Kovas

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Silverlocust
06/27/16 03:28 PM
74.47.104.170

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Code:
Name: Kovas 
Technology Base: Clan
Mass: 20
Chassis: Omni Biped
Rules Level: Standard
Power Plant: RhinoPusher 120 XL
Cruising Speed: 65 kph
Maximum Speed: 97 kph
Jump Jets: Longstride Type II Jumpers
Jump Capacity: 180 meters
Armor: Spiderweb DuraMaxx Ferro-Fibrous
Armament: 5.5 Tons Pod Space Available
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Type A ComLink
Targeting and Tracking System: Earthbound Sniper 5000

Equipment Mass
Internal Structure: CASE SafeTMaxx EndoSteel 1
Engine: 120 XL Fusion 2
Walking MP: 6
Running MP: 9
Jumping MP: 6 3
Heat Sinks: 10 (20) 0
Gyro: Standard 2
Cockpit: Standard 3
Armor Factor: 67 3.5
Internal Armor
Structure Value
Head 3 9
Center Torso 6 8
Center Torso (rear) 2
R/L Torso 5 8
R/L Torso (rear) 2
R/L Arm 3 6
R/L Leg 4 8

FIXED LOCATIONS
Location Fixed SR
head EndoSteel 0
c torso Ferro-Fibrous 1
r torso 2XL,DHS,2 ES,2 FF,Jump Jet 3
l torso 2XL,DHS,2 ES,2 FF,Jump Jet 3
r arm 2 DHS,1 ES,1 FF 2
l arm 2 DHS,1 ES,1 FF 2
r leg 2 Jump Jets 0
l leg 2 Jump Jets 0

Primary Configuration (No Right Hand Actuator)
Weapons & Ammo Location Heat Critical Tonnage
Targeting Computer CT 1 1
Jump Jet RT 1 .5
Jump Jet LT 1 .5
ER L Laser RA 12 1 4
ER S Laser RA 2 1 .5
2 Jump Jets RL 2 1
2 Jump Jets RL 2 1

Configuration A
Weapons & Ammo Location Heat Critical Tonnage
Targeting Computer CT 1 1
Active Probe RT 1 1
Jump Jet RT 1 .5
ECM Suite LT 1 1
Jump Jet LT 1 .5
M Pulse Laser RA 4 1 2
ER S Laser RA 2 1 .5
2 Jump Jets RL 2 1
2 Jump Jets RL 2 1

Configuration B
Weapons & Ammo Location Heat Critical Tonnage
Targeting Computer CT 1 1
LRM-5 RT 2 1 1
Swarm Ammo (LRM-5)24 RT 1 1
Jump Jet RT 1 .5
ECM Suite LT 1 1
Jump Jet LT 1 .5
ER M Laser RA 5 1 1
ER S Laser RA 2 1 .5
2 Jump Jets RL 2 1
2 Jump Jets RL 2 1

Configuration C
Weapons & Ammo Location Heat Critical Tonnage
ER S Laser CT 2 1 .5
Targeting Computer RT 1 1
Jump Jet RT 1 .5
ECM Suite LT 1 1
Jump Jet LT 1 .5
ER M Laser RA 5 1 1
Streak SRM-2 LA 2 1 1
Ammo(Streak SRM-2)50 LA 1 1
2 Jump Jets RL 2 1
2 Jump Jets RL 2 1

Configuration D
Weapons & Ammo Location Heat Critical Tonnage
Swarm Ammo (LRM-5)24 CT 1 1
LRM-5 RT 2 1 1
Swarm Ammo (LRM-5)24 RT 1 1
Jump Jet RT 1 .5
LRM-5 LT 2 1 1
Swarm Ammo (LRM-5)24 LT 1 1
Jump Jet LT 1 .5
ER S Laser RA 2 1 .5
2 Jump Jets RL 2 1
2 Jump Jets RL 2 1




CrayModerator
06/27/16 05:31 PM
72.189.109.30

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In the Clan world, that speed and armor makes it a bit vulnerable, but it'd have a place in second line units covering against raiding Elementals and protomechs.
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
06/27/16 08:31 PM
66.74.61.223

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To clean up the configurations some, anything hard mounted, ie not pod mounted, does not need to be listed in the configurations, as they are already covered in the main mech. This is just to prevent multiple listings of the same equipment. The jets being the thing here.

Another thing is the use of swarm ammunition for the lrms. Unless they changed them dramatically, they avoid engaging multiple targets, as the swarm is definitely a multiple target ammunition. Doesn't mean it is a wrong choice, but with the D configuration, 3 tons of it is a little excessive. One ton should work (two max) for both launchers for a while, with other types of ammunition to be rotated in with other volleys. Just a viewpoint though.
Another point with ammo is light mechs that carry alot tend to die quicker as a single ammo hit guts them, even with case. Xl engines make this more likely, and ct stored ammo definite issues.

The C configurations might benefit from dropping the targeting computer and using the weight to increase to a streak 4 pack or a second streak 2 pack. It is doubtful you would use 50 shots in a combat, though it would be more likely in a campaign that doesn't allow much for resupplies. Most would go for more damage, since most battles are single confrontations.
Silverlocust
06/29/16 07:57 AM
74.47.100.107

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Quote:
Cray writes:

In the Clan world, that speed and armor makes it a bit vulnerable, but it'd have a place in second line units covering against raiding Elementals and protomechs.



Speed wise it's just one step slower than the Pack Hunter, but as for the armor unless the rules have changed a 20 ton biped mech can only carry a max of 69 points of armor.
happyguy49
07/01/16 08:12 AM
98.30.242.159

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You can go higher on the armor, if you are willing to sacrifice 1 flank MP. Hardened armor lets you rock twice as much damage absorption, and has a bonus -2 to crit rolls. Fun stuff.

For a Clan, I would personally prefer a point of Sprite 2 ProtoMechs to this machine. I don't usually care for them, (protos) but Sprite 2's rock an ER Large Laser like your primary, and have enough torso armor to take an AC/20 hit. An excellent lightweight sniping group!

http://www.sarna.net/wiki/Sprite
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