KamikazeJohnson
02/15/16 01:23 PM
207.161.146.219
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Krampus KRM-8P
Code: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: 3075 Cost: 14,344,033 C-Bills Battle Value: 1,845
Chassis: Unknown Endo-Steel Power Plant: Unknown 280 Fusion XL Engine Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: Unknown Jump Capacity: 120 meters Armor: Unknown Standard Armor Armament: 2 MRM-30s w/ Apollo FCS 1 Medium X-Pulse Laser 4 ER Medium Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: Well, folks, it's that time again at last. Anticipation is high in the Design community as rumours have been flying that the notorious Johnson 'MechWorks Inc. is back in business again. Quiet for the last several years, they did produce a couple prototypes or exhibition matches, an it looks like they're firing up the Skunkworks to do so again.
The previous offering -- the gloriously outrageous Gorgoroth -- proved to be quite devastating in the Arena trials, but ultimately poorly suited to Arena environment, and a JMInc. spokesperson reports optimism that this year's entry will fare better.
Enter the 70-tonne KRM-8P Krampus. Based on feedbck about the previous design, the design team scrapped what was perceived as Gorgoroth's greatest weakness: the embarrassingly fragile Composite Structure, choosing to design this year's submission with the proven Endo Steel. And while the heat scale of the new Krampus looks similar to the Gorgoroth -- able to enerate more than twice what it can dissipate -- weapon sets are designed to be used in such a way that there will rarely be significant buildup.
JMInc. sources also revealed that, while the prototype is scheuled to compete in an upcoming Arena match, the design itself was conceived as a practical front-line 'Mech, intended to allow inexperienced 'Mechwarriors to compete with more skilled adversaries. The 'Mech's reliance on enhanced MRMs is designed to keep the Krampus both effective and easy to maintain.
Capabilities: The heart of the Krampus's capabilities is the pair of monster missile racks. A total of 60 missile tubes mounted in the 'Mech's make the Krampus highly dangerous at close range. While MRMs are often criticized for their poor accuracy, The Krampus compensates with 2 pieces of advanced technology. The first is the Apoolo Fire Control System, which improves the overall accuracy of the system, at the cost of lowered precision. The second innovation is the use of the experimental Actuator Enhancement System, which allows the pilot to aim arm-mounted weapons much more effectively.
Backing up the primary MRMs is a cluster of lasers. While the heat output of the lasers makes their use impractical while the missile systems are active, they provide essential backup in the event of ammo shortage or damage to the MRM racks, as well as being somewhat more accurate at ranges beyond 210 meters.
Finally, the Krampus's Jump Jets give it the mobility necessary for a close-range design. Reviewers ad critica are anxiously awaiting the upcoming trial to see if it lives up to expectations.
Code:================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 107 points 3.50 Internal Locations: 2 HD, 1 CT, 7 LT, 2 RT, 1 LA, 1 RA Engine: XL Fusion Engine 280 8.00 Walking MP: 4 Running MP: 6 Jumping MP: 4 Standard Jump Jet Locations: 2 LL, 2 RL 4.00 Heat Sinks: Double Heat Sink 12(24) 2.00 Heat Sink Locations: 1 RT Gyro: Standard 3.00 Cockpit: Small 2.00 Actuators: L: SH+UA R: SH+UA 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 -------------------------------------------------------------------------------- MRM-30 RA 10 5 10.00 Apollo FCS RA - 1 1.00 A.E.S. RA - 3 2.00 MRM-30 LA 10 5 10.00 Apollo FCS LA - 1 1.00 A.E.S. LA - 3 2.00 (R) ER Medium Laser RT 5 1 1.00 ER Medium Laser RT 5 1 1.00 ER Medium Laser LT 5 1 1.00 (R) ER Medium Laser LT 5 1 1.00 Medium X-Pulse Laser CT 6 1 2.00 @MRM-30 (16) RT - 2 2.00 Free Critical Slots: 0
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18 4j 3 3 0 0 3 2 Structure: 3 Special Abilities: SRCH, ES, SEAL, SOA
MY BLURB: Playing around with some Experimental Tech. AES is an intriguing system, but it has to be used carefully to be worthwhile...in most cases, you're just as well of with a Targeting Computer. AES, however, works with Missiles, which inspired this design.
Thought?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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ghostrider
02/16/16 04:21 AM
98.150.102.177
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I would think the fcs should not be usable with the mrm system, but again, my opinion. It means you have an extended range srm 30 pack. Yeah, they only deal 1 point of damage, but they were handicapped for using more space for fuel. Or a shorter ranged version of the lrm that has extra missile for the weight/heat.
Other then that rant, the unit looks to be a solid design. I do question why the 2 rear er lasers, and the xpulse firing front. Best guess is heat.
Hehe. To bad you can't explode ammunition dumped out the back when there is a mech behind you.
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KamikazeJohnson
02/16/16 02:28 PM
207.161.146.219
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In fairness, LRMs and SRMs both have a host of enhancements available: NARC, Streak, Artemis, specialty shots like Infernos etc. Why shouldn't MRMs get an enhancement system? The range breaks and damage scatter still make them distinct from the other missile systems. Plus, the Apollo works differently from the Artemis system, being a trade-off instead of a flat enhancement.
The laser placement has a couple reasons. First, the Krampus was designed for a Free-for-All arena event, so the rear-firing lasers are useful. I like the range of the X-Pulse, and it adds a nice punch to the secondary weapon system. Let's face it, odds are those arm-mounted weapons will get taken out at some point, if they don't run out of ammo first.
For a front-line unit, I might turn the rear lasers around, and/or replace the 4 ER Meds with 2 X-Pulse.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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ghostrider
02/16/16 06:20 PM
98.150.102.177
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Just a pointer, but wouldn't having hands be something you want in a free for all? Hard to punch without them. Though arm flipping is an advantage as well. Bring the main guns to bear.
As I don't have the updated rules, is the clan streak lrm based on the 50% heavier then the standard launcher? Which would put it at 75% of the inner spheres launchers. If that holds correct.
Still. Designs are based on experience. Haven't dealt with an ffa, just a couple of lances going at each other.
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KamikazeJohnson
02/16/16 06:38 PM
72.143.233.226
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Quote: ghostrider writes:
Just a pointer, but wouldn't having hands be something you want in a free for all? Hard to punch without them. Though arm flipping is an advantage as well. Bring the main guns to bear.
Not enough crit space. AES on a Heavy takes 3 crits in each arm, so the actuators have to go to fit the MRMs. It can still Kick though...
But realistically, the Arena allows 'Mechs up to 100 Tonnes, and many of them will have TSM, so Physical Attack Range would not be the best place to be.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Justin_Kase
03/16/16 04:58 PM
76.106.7.15
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What about moving the MRMs to the torso and lasers to the hand?
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KamikazeJohnson
03/16/16 06:08 PM
207.161.146.219
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Quote: Justin_Kase writes:
What about moving the MRMs to the torso and lasers to the hand?
Then you lose the AES bonus. AES is Arms-Only.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Justin_Kase
03/17/16 10:30 AM
76.106.7.15
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Thanks for explaining - I didn't realize that!
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