Pulsar PSR-1R

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Rotwang
04/13/17 01:12 PM
94.226.248.136

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Pulsar PSR-1R

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 13.648.960 C-Bills
Battle Value: 1.761

Chassis: Unknown Endo-Steel
Power Plant: Unknown 360 Fusion XL Engine
Walking Speed: 64,8 km/h
Maximum Speed: 97,2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 Light PPCs
10 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Introduced in the closing days of the Jihad, the Pulsar was intended as a light
mech hunter, using speed and superior firepower to defeat them.


Capabilities:
The 360-rated Xl engine on a 60-ton chassis gives the Pulsar great mobility for
a heavy mech. Leaving enough space to mount a brace of 10 medium lasers and a
pair of Light PPC, an arsenal that should make short work of any light mech in
range. With good armour for its size the Pulsar can hold its own against
almost any other mech. When first introduced it was tagged as "The new
Warhammer, done right." Something the producers of the Warhammer did not like
and resulted in a huge settlement out of court.


Battle History:
Although the concept appeared sound enough, the realities and chaos of war
often forced the Pulsar to fight other mechs than those it was designed to take
down. The Medium laser was picked because of it's high efficiency, a high
damage output for low heat and weight, but lacked range and the twin Light
PPC's were not enough to stand off mechs with better ranged weapons.


The 96kph speed advantage was only marginally higher than many Heavy Mechs of
the latest generation making it hard to avoid mechs with top speeds of around
80kph such as the Rakshasa, Thanatos, Jinggau and most heavy Clan mechs.


The problem was compounded by the increased speed and mobility of many light
mechs who could easily match the speed and often had jump jets to avoid
difficult terrain.


As a result it was hard for pilots to get close enough to unleash their arsenal
of Medium Lasers without being hit by hard-hitting, better-ranged firepower.


The only job that the Pulsar excelled at was hunting powered armour, variants
replacing one or more lasers or PPCs with flamers, pulse lasers and machineguns
or a Plasma Rifle proved highly effective in dealing with infantry and in some
cases protomechs.


A few pilots too the Pulsar into the urban environment, ambushing enemy mechs
at point-blank range though the lack of jump jets limited their options.


As demand for mechs fell right after the Jihad, production was put on hold in
the 3080s, with a few limited runs of spare parts.


The increased demand for mechs during the Dark Age prompted engineers to
examine the feasibility of resurrecting the design, but projected sales would
not cover expected costs and after a short trial run, the line was permanently
shut down.



Deployment:
Pulsars operate with hunter-killer lances, trying to take out enemy scouts and
infiltrators, others serve as anti-infantry mechs, usually in static garrison
units.



Variants:
There are no official variants. The most common modification is to replace one
or both PPCs and some of the lasers with one or more anti-infantry weapons.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 99 points 3,00
Internal Locations: 1 HD, 2 CT, 1 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 360 16,50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Double Heat Sink 15(30) 5,00
Heat Sink Locations: 1 LT
Gyro: Standard 4,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 200 12,50

Internal Armor
Structure Factor
Head 3 9
Center Torso 20 31
Center Torso (rear) 8
L/R Torso 14 21
L/R Torso (rear) 7
L/R Arm 10 20
L/R Leg 14 28

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC RA 5 2 3,00
Light PPC LA 5 2 3,00
5 Medium Lasers RT 15 5 5,00
5 Medium Lasers LT 15 5 5,00
Free Critical Slots: 10

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 18
6 5 5 1 0 3 1 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA
KamikazeJohnson
04/13/17 07:30 PM
142.160.216.118

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Interesting design...and I love fully fluffed write-ups.

Depending on the availability of higher-tech items, I'd be tempted to drop 2 DHS and swap the Lasers for 6 Medium Pulse Lasers...unless you make a point of hanging out at a range of 7-9 hexes, that should increase your overall effectiveness considerably. Or keep the 15 DHS and use 5 Med X-Pulse Lasers, if available.

Still...hard to argue with the simplicity of the original configuration.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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