CarcerKango
06/05/17 04:22 PM
64.251.51.247
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Kriegsmeister KR3-GM
Mass: 25 tons Tech Base: Inner Sphere Chassis Config: Quad Rules Level: Experimental Tech Era: All Eras (non-canon) Tech Rating/Era Availability: E/X-X-E-A Production Year: 0 Cost: 2,276,042 C-Bills Battle Value: 1,015
Chassis: Unknown Endo-Steel Power Plant: Unknown 200 Fusion Engine Walking Speed: 86.4 km/h Maximum Speed: 129.6 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Light Ferro-Fibrous Armament: 4 ER Medium Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Endo-Steel 47 points 1.50 Internal Locations: 2 CT, 4 LT, 2 FLL, 2 FRL, 2 RLL, 2 RRL Engine: Fusion Engine 200 8.50 Walking MP: 8 Running MP: 12 Jumping MP: 0 Heat Sinks: Double Heat Sink 10(20) 0.00 Heat Sink Locations: 1 LT, 1 RT Gyro: Standard 2.00 Cockpit: Standard 3.00 Actuators: L: H+UL+LL+F R: H+UL+LL+F Armor: Light Ferro-Fibrous AV - 76 4.50 Armor Locations: 1 HD, 5 LT, 1 RT
Internal Armor Structure Factor Head 3 9 Center Torso 8 10 Center Torso (rear) 3 L/R Torso 6 9 L/R Torso (rear) 3 L/R Front Leg 6 6 L/R Rear Leg 6 9
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 4 (T) ER Medium Lasers RT 20 4 4.00 Targeting Computer RT - 1 1.00 Quad Mech Turret RT - 1 0.50 Free Critical Slots: 2
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10 8 3 3 0 0 1 0 Structure: 2 Special Abilities: ENE, SRCH, ES, SEAL, SOA
Blurb: Decided to play around with Quad turrets. Ended up inventing a semi-reasonably priced fast mover for hit-and-run actions, giving you more opportunities to fire, even when withdrawing to prepare for the next strike. Ideally, gameplay would reflect this, using a lot of long, straight runs alongside enemy units to get the movement to-hit modifier while still getting a decent to-hit yourself through the targeting computer.
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