Drasnighta
01/24/07 07:42 AM
202.126.108.239
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Just a Random Design... Nothing Special, and actually fairly Lacklustre...
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BattleMech Technical Readout
Type/Model: Maskim MSK-01X Tech: Inner Sphere / 3067 Config: Biped BattleMech Rules: Level 2, Custom design
Mass: 45 tons Chassis: Defiance 450 Endo Steel Power Plant: 225 GM Light Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Longanecker PlastiSteel Standard Armament: 6 Randell Medium Lasers 2 Blue Shot-10 LRM 10s 1 Nashan Diversified Guardian ECM Manufacturer: Heretic BattleMechs (Gallery) Location: Gallery Communications System: Nashan Quartet ComSy with Guardian ECM Targeting & Tracking System: Nashan Diana Mark I
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==Overview:== In 3072, the Lyran Quatermaster Corps finally gave limited Release for the BattleMech Company Heretic BattleMechs to Purchase small volumes of their much-sought-after Light Fusion Engines.
The Enthusiastic company put in an order, but later found to their dismay that they had been alotted only certain Rating Engines, and most of them were of little-used Power Bands.
The 225 Light Fusions they recieved from GM were but the first of the shipments. Dismayed, but unbroken, they set forth to create a new design which utilised the engine size.
Lacking the Ability to actually build a prototype of any design above 55 tons, they settled on a mid-range 45 Ton Medium BattleMech. The 225 Rated Engine would not propel the BattleMech as fast as it probably should have gone, so instead they designed it with a specific purpose in mind.
==Capabilities:== The Maskim - as the 'Mech is now known, named after Sumerian Demons whose name is often translated to 'Ensnarers' or 'Layers of Ambushes'... This was the perfect role for the new design.
Very much an Ambush Predator, the Maskim boasts an impressive barrage of Medium Lasers at Short range. To augment its Ambush ability, designers fitted it with a Nashan Diversified 'Magician' Class Guardian ECM system.
Upon Ambush and Barrage, the Enemy is often faced with two Options - Standing and Fighting - Which continues the Barrage unabated, as although it is a light design, the Maskim does sport Seven and a Half tons of Star Slab armour, for almost 80% of the Maximum Coverage for a BattleMech of its size.
If the Enemy turns to flee, the Maskim sports a pair of Blue Shot -10 Long Range Missile Racks. Although fitted with only standard targeting systems, the Tried and True Lauchers discourage enemies from fleeing quickly, as the Maskim can provide an adequate chase and bombardment out to quite a distance.
The Maskim does have its odd quirks and problems however. In giving the design a low, squat profile similar to the Bushwacker, the Designers at Heretic BattleMechs took a leaf out of the Clan books and gave it a hip assembly similar to that found on the Blackhawk (Nova) and Dragonfly (Viper) BattleMechs - This limits the BattleMechs manouverability, as it cannot quickly turn its waist or turret to a new quarter to target an enemy. The design also cries for Jump Jets to be fitted, but space could not be cleared without seriously hampering the BattleMechs weapons load.
==Variants:== It is unknown at this time wether the Maskim will go to Full Production or Not in its current iteration and Form, as the 'Mech does have a performance rating below what the CEO of Heretic BattleMechs is generally approving of.
The first Variant that will seem to be approved is a refit of the Blue Shot -10 Launchers, replacing them with the much shorter Range 6 Rack. Although the range is seriously decreased at this point, Jump Jets can be fitted to the design, extending the envelope quite significantly.
-------------------------------------------------------- Type/Model: Maskim MSK-01X Mass: 45 tons
Equipment: Crits Mass Int. Struct.: 75 pts Endo Steel 14 2.50 (Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL) Engine: 225 Light Fusion 10 7.50 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 11 Double [22] 6 1.00 (Heat Sink Loc: 1 LT, 1 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00 Armor Factor: 120 pts Standard 0 7.50
Internal Armor Structure Value Head: 3 8 Center Torso: 14 16 Center Torso (Rear): 6 L/R Side Torso: 11 13/13 L/R Side Torso (Rear): 4/4 L/R Arm: 7 11/11 L/R Leg: 11 17/17
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 3 Medium Lasers RA 9 3 3.00 3 Medium Lasers LA 9 3 3.00 1 LRM 10 RT 4 24 4 7.00 (Ammo Locations: 1 LT, 1 RT) 1 LRM 10 LT 4 2 5.00 1 Guardian ECM CT 0 2 1.50 CASE Equipment: LT RT 2 1.00 -------------------------------------------------------- TOTALS: 26 69 45.00 Crits & Tons Left: 9 .00
Calculated Factors: Total Cost: 6,398,850 C-Bills Battle Value: 1,105 Cost per BV: 5,790.81 Weapon Value: 1,091 / 1,091 (Ratio = .99 / .99) Damage Factors: SRDmg = 22; MRDmg = 12; LRDmg = 5 BattleForce2: MP: 5, Armor/Structure: 3/3 Damage PB/M/L: 4/4/1, Overheat: 1 Class: MM; Point Value: 11 Specials: if, ecm
CEO Heretic BattleMechs.
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KamikazeJohnson
01/25/07 09:18 PM
209.202.42.161
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Not so bad. I'd take it over a Dervish...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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JackGarrity
01/26/07 01:36 AM
71.207.203.207
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damn its pretty good for a 45 tonner; fast enoguh to get the job done and since its mainly laser hardware can go for a length of time, though, perhaps a set of streak srms and shift it to pulse lasers, course.. hmm would loer the damage curve; good build though, be fun to pilot.
Greetings Mechwarrior.
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Drasnighta
01/26/07 02:34 AM
202.126.108.239
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I considered switching out the LRM Launchers to Streak 6 Racks, but I prefer to give a 'mech either Long Range Punch, or Manouverability...
The Maskim, if you switch to STANDARD SRM-6 Launchers, has the ability to throw most of its ammo out there, and not be holding onto it - hence the Jump Jets being the Replacement there...
The other unsigned part of the Maskim I wanted to keep was its relative ease to service. With the Exception of the Light Engine, the rest of the Design is straight-forward and Low-Tech... Better for Guerilla operations, or Urban Slugfests...
CEO Heretic BattleMechs.
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