Karagin
12/31/13 05:23 PM
24.243.178.124
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Code: BattleMech Technical Readout
Type/Model: Scharmützler SMR-4T Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Standard design
Mass: 20 tons Chassis: Aquillian Metal Score Composite Power Plant: 160 GM Light Fusion Walking Speed: 86.4 km/h Maximum Speed: 129.6 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Livingston Ceramics Ferro-Fibrous Armament: 1 Diverse Optics Sunbeam ER Large Laser 3 Diverse Optics Sunbeam ER Small Lasers 1 Ranson Flamer Manufacturer: Edinburgh Castel Armory Location: New Earth Communications System: Neil 6000 Targeting & Tracking System: Dalban TTS-A
------------------------------------------------------------------------------ ==Overview:== Scharmützler or Skirmisher is a Terran mech that has seen more use in the export market then the New Terran Republic forces.
-------------------------------------------------------- Type/Model: Scharmützler SMR-4T Mass: 20 tons
Equipment: Crits Mass Int. Struct.: 33 pts Composite 0 1.00 Engine: 160 Light Fusion 10 4.50 Walking MP: 8 Running MP: 12 Jumping MP: 0 Heat Sinks: 10 Double [20] 12 .00 (Heat Sink Loc: 2 LT, 2 RT) XL Gyro: 6 1.00 Small Cockpit, Life Supt., Sensors: 4 2.00 Actuators: L: Sh+UA R: Sh+UA 12 .00 Armor Factor: 69 pts Ferro-Fibrous 14 4.00 (Armor Crit Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Internal Armor Structure Value Head: 3 9 Center Torso: 6 9 Center Torso (Rear): 3 L/R Side Torso: 5 8/8 L/R Side Torso (Rear): 2/2 L/R Arm: 3 6/6 L/R Leg: 4 8/8
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 ER Large Laser RA 12 2 5.00 2 ER Small Lasers LA 4 2 1.00 1 ER Small Laser HD 2 1 .50 1 Flamer HD 3 1 1.00 -------------------------------------------------------- TOTALS: 21 64 20.00 Crits & Tons Left: 14 .00
Calculated Factors: Total Cost: 2,551,500 C-Bills Battle Value 2: 698 (old BV = 584) Cost per BV2: 3,655.44 Weapon Value: 320 / 320 (Ratio = .46 / .46) Damage Factors: SRDmg = 12; MRDmg = 6; LRDmg = 2 BattleForce2: MP: 8, Armor/Structure: 2/1 Damage PB/M/L: 2/2/1, Overheat: 0 Class: ML; Point Value: 7
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Retry
12/31/13 05:40 PM
67.239.109.174
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Infantry killer/sniper?
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His_Most_Royal_Highass_Donkey
12/31/13 07:16 PM
172.56.9.16
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I would agree Infantry killer and or sniper.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Karagin
12/31/13 07:31 PM
24.243.178.124
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Then it lives up to it's name...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
12/31/13 10:51 PM
66.74.187.127
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wouldnt pulse lasers be more for anti infantry? Would suggest having hand actuators. Yes, it will increase the price some, but having hands to grab items and even use a club.
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Karagin
12/31/13 11:10 PM
24.243.178.124
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The lasers could be done, I don't see the need of the hand actuators for this design.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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His_Most_Royal_Highass_Donkey
12/31/13 11:42 PM
172.56.9.16
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Hands are good for doing smash and run missions hitting enemy supply depots. This mech would be great for such a mission.
It can use the LL to defeat any defending tanks. Then use the SL to chase away any PBI. Than once it can grab what it wants it can burn the rest with the flame thrower.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Karagin
01/01/14 01:00 AM
24.243.178.124
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Well that is a good assessment for raider mech, this one isn't quite set up for that, it's more of what it's name suggest, a skirmisher, aka harasser not a smash and grab kind of mech.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Cray
01/01/14 06:33 PM
71.47.122.85
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Quote: The lasers could be done, I don't see the need of the hand actuators for this design.
If you have the crits, hand actuators are always, er, handy. There's a lot more to military operations than just shooting. BattleMechs, for example, are excellent logistics and battlefield engineering units - look at the cargo rules in Strategic Operations for one of many bonuses for hand actuators. You can't even pick up raided supplies without at least one hand actuator.
Though if you're going to keep the hand actuators off, I approve of your choice to delete the lower arm actuators, too. The option to flip arms is a handy (sorry) one.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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