l0rDn0o8sKiLlZ
10/29/17 11:54 PM
73.251.251.247
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New Mek IS experimental 35 tons BV: 819 Cost: 31,751,550 C-bills
Movement: 8/12(20) Engine: 280 XXL Heat Sinks: 10 [20] Cockpit: Interface Cockpit Gyro: Heavy Duty Gyro
Internal: 58 (Reinforced) Armor: 109/119 (Heavy Ferro-Fibrous) Internal Armor -------------------------------------- Center Torso 11 11 Center Torso (rear) 11 Right Torso 8 8 Right Torso (rear) 8 Left Torso 8 8 Left Torso (rear) 8 Right Arm 6 8 Left Arm 6 8 Right Leg 8 16 Left Leg 8 16
Equipment Loc ---------------------------------- Reinforced None Void Signature System LL Supercharger LT Bloodhound Active Probe LT MASC RT Angel ECM Suite RT
I saw a post a while back with a 'super speed Mech' that had like 200mph or some non-sense that would liquify the pilot if they tripped or something. Got me thinking, "Why not build one myself?" This one takes some inspiration from the Raptor II, but is more or less a goof.
I don't really know how it would be [or if it even would be] used on the TableTop Game, but in general the idea is that an Interface Cockpit allows the pilot to use this scout remotely, while the Void Signature system keeps it hidden from sensors, and to a lesser extent, visuals. The 'Mech is unarmed, but it's vulnerable XXL Engine is protected by 5 and a half tons of Heavy Ferro-Fibrous Armor and a Reinforced Internal Structure. A Heavy Duty Gyro helps ensure the 'Mech does not lose it's all important mobility while a MASC / Supercharger allow up to 200 k/ph in short bursts.
Unfortunately it's also 31 million C-Bills, thus probably not something that would ever be produced. Still a fun little novelty to build.
"Woad Raider, kill things today."
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Karagin
10/30/17 11:59 AM
72.176.187.91
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Reminds me of a couple of mechs I have seen that were called Racing Mechs, no weapons, just small light weight speedsters and fun one off mechs.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
10/30/17 08:52 PM
66.74.61.223
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Make it a quad and ram others with it. The piloting bonus for the quad would help keep you on your feet. If you use economic rules, this would never see the light of day. It is all cost and no real combat value.
If you play without that aspect, his may be a good mech for physical combat arenas. The charge would devastate most opponents if you get a good run on them.
If it really was a scout mech, a tag unit or c3 would be something to have on it. Let your lancemates or artillery know they have a target.
Edited by ghostrider (10/30/17 08:53 PM)
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