The Squatting Heron, a Solaris VII Heavy 'Mech, 70 Tons

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l0rDn0o8sKiLlZ
12/20/20 07:17 AM
73.216.131.208

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Squatting Heron Heavy 'Mech
Code:

BattleMech Technical Readout
Custom* Weapons

Type/Model: Squatting Heron
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 70 tons
Chassis: Composite
Power Plant: 350 Magna XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Ferro-Fibrous
Armament:
2 Shield Smalls*
2 LRM 10s
2 SRM 4s
2 Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Squatting Heron
Mass: 70 tons

Equipment: Crits Mass
Int. Struct.: 107 pts Composite 0 3.50
Engine: 350 XL Fusion 12 15.00
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 4.00
Torso-Mounted Cockpit, Life Supt., Sensors: 6 4.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 217 pts Ferro-Fibrous 14 12.50
(Armor Crit Loc: 3 LA, 3 RA, 3 LT, 3 RT, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 22 32
Center Torso (Rear): 12
L/R Side Torso: 15 22/22
L/R Side Torso (Rear): 8/8
L/R Arm: 11 22/22
L/R Leg: 15 30/30

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Shield Small* RA 0 3 2.00
1 Shield Small* LA 0 3 2.00
1 LRM 10 RT(T) 4 48 6 9.00
(Ammo Locations: 2 LA, 2 RA)
1 LRM 10 LT(T) 4 2 5.00
2 SRM 4s HD 6 50 4 6.00
(Ammo Locations: 1 LT, 1 RT)
2 Medium Lasers HD 6 2 2.00
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)
Turret Equipment: Left, Right Shoulder 2 1.00
--------------------------------------------------------
TOTALS: 20 78 70.00
Crits & Tons Left: 0 .00

Calculated Factors:
Total Cost: 17,373,206 C-Bills
Battle Value 2: 1,486 (old BV = 1,396)
Cost per BV2: 11,691.26
Weapon Value: 1,364 / 1,364 (Ratio = .92 / .92)
Damage Factors: SRDmg = 24; MRDmg = 12; LRDmg = 5
BattleForce2: MP: 5, Armor/Structure: 5/3
Damage PB/M/L: 5/3/1, Overheat: 0
Class: MH; Point Value: 15
Specials: if


--- A Solaris Special, the Squatting Heron was a fan-favorite for it's sweeping wing-like barrages of LRMs, daring shield charges and ever-present Jump Jet shenanigans. While the 'Mech is a custom design, it wasn't a one-off, and established 'Mech Jocks would often have one as a crowd pleaser. Practically speaking, the 'Mech is an excellent hybrid of the Brawler and In-direct Fire-Support roles, proving adaptable and exhibiting good tactical flexibility. On paper, the 'Mech is over-priced, over-hyped and under-performing.

--- A pair of arm mounted Small Shields provide the Squatting Heron with the means of not only shielding it's torsos, but also protecting it's LRM-10 ammunition AND conducting Shield Bashes. A pair of LRM-10s are mounted inside a set of BattleMech Shoulder Turrets and fed by an adequate four tons of ammo split between the BattleMech's arms. A pair of Medium Lasers and SRM-4s inhabit the BattleMech's Head, with a full ton of ammo allocated to the launchers in each of the Side Torsos. The 'Mech makes use of a Torso-Mounted Cockpit to accommodate it's short range arsenal.

--- A Composite-Type Internal Structure and expensive 350-Rated eXtraLight Fusion Engine combine to give the Squatting Heron both heavy firepower AND high-mobility. This is even further enhanced by the inclusion of a quartet of Jump Jets, giving the 'Mech a respectable vault of 120 meters. Ten Double Heat sinks and twelve and a half tons of Ferro-Fibrous Armor combine to keep the weapons firing to the bitter end. With egg-shell defenses, and lacking CASE, the Squatting Heron has a tendency to blow up in a most spectacular fashion when the magazines are breached.

--- Overall, the Squatting Heron is an uncommon, but much welcomed sight at the Solaris VII games. It's extravagant attacks bring the viewers awe, while it's mercurial performances draw the gambler's ire. A bookies dream, the Squatting Heron's propensity to explode violently lends itself to high-risk, high-reward bets that are often taken and seldom won. A comeback artist's wet dream, the surprising flexibility of this 'Mech has snatched many a victory from the jaws of defeat. A worthwhile 'Mech for the Gladiator with great skill and an eye for style.
"Woad Raider, kill things today."
Karagin
12/20/20 01:43 PM
70.118.172.64

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It's going to have issues in some of the Arenas with nothing but ranged weapons for its main punch.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
12/20/20 11:40 PM
66.74.60.165

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I would think having the short ranged weapons all in the cockpitless head would be an issue.
It would be a target even with anyone knowing the pilot is in a torso.
The two LRM 10's don't really seem like much of a main punch for range, especially for a 70 ton mech.
I guess I am missing something.
Physical combat can still be done normally, though the shield bashes are something I don't really know much about.
Wick
12/22/20 07:36 PM
173.247.25.195

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The SRMs and lasers are fine, but LRMs are nearly useless in Solaris 7 arenas. Arenas are meant to be much smaller than a standard Battletech map sheet, and the Solaris 7 ruleset for arena warfare even goes to say that the ranges are multiplied by four to compensate. Thus LRMs take on a minimum range of 24 hexes, which is longer range than most arena fights take place.

Of course, S7 rules never caught on because of the minimum range problem (especially for LRMs) and how it cripples a lot of the more popular mechs in the game (including many of the mechs piloted by the top 20 in 3052.) You can play regular rules on the arena maps and its actually just better that way.

In any case, most arena fights are 1 on 1, which lends itself to fighting up close and dirty. You don't have to worry so much about another enemy getting at your back when its 1 on 1. LRMs are highly useful to provide fire support on battlefields full of opposing forces, not so much when the lone enemy is closing fast.

Its also carrying way too much ammo for short arena fights. Its carrying 24 or 25 shots for each launcher when 12 is more than enough for arena fights. Blowing up in spectacular fashion every fight is probably what made it a fan-favorite.
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