Kriegsmeister KR3-GM

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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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