Shredder SHR-3D

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CarcerKango
12/18/14 12:21 PM
64.251.51.246

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Shredder SHR-3D

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E
Production Year: 0
Cost: 8,701,093 C-Bills
Battle Value: 1,158

Chassis: Damage, Inc. Spectre Endo-Steel
Power Plant: GM 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Damage, Inc. ScrapBooster
Jump Capacity: 210 meters
Armor: Damage, Inc. Scrapyard Standard Standard Armor
Armament:
12 Damage, Inc. Stinger II ER Small Lasers
1 Damage, Inc. TrackMaster Improved C3 Computer
1 Damage, Inc. UltraScout Beagle Active Probe
1 Guardian ECM Suite
Manufacturer: Damage, Inc.
Primary Factory: Unknown
Communications System: Damage, Inc. Signaller II
Targeting and Tracking System: Damage, Inc. LockUp II

Overview:
Designed by under Damage, Inc., and produced by EarthWerks under contract for House Davion's 1st Federated Armored Cavalry as a
special operations machine, the Shredder had seen several variants go by in the
past, and the -3D was the culmination of the reviews recieved from
field-testing. The ER Small Lasers were reallocated to the torso for longer
usability, the electronics were redistributed, a heat sink was added for a
total of 11 double heat sinks, and various chassis modifications were made to
make it more structurally stable.


Capabilities:
An Endo-Steel chassis powered by a GM 280 Fusion XL Engine was the core of the
Shredder. Twelve ER Small Lasers made this a deadly knife fighter, while a C3i
Slave, Guardian ECM Suite, Beagle Active Probe, and 7 jump jets made it highly
versatile, able to function as a scout hunter, a heavy scout, an 'assault
killer', or an urban knife fighter. Unlike previous versions, a Small Cockpit
was installed, making it more difficult to pilot but adding more space for
electronics equipment and saving weight. The weight saved was used to install
an extra Heat Sinks to help dissipate the massive heat load. The targeting and
tracking systems of the previous Shredder versions were replaced with a robust,
simple Damage, Inc. LockUp Mk. II T/TS.


Battle History:
As of yet the 1st Federated Armored Cavalry has not made any official report on
the use of the Shredder.


Deployment:
The Shredder -3D appears to be a favored 'Mech for lance command, according to
field testing.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.00
Internal Locations: 7 LA, 7 RA
Engine: XL Fusion Engine 280 8.00
Walking MP: 7
Running MP: 11
Jumping MP: 7 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50
Heat Sinks: Double Heat Sink 11(22) 1.00
Gyro: Standard 3.00
Cockpit: Small 2.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 137 9.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 6
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 12
L/R Leg 10 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
6 ER Small Lasers RT 12 6 3.00
Beagle Active Probe RT 0 2 1.50
6 ER Small Lasers LT 12 6 3.00
Guardian ECM Suite LT 0 2 1.50
Improved C3 Computer HD 0 2 2.50
Free Critical Slots: 3

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
7j 3 3 0 0 2 0 Structure: 2
Special Abilities: C3I, PRB, RCN, ECM, ENE, MHQ2, SRCH, ES, SEAL, SOA

What do y'all think? This is my first post here btw.
His_Most_Royal_Highass_Donkey
12/18/14 12:54 PM
172.56.8.55

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Thats going to be a real nasty mech in city fighting. Just be careful running on concrete.
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!!!
CarcerKango
12/18/14 12:56 PM
64.251.51.246

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Thanks. As for the concrete...that's what the jets are for
KamikazeJohnson
12/18/14 02:11 PM
207.161.146.219

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Quote:
CarcerKango writes:

Thanks. As for the concrete...that's what the jets are for



With Walk/Jump of 7, who needs to run?

It has the speed to turn these ER Smalls into something nasty, that's for sure. Actually thinking about doing something similar with one of my upcoming designs.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CarcerKango
12/18/14 02:29 PM
64.251.51.246

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And don't forget the electronics!
ghostrider
12/18/14 08:01 PM
67.49.78.45

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Looks like a good design, but one suggestion.
You may want to put one weapon with a little range. Even a medium laser would work. If stuck outside cover this becomes an issue.

Granted it is a fast, well equipped electronically unit, meaning it will be difficult to target, but still a target.

The ersl does have some range to it, so not that big of a deal.
His_Most_Royal_Highass_Donkey
12/19/14 12:17 AM
172.56.15.115

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I think its just fine as it is. Not all mechs are meant for open planes fighting.

Another good place for it is fighting in woods.
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!!!
ghostrider
12/19/14 12:43 AM
67.49.78.45

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It looks like a mech I made called the Mugger. Small lasers for close combat. Was to counter a friends machine gun mech. It worked, though it died from a lack of range.

Didn't have the speed or the upgraded electronics. Might have survived if it did.

And no. I do not claim it is a copy of it, since I seriously doubt anyone here ever seen that one.
CarcerKango
12/19/14 11:52 AM
64.251.51.246

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Thanks for the feedback!
CarcerKango
12/19/14 11:54 AM
64.251.51.246

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Maybe I'll drop a few ER Smalls for a pair of ER Mediums. Calculations show I only lose a few points of damage for greatly increased range...
ghostrider
12/19/14 12:15 PM
67.49.78.45

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just a suggestion.
I have run into issues with lack of range like that.
Plus it does help when advancing and can't quite get into range just yet.
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