Annihilator "Spectre"

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Retry
07/31/16 09:45 PM
68.103.19.152

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The Annihilator "Spectre" modification is a specialized battlemech upgraded from the original vaunted Annihilator in order to keep it relevant on the modern battlefield.

The slow Annihilator battlemech was shown to be extremely lacking in border skirmishes with clan forces. Heavy Mad Cat battlemechs of all configurations were able to easily maneuver outside of the Annihilator's range and Daishi Assault 'Mechs could outspeed, outpower, and outlast the Annihilator. The security forces in charge took this as foreshadowing of the Annihilator's obsolescence and scrambled for an upgrade to keep the 'Mech relevant in the future.

The Annihilator "Spectre" incorporates many advanced technologies while still keeping itself cheap compared to XLE Assaults via retaining of the 200 SFE engine. The new armament consists of four torso-mounted Light Gauss Rifles stocked with ten tons of ammunition, definitely far more than it will ever need. The LGRs have a range that rivals the furthest firing Clan weaponry, minimizing the out-ranging issue for all but fringe occasions.

The protection is vastly improved from the original Annihilator. Its armor plating is increased from 12.5 tons to 19.5 tons, on par with other (and often quicker) assault mechs. Its "Spectre" nickname comes from its highly advanced technology suite. A Null Signature System and Chameleon Light Polarization Field are integrated into the Annihilator "Spectre"'s chassis, which combined creates a massive problem for hostile targeting systems from far away. In order to overcome the targeting system issues, the hostile will have to close the distance with the Annihilator "Spectre", which in itself negates the Clan's range advantage and allows other Inner Sphere battlemechs with shorter ranged weapons to bring them to bear. An Angel ECM Suite is used to operate the NSS.

The Annihilator Spectres have proven to be a vital defensive tool against the Clans. The combination of its solid firepower, gun range, and stealth technology removes many of the traditional advantages that Clan weapons have over inner sphere counterparts.

A modification of the Annihilator Spectre called the "Poltergeist" removes four tons of ammunition to fit two standard jump jets, which increases its mobility in poor terrain and enables it to be air-dropped.

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Annihilator ANH-10X Spectre
IS experimental
100 tons
BV: 2,259
Cost: 13,926,667 C-bills

Movement: 2/3
Engine: 200
Double Heat Sinks: 10 [20]
Cockpit: Small Cockpit
Gyro: Standard Gyro

Internal: 152
Armor: 307/307
Internal Armor
Head 3 9
Center Torso 31 47
Center Torso (rear) 15
Right Torso 21 32
Right Torso (rear) 10
Left Torso 21 32
Left Torso (rear) 10
Right Arm 17 34
Left Arm 17 34
Right Leg 21 42
Left Leg 21 42

Weapons Loc Heat
Light Gauss Rifle RT 1
Light Gauss Rifle LT 1
Light Gauss Rifle RT 1
Light Gauss Rifle LT 1

Ammo Loc Shots
Light Gauss Ammo LA 16
Light Gauss Ammo LA 16
Light Gauss Ammo LA 16
Light Gauss Ammo LA 16
Light Gauss Ammo RA 16
Light Gauss Ammo RA 16
Light Gauss Ammo RA 16
Light Gauss Ammo RA 16

Equipment Loc
Null Signature System
Angel ECM Suite HD
Chameleon Light Polarization Shield
happyguy49
07/31/16 10:30 PM
98.30.242.159

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You could make it even more economical by using regular heat sinks. The most heat it can possibly generate in a turn is 6. The only other change I would make would be to remove two tons of ammo and add two ER Medium Lasers for shorter-range backup. (also I suggest a variant with a C3 slave; and maybe a command variant that keeps the DHS but swaps one Light Gauss for an ER PPC (with capacitor) and uses the tonnage saved for a C3 master.) Cool design!

EDIT forgot that the Null Signature System generates 10 heat when it is on. Nevermind about using single heat sinks.


Edited by happyguy49 (07/31/16 10:37 PM)
ghostrider
08/01/16 12:33 AM
66.74.61.223

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I agree that some back up weapons would be a good idea, as it would be sticking with the original design, though having 32 rounds per cannon is nice.

The torso mounting of the rifles is interesting. Most would put them in the arms for greater firing arcs.
Retry
08/01/16 02:16 AM
68.103.19.152

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@Happyguy49, activating the Null Signature System and Chameleon LPS requires 16 heat per turn without factoring in movement or weapon fire. C3 systems also won't work with the NSS.
happyguy49
08/01/16 07:56 AM
98.30.242.159

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Dang. I'd forgotten both the Null system c3 incompatibility and the 6 heat of the Chameleon system. Oh well, everything has upsides and downsides. You could still make a c3 command variant with just the Chameleon I suppose.


Edited by happyguy49 (08/01/16 07:57 AM)
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