Karosan KRO-S1X

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Drasnighta
03/24/15 10:37 PM
198.53.99.90

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Karosan KRO-S1X

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3067
Cost: 8,222,440 C-Bills
Battle Value: 1,487

Chassis: Defiance 450 Standard Standard
Power Plant: Nissan 275 Light Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Leviathan Lifters
Jump Capacity: 120 meters
Armor: Loganecker Plastisteel Ferro-Fibrous
Armament:
3 Diverse Optics B3L Large Lasers
2 Randall "Hellbitch" Medium Lasers
Manufacturer: Heretic BattleMechs
Primary Factory: Gallery
Communications System: Nashan Diversified
Targeting and Tracking System: Nashan Diversified

Overview:
The KRO-S1X Karosan was borne out of a desire to have a midweight Brawler/Urban
Warfare battleMech utilising an all-energy configuration.


Capabilities:
With a Moderate Top speed for its weight and a quartet of Leviathan Lifted Jump
Jets that were transferred from the stalled HRT-1X "Heretic" project, the
prototype Karosan has good maneuverability around the urban environments its
built for.


The Trio of front mounted Diverse Optics B3L Large lasers provides an adequate
punch for its offensive strike. The need to adopt ER Technology was passed on,
due to its effective range likely to be limited by the terrain.


A Duet of Randall's "Hellbitch" Class medium lasers protect its rear quarter in
the often messy battlefields of Urban Warfare.


Unfortunately, the Karosan is lacking the maximum armour protection desired in
a close brawler, sacrificed in order to keep its heat dissipation somewhat in
check. Even then, at a full jump and a full burst from its large lasers, the
Karosan will build up heat in its primary configuration.


With its full arms-and-hands and with no weapons equipped in its arms, it is
expected to be able to position itself well to utilise its 360 torso weapons,
and be able to threaten enemy BattleMechs with Physical attacks at the same
time.


Variants:
The first variant that was proposed on the drawing board was the sacrifice of a
further 2 tons of armour for an additional pair of heat sinks in the side
torsos.


Additional:
--OOC--


Definately a mismatched design. I think I am personally liking the Tri-Set of
weapons in a lot of my designs... 3 LLs, 3 LRM systems, etc...

Also... I might be back designing for a while.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Light Fusion Engine 275 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL 2.00
Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 1 LT, 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 170 9.50
Armor Locations: 6 LA, 6 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 26
Center Torso (rear) 7
L/R Torso 13 19
L/R Torso (rear) 7
L/R Arm 9 17
L/R Leg 13 21

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RT 8 2 5.00
(R) Medium Laser RT 3 1 1.00
Large Laser LT 8 2 5.00
(R) Medium Laser LT 3 1 1.00
Large Laser CT 8 2 5.00
Free Critical Slots: 11

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5/3j 3 3 0 0 2 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA
CEO Heretic BattleMechs.
ghostrider
03/25/15 01:56 AM
76.89.120.217

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curious about the standard rear firing mls. I know you wanted an energy urban mech, but considering infantry would be prevalent in a city, I would think something to deal with infantry would be desired over normal weapons.
Maybe a spl or two.
Or even a flamer.
Drasnighta
03/25/15 05:11 PM
198.53.99.90

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I very rarely use pulse technology in my designs... Maybe a Flamer will do. Maybe I'll do my old target-marking trick and stick a one-shot Inferno SRM2 Launcher in the head, somehow...

At the moment, its a Flawed Design. Designs need to have Flaws.
CEO Heretic BattleMechs.
ghostrider
03/25/15 09:47 PM
76.89.120.217

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If not for the change in damage to infantry, it wouldn't be an issue.

Honestly a one shot wouldn't allow complete urban combat. Also it would negate the all energy aspect of it.

But it was a suggestion. It works without the changes.
CarcerKango
03/26/15 08:59 AM
64.251.51.246

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It's a mini Awesome! With jump jets! ME LIKE!
Retry
03/26/15 09:23 PM
76.7.225.145

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Small pulse lasers are very handy for infantry killing, not that every mech design needs anti-infantry weapons.

Comparatively, it's impossible to create a flawless mech. They'll always be trounced in some area or some role by another. ML boats, for example, suffer from short range and the inability to single-hit headcap like the HPPC and the Gauss Rifle, and seriously powerful ML boats dedicate enough tonnage to guns and heat sinks that they're sacrificing in speed, or possibly crits in the era of DHS. Perfection of a mech is impossible, so "flaws" are inevitable. But then there's designs like the "kind-of-okay-if-you're-on-Hoth" Rifleman which has so many issues that are just entirely unnecessary. They're no fun to fight with or against.

Not that the Karosan is a Rifleman, but the comment "designs need to have flaws"...

I'm not sure where you get mini-awesome from. The PPC and large laser are considerably different in both use and fluff.
ghostrider
03/26/15 09:44 PM
76.89.120.217

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Thinking his saying it is an urban warfare mech makes me think of infantry more then open plans.

As for mini awesome, I think there is a triple laser varient of the mech out there, and honestly, the lasers are a little better for city fighting as ranges aren't always beyond minimum. Granted the punch isn't all there either.

And I do like having units to fight that aren't something that if it doesn't kill you, you still are almost dead.
Retry
03/26/15 10:13 PM
76.7.225.145

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An urban mech would definitely strongly benefit with some sort of infantry mauler.
CarcerKango
03/27/15 09:03 AM
64.251.51.246

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I mean mini-awesome because triple heavy energy weapons volley fired.
Drasnighta
05/30/15 03:09 PM
198.53.98.65

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Definately a rebuild here...

I switched out Ferro for Endo to gain additional tonnage, added a small Pulse laser to the head, shifted the Jump Jets to Total Torso mounting, and then added A-Pods.


Code:


BattleMech Technical Readout

Type/Model: Karosan KRO-S2X
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 55 tons
Chassis: Defiance 450 Endo Steel
Power Plant: 275 GM Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 4 Leviathan Lifters Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Star Slab Standard
Armament:
2 Defiance B3M Medium Lasers
3 Defiance B3L Large Lasers
1 Diverse Optics Type 10P Small Pulse Laser
2 Limpet-Claymore Anti-Personnel Pods
Manufacturer: Dynamics Corp / Heretic BattleMechs
Location: Gallery
Communications System: Nashan Quartet ComSys
Targeting & Tracking System: Nashan Diana Mark I

------------------------------------------------------------------------------
==Overview:==
The KRO-S1X Karosan was borne out of a desire to have a midweight
Brawler/Urban
Warfare battleMech utilising an all-energy configuration.

As a prototype design, it was not without its flaws - and indeed, a few
assistants to the design process pointed out that it seemed to instead be
mimicking the concept of a "Mini Awesome" and owuld be better for the longer
ranges of the plains rather than an Urban Battlefield.

This Necessitated the S2X Rebuild.

==Capabilities:==
With a Moderate Top speed for its weight and a quartet of Leviathan Lifted
Jump Jets that were transferred from the stalled HRT-1X "Heretic" project, the
prototype Karosan has good maneuverability around the urban environments its
built for.


The Trio of front mounted Defiance B3L Large lasers provides an adequate punch
for its offensive strike. The need to adopt ER Technology was passed on, due
to its effective range likely to be limited by the terrain.


A Duet of Defiance B3M medium lasers protect its rear quarter in the often
messy battlefields of Urban Warfare.

Unfortunately, the Karosan is lacking the maximum armour protection desired in
a close brawler, sacrificed in order to keep its heat dissipation somewhat in
check. Even then, at a full jump and a full burst from its large lasers, the
Karosan will build up heat in its primary configuration.


With its full arms-and-hands and with no weapons equipped in its arms, it is
expected to be able to position itself well to utilise its 360 torso weapons,
and be able to threaten enemy BattleMechs with Physical attacks at the same
time.

Furthermore, the 2X rebuild advances upon its chosen work - the Urban
Battlefield. To assist with Infantry Ambushes, a Diverse Options 10P Small
Pulse Laser was attached to the side of the head of the Karosan, and the legs
were fitted with a pair of Limpet-Claymore Anti-Personnel pods.

--------------------------------------------------------
Type/Model: Karosan KRO-S2X
Mass: 55 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 4 LA, 4 RA, 2 LT, 2 RT, 1 LL, 1 RL)
Engine: 275 Light Fusion 10 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 160 pts Standard 0 10.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 25
Center Torso (Rear): 6
L/R Side Torso: 13 18/18
L/R Side Torso (Rear): 4/4
L/R Arm: 9 16/16
L/R Leg: 13 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RT(R) 3 1 1.00
1 Large Laser RT 8 2 5.00
1 Medium Laser LT(R) 3 1 1.00
1 Large Laser LT 8 2 5.00
1 Large Laser CT 8 2 5.00
1 Small Pulse Laser HD 2 1 1.00
1 Anti-Personnel Pod LL 0 1 .50
1 Anti-Personnel Pod RL 0 1 .50
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 2 LT, 2 RT)
--------------------------------------------------------
TOTALS: 32 70 55.00
Crits & Tons Left: 8 .00

Calculated Factors:
Total Cost: 8,214,690 C-Bills
Battle Value 2: 1,467 (old BV = 1,350)
Cost per BV2: 5,599.65
Weapon Value: 1,288 / 1,288 (Ratio = .88 / .88)
Damage Factors: SRDmg = 26; MRDmg = 14; LRDmg = 1
BattleForce2: MP: 5, Armor/Structure: 4/3
Damage PB/M/L: 4/2/-, Overheat: 0
Class: MM; Point Value: 15
CEO Heretic BattleMechs.
ghostrider
05/30/15 07:49 PM
76.89.120.217

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It is curious you would use standard large lasers in a brawler mech. I would think breaking down to using some smaller lasers would be better overall for more punch while grappling, like a flurry of punches into the abdoman of a boxer. But it does look effective without it.
Yes I know heat build up would be the concern. Though using crit eating 8 small lasers would allow you to keep the 8 heat points and give you an extra ton of weight, while increasing the over all damage potential, it would limit your longer range firepower. But it is just a thought.
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