Vampire Bat

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happyguy49
11/15/18 07:18 AM
193.37.253.99

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Vampire Bat

Mass: 35 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 3132
Cost: 7,152,210 C-Bills
Battle Value: 1,927

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
Jump Capacity: 240 meters
Armor: Unknown Ferro-Fibrous
Armament:
1 (CL) ER PPC
16 (CL) ER Micro Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 4 LA, 3 RA
Engine: XL Engine 280 8.00
Walking MP: 8
Running MP: 12
Jumping MP: 8 Standard
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Heat Sinks: (CL) Double Heat Sink 10(20) 0.00
Gyro: XL 1.50
Cockpit: Small 2.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 105 5.50
Armor Locations: 4 LA, 3 RA

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 14
Center Torso (rear) 4
L/R Torso 8 13
L/R Torso (rear) 3
L/R Arm 6 10
L/R Leg 8 13

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) ER PPC HD 15 2 6.00
8 (CL) ER Micro Lasers RT 8 8 2.00
8 (CL) ER Micro Lasers LT 8 8 2.00
(CL) Targeting Computer RA - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
8j 3 3 1 0 1 3 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA


Many highly-mobile light mechs boast a single powerful weapon like the Vampire Bat's ER PPC, but not that many are accurized with a targeting computer, and barely any pouncing light mechs can do that and also exploit a vulnerable damaged spot effectively.

The Vampire Bat leaps around the battlefield spotting enemies and taking shots with its ER PPC until it punches a hole or sees an opportunity for a point-blank backshot. The coup de grace is to jump (or sprint) to one hex away from its opponent, preferably the rear of a heavy or assault mech, and fire all sixteen of its -1 to hit ER Micro Lasers while punching twice. (all weapons are in the head or torso, so it can do that.) A pilot with decent gunnery skill could even try to target a rear torso location with all 16 of those hits with a called shot, virtually guaranteeing a kill.

It is well armored for its size, armor is only .5 tons under effective max. At 7.15 million it doesn't break the bank either. Two fully articulated arms with hand actuators make the Vampire Bat a good pillager and loader-mech/workmech when not in combat.

It runs a bit hot, jumping full distance and firing the primary weapon puts you at 3 on the scale. A full jump with an alpha strike is NINETEEN, so don't do that. Vampire Bat is not intended for pilots who can't manage heat wisely.
ghostrider
11/15/18 01:38 PM
66.74.61.223

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As long as you don't shut down, a quick jump in, fire everything and get back out may well be a good idea for the unit. Lights don't want to sit in range of other weapons, and since there is no ammo, that isn't a concern. Jets work as long as the unit's engine is running, so jump back out is possible, then wait until cooled to do so again.
Still a nice design.
And using the clan erppc does almost the same damage as all of the ermicros, so 15 points verses 16. If all hit with a target, You know the mech targeted is probably going to go down. I would suggest ppc first, so you have the 16 chances of crits.
Retry
11/16/18 12:12 AM
64.189.130.11

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I like this one. I'm not sure why.
The Micros actually deal 2 damage per hit, so that'd be 32 points vs 15.
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