" is the moniker of Johnson 'MechWorks, Inc.'s latest entry
into the world of Arena Combat.

Predictably (given that it's an Arena 'Mech...AND a JMInc. design), the 'Mech is bizarre. Well-armoured, and extremely mobile due to
its large Xtra-Lite Engine and Improved Jump Jets. Total damage output is low
for a 70-tonner, but the penetrating power of a Heavy PPC with a Charged
Capacitor cannot be taken lightly, especially with the accuracy of the
Targeting Computer and the Bullfrog's ability to get at its target's Rear
Armour.

OTOH, with the cramped cockpit and unbalanced Jump Jet locations, the 'Mech is
reportedly a nightmare to pilot, with very few 'Mechwarriors able to use it to
its full potential.

JMInc. executives are hopeful that they will soon find a pilot who can earn
them some serious rewards with the ABF-8G.

Vernon "Headhunter" McQueeg could not be reached for comment.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 107 points 3.50
Internal Locations: 2 HD, 6 LA, 6 RA
Engine: XL Fusion Engine 350 15.00
Walking MP: 5 (6)
Running MP: 8 (9)
Jumping MP: 8 Improved
Jump Jet Locations: 1 CT, 3 LT, 2 RT, 1 LL, 1 RL 16.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
TSM Locations: 3 LA, 3 RA
Armor: Standard Armor AV - 216 13.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 22 34
Center Torso (rear) 9
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 11 22
L/R Leg 15 30

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Heavy PPC + PPC Capacitor RT 20 4 10.00
Heavy PPC + PPC Capacitor RT 5* 1 1.00
Targeting Computer LT - 3 3.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 21
5/8j 2 2 1 0 3 1 Structure: 3
Special Abilities: TSM, ENE, SRCH, ES, SEAL, SOA

MY BLURB
My follow-up design for the Arena Trials at JimCon in November. Wanted to do something a little different...

Question...if this design mounted Hardened Armour, dropping its Running MP to 7, would I still be able to get a Jump range of 8 with Improved JJ? I'm guessing yes, as that's the 'Mech's "natural" running speed...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CrayModerator
09/16/14 05:41 PM
67.8.171.23

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Shoot, I don't know about hardened armor/jump capacity. Tech Manual p. 51 sez Max jumping MP for improved jump jets is the max running MP of the unit.

So, let's check Tactical Operations' entry on hardened armor. Per p. 281, "This [running] MP reduction does not affect the number of Improved Jump Jets that can be mounted"

There you go. Hardened armor does NOT affect jumping MP capacity.

[Edited: missing "not" inserted."]


Edited by Cray (09/17/14 06:35 PM)
Karagin
09/16/14 10:08 PM
70.118.139.48

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Wait Cray does it affect or does it not affect? Your entry states the rules say no it doesn't and you comment at the bottom says it does...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
09/16/14 10:11 PM
24.114.22.64

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Quote:
Karagin writes:

Wait Cray does it affect or does it not affect? Your entry states the rules say no it doesn't and you comment at the bottom says it does...



I'm thinking that was a typo at the end...

As much as I hate to use the word when discussing BTech equipment...Logically it shouldn't, as Jump range is based on Engine Power and 'Mech Tonnage. HA affects run speed because it affects the 'Mech's leg movement...it has no effect on engine output.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
09/17/14 12:34 AM
50.72.218.68

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So...now that we've cleared up the Tech question...any comments about the design itself? Worthy of the JMInc. lineage?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CrayModerator
09/17/14 06:36 PM
67.8.171.23

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Quote:
Karagin writes:

Wait Cray does it affect or does it not affect? Your entry states the rules say no it doesn't and you comment at the bottom says it does...



Oops, missing "not" added.
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.
CrayModerator
09/17/14 06:40 PM
67.8.171.23

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Quote:
KamikazeJohnson writes:

So...now that we've cleared up the Tech question...any comments about the design itself? Worthy of the JMInc. lineage?



It'd work best with a skilled gunner. The main gun is mean, really mean, but it's one main gun and it's going to be dealing with a lot of jumping penalties. More chances to hit - i.e., more guns - would probably go better with the jump-centric design.
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
09/17/14 08:20 PM
24.114.41.91

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Quote:
Cray writes:

Quote:
KamikazeJohnson writes:

So...now that we've cleared up the Tech question...any comments about the design itself? Worthy of the JMInc. lineage?



It'd work best with a skilled gunner. The main gun is mean, really mean, but it's one main gun and it's going to be dealing with a lot of jumping penalties. More chances to hit - i.e., more guns - would probably go better with the jump-centric design.



This was conceived for the same arena contest as the Anvil, which means 2 Gunnery and a TC against a typical target movement mod of 2...gives a target number of 6, 7 with the TSM activated. I agree in general lots of JJ = lots of little close-range guns and/or pulse lasers. Guaranteed Elite Gunnery changes thing a bit

Note also JMInc.'s so-far-unsuccessful search for a suitable pilot...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (09/17/14 08:36 PM)
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