Shoko-O Configuration A

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Silverlocust
05/30/16 10:44 AM
74.33.4.171

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Code:
Name: Shoko-O
Technology Base: Clan
Mass: 85
Chassis: Omni Biped
Rules Level: Standard
Power Plant: RhinoPusher 255 XL
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: Type X Heavy Lifters
Jump Capacity: 90 meters
Armor: Spiderweb DuraMaxx Ferro-Fibrous
Armament:
1 SureShot Streak SRM-6
1 NuStar ATM 9
1 KillShot Gauss Rifle
2 SunCor Large Pulse Lasers
Manufacturer: Unkown
Primary Factory: Unknown
Communications System: Type A ComLink
Targeting and Tracking System: Earthbound Sniper 5000

Equipment Mass
Internal Structure: CASE SafeTMaxx 8.5
Engine: 255 XL Fusion 6.5
Walking MP: 3
Running MP: 5
Jumping MP: 3 3
Heat Sinks: 10 (20)
Gyro: Standard 3
Cockpit: Standard 3
Armor Factor: 263 14
Internal Armor
Structure Value
Head 3 9
Center Torso 27 45
Center Torso (rear) 9
R/L Torso 18 30
R/L Torso (rear) 6
R/L Arm 14 28
R/L Leg 18 36

FIXED LOCATIONS
Location Fixed SR
head Ferro-Fibrous 0
c torso Jump Jet 1
r torso 2XL & 1 Ferro-Fibrous 9
l torso 2XL & 1 Ferro-Fibrous 9
r arm 1 Ferro-Fibrous 7
l arm 1 Ferro-Fibrous 7
r leg Jump Jet & 1 Ferro-Fibrous 0
l leg Jump Jet & 1 Ferro-Fibrous 0

47 Tons Pod Space Available

Weapons & Ammo Location Heat Critical Tonnage
Targeting Computer CT 1 1
Jump Jet CT 1 1
Streak SRM-6(30) RT 4 4 5
Targeting Computer RT 2 2
Ammo(Gauss Rifle)24 RT 3 3
ATM 9(ER Ammo)28 LT 6 8 9
Gauss Rifle RA 1 6 12
Targeting Computer RA 1 1
L Pulse Laser LA 10 2 6
L Pulse Laser LA 10 2 6
Targeting Computer LA 1 1
Double Heat Sink LA 2 1
Jump Jet RL 1 1
Jump Jet LL 1 1

*Due to the sheer size of the KillShot Gauss Rifle the Lower Arm & Hand Actuator were removed(i.e. Highlander IIC)*

ghostrider
06/01/16 01:49 AM
66.74.61.223

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Do you have more configurations with this unit?
Or are you still working on them?
If there aren't any, then I would suggest going non omni on it.

Though you might be able to save some tonnage if you use 2 missile launchers of the same size and type. But that is just an observation.
Silverlocust
06/01/16 02:03 AM
184.12.178.235

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Yes, I have more configurations for this unit. I'll be posting them sometime later. I was using that one as a test run
CrayModerator
06/01/16 07:58 AM
72.189.109.30

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Quote:
ghostrider writes:

If there aren't any, then I would suggest going non omni on it.



OmniMechs still have utility even with a single configuration. Notably, if you've got anything less than elite techs, OmniMechs are faster to maintain and repair.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
ghostrider
06/01/16 05:12 PM
66.74.61.223

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Changing weapons out to work on them when you got time, verses the hurry up and get the unit into combat is always preferable. So it is faster to maintain and repair. At least for turn around time.
You just have better access to the equipment when it is outside the unit.

I was thinking more of costs, but that isn't such a big deal unless you use money to limit things.

Another possible limitation is the 20 heat dissipation. Most will use the pulse lasers as often as they can, so over heating may be an issue with just 10 sinks.
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