Magpie MAG-1P

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CarcerKango
01/12/15 02:59 PM
64.251.51.246

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REMLAB 2.9.13 BETA
remlab.sourceforge.net
Created on Jan 12, 2015
BATTLETECH
Light BattleMech Technical Readout

Type: Magpie MAG-1P
Technology Base: Inner Sphere / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 5,485,725 C-bills
Battle Value: 1,105
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 8.0
Type: Light
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 12 [24] 2.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 7.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Small) LT 1 0.5
ER Laser (Small) LT 1 0.5
ER Laser (Small) RT 1 0.5
ER Laser (Small) RT 1 0.5
Light PPC LA 2 3.0
Light PPC RA 2 3.0
Guardian ECM Suite LT 2 1.5

BattleForce 2
MP Damage PB/M/L Overheat Class
7 2/2/1 - L
Armor/Structure Point Value Specials
3/1 12 -
Magpie MAG-1P
Mass: 35 tons
Chassis: Endo Steel
Power Plant: Magna 245 Light
Cruising Speed: 76 kph
Maximum Speed: 119 kph
Advanced Motive: none
Jump Jets: none
Jump Capacity: none
Armor: Stealth
Cockpit: Standard
Armament:
ER Laser (Small)
ER Laser (Small)
ER Laser (Small)
ER Laser (Small)
Light PPC
Light PPC
Guardian ECM Suite
Manufacturer: Inner Sphere
Communications System: Standard
Targeting & Tracking System: Standard
Overview
A modification built on the chassis of the Magnum, the Magpie was a more specialized version of the Magnum designed for special operations.
All components, except the Endo-Steel skeleton, were stripped from the 'Mech. Then, the process of rebuilding it for special forces use began.
Capabilities
The first order of business in converting the Magnum into an elite Mechwarrior's machine of choice was to install a better engine. While the type--Light Fusion--stayed the same, the engine itself was removed and replaced with a heavier, more powerful 245-rated power plant, rather than the lighter, slower 210 previously used. The new 'Mech's max speed was clocked at approximately 119 kph.
Next, better armor was chosen. Heavier, more expensive, more useful Stealth Armor, and an accompanying Guardian ECM Suite, were selected and mounted on the chassis.
Finally, it was time for armament. The Light PPC's and the two ER Small Lasers were reinstalled; however, the LRM-5's, Artemis IV systems, and accompanying ammunition bin were kept uninstalled, replaced with two additional ER Small Lasers. Two additional Double Heat Sinks, for a total of twelve, were installed. However, even when stationary, an alpha strike with the stealth armor system engaged causes the 'Mech to overheat quite rapidly. Despite this, the loadout was retained, under the assumption that any Mechwarrior experienced enough to win their way into the cockpit of a Magpie would already be proficient at heat management.
Variants
This is in itself a variant of the Magnum; however, several sub-variants have been designed, if not produced.
One designated the MAG-1Pbh removes the extra pair of heat sinks, retaining all other equipment, and installing a Bloodhound Active Probe for scouting duties. This variant is often used for leading recon missions and raids.
Another variant, designated MAG-1Pci, removes the extra pair of heat sinks as well, removes one ER Small Laser, and installs a C3i slave unit in order to better integrate with a lance.
Also in the works is rumored to be a variant designated MAG-2Ppc, removing the extra heat sinks in order to mount capacitors on the Light PPC's.


Edited by CarcerKango (01/13/15 02:50 PM)
ghostrider
01/12/15 09:09 PM
75.80.239.165

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If this mech is sent with others as a unit, I would suggest one in 4 carry and advanced probe. This would help avoid some simple things like patrols easier then standard sensors.

Also, a tag might be something to look into for setting up some types of artillery strikes once they locate a target worth it.

one more thing about the program you are using. Having a list of arm actuators is always nice so you know if they mech has hand actuators for better physical punchs and able to pick things up, or just the shoulder and upper arm actuators so they can flip the arms.
This could also be applied to the other mech.
KamikazeJohnson
01/12/15 11:12 PM
72.143.233.172

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I like this one...sure, you lose the added utility of the LRMs, but the added defensive ability is excellent. Some people disagree with the use of Stealth technology on a fast unit, since it works best when you're standing still, but a design like this can make excellent use of it...speed to get in position, or to be hard to hit in the open; Stealth for once you've picked a good position (ideally in Heavy Woods behind Partial Cover) to stand and fire the PPCs. Plus better damage potential in close with the additional Lasers.

A suggestion though...the extra DHS aren't really necessary, since ideally you won't be using the Stealth and firing the PPCs while running, so you'll have 10 heat from the armour and 10 from the PPCs. That frees uo 2 tons for a pair of MLs (same dmg as the PPCs, less heat) in close. Or whatever else you want to do with 2 tons.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
01/12/15 11:50 PM
75.80.239.165

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Speed is not good for sneaking, but for running once spotted. Slowly moving into position would be a good use of the stealth armor.

Depending on the intended missions, the small lasers may not be needed, or could be turned into another weapon. That is not saying they are useless. Just mission perameters.

Search and destroy missions would benefit from flame weapons and ammo, while a hostage rescue mission might benefit from anti infantry weapons, as you can guarantee there will be guards around anyone worth taking.

And without the stats for the innersphere erml, it may be advantageous to use them instead of the ersl.
Another thougth might be using ppc capacitors.
But it is up to you.
CarcerKango
01/13/15 10:40 AM
64.251.51.246

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This would make a good omni, judging by the feedback I've gotten, thanks for the information guys.
CarcerKango
01/13/15 02:51 PM
64.251.51.246

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Variants list updated.
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