Boykok BYK-6T

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Karagin
02/18/16 06:16 AM
61.40.222.5

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Code:
               BattleMech Technical Readout

Type/Model: Boykok BYK-6T
Tech: Inner Sphere / 3039
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 45 tons
Chassis: 12b Krauss-Liemann Endo Steel
Power Plant: 180 GM XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special Standard
Armament:
4 Exostar Medium Pulse Lasers
2 General Motors Nova-5 Ultra AC/5s
Manufacturer: Ferrous Metals Combine and Trevithick Autosteam Combine
Location: Archona, Diskarapur, Kolwezera and Karaganda, Terra
Communications System: CH3V Series Integrated
Targeting & Tracking System: Magestrix Gamma

------------------------------------------------------------------------------
==Overview:==
Specifications drafted by Strategic Planning Board, 3032-33, calling for a
mech with twice the protection and firepower of the 26-ton, Buggard II and at
least equal mobility. Design team from War Directorate (Technical Section) and
Diskarapur Technological, prototype-testing 3036-3037. Armor School,
Kolwezera, 3038. Operational deployment - 3041.

Assembled by Ferrous Metals Combine and Trevithick Autosteam Combine, at
Archona, Diskarapur, Kolwezera and Karaganda. In production between, 3039
-3055. Total output 6800 not including variants.

--------------------------------------------------------
Type/Model: Boykok BYK-6T
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 1 HD, 4 LA, 3 RA, 2 CT, 2 LL, 2 RL)
Engine: 180 XL Fusion 12 3.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10 Double [20] 9 .00
(Heat Sink Loc: 1 RA, 1 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00

Internal Armor
Structure Value
Head: 3 8
Center Torso: 14 10
Center Torso (Rear): 4
L/R Side Torso: 11 10/10
L/R Side Torso (Rear): 4/4
L/R Arm: 7 9/9
L/R Leg: 11 14/14

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Medium Pulse Lasers RA 8 2 4.00
2 Medium Pulse Lasers LA 8 2 4.00
1 Ultra AC/5 RT 1 40 7 11.00
(Ammo Locations: 1 LT, 1 RT)
1 Ultra AC/5 LT 1 5 9.00
--------------------------------------------------------
TOTALS: 20 76 45.00
Crits & Tons Left: 2 .00

Calculated Factors:
Total Cost: 5,933,690 C-Bills
Battle Value 2: 894 (old BV = 767)
Cost per BV2: 6,637.24
Weapon Value: 806 / 806 (Ratio = .90 / .90)
Damage Factors: SRDmg = 30; MRDmg = 10; LRDmg = 5
BattleForce2: MP: 4, Armor/Structure: 2/2
Damage PB/M/L: 5/4/2, Overheat: 0
Class: MM; Point Value: 9
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/18/16 04:44 PM
98.150.102.177

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Is 2 tons of ammo enough for the main weapons?
At full fire rate that is a whole 10 rounds of firing.

With the slower speed, I would think the innersphere medium pulse lasers would be to short of range to do more then ambush or closer combat ranges. The lack of jets would also question the shorter ranges as well.

I would think ermls would be a better idea, with the extra weight (if sticking with 4 of them) might be better used in something else, like maybe jets or even a larger engine if it is covered. Price would be an issue with it, but it is just an observation.

Granted, not remembering the unit it was supposed to be better with, you might have limits on what weapons you have access to. Something I forget if you are working within your games factory building specs.
Karagin
02/18/16 08:08 PM
61.40.222.5

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The ammo is an issue for the mech. The lasers, when I ran the original test battle for this mech they did well enought. I am working on an upgrade to this mech. One variant does replace the pulse lasers with ER mediums, and gave another ton of ammo.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
02/18/16 08:11 PM
61.40.222.5

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The Buggard is the is not so great mech I built as a one time use mech for a pickup game and it was pretty bland, then I upgraded it, and that begin the move to this mech. I will dig up the stats for the other two Buggard mechs.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
KamikazeJohnson
02/18/16 08:37 PM
72.143.233.229

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Quote:
ghostrider writes:

Is 2 tons of ammo enough for the main weapons?
At full fire rate that is a whole 10 rounds of firing.



No worse than many of the canon 'Mechs of the era. Rifleman. UrbanMech. Irion. Crusader. Hunchback (I think...) All with 10 rounds or less for the primary weapons. I'm sure there are others.

I like it...similar concept to the old BlackJack, but less range and more damage.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Akalabeth
02/18/16 11:02 PM
64.251.81.66

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Youch pretty piss poor armour. I can't imagine it surviving long enough to get into close range at that speed. I'd personally recommend dropping one MPL for MASC if it will fit, or maybe for an AMS and a half ton of armour. I like flawed designs but this seems like its a bit buggered more than most.
ghostrider
02/19/16 03:47 AM
98.150.102.177

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Is the irion a typo, like you meant orion?
But I do know what you are getting at with some units. Part of why some cannon mechs bit the big one. Granted you do have others like the marauder that has 20 rounds for it's cannon. But that those were designed when the static battles were more prevalent then they are today. Simple mech on mech engagements not supposed to go 30 rounds without something dying.
The extended or more mobile battles showed the weakness to ammunition weapons, even lrms. Lasers were better for it's ability for constant fire. Sniping was fine if you had the sinks for it. Ppcs the same though the minimum range could be a pain.
Rotwang
02/19/16 05:19 AM
94.226.248.136

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It's a beefed up Blackjack where they had to drop the Jump jets to add the beef ...
Akalabeth
02/19/16 01:51 PM
64.251.81.66

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Where's the beef? It has a ton and a half less armour than a blackjack
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