Tanuki TAN-K1

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Maurer
03/23/21 04:35 AM
107.185.100.70

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Code:
                BattleMech Technical Readout

Type/Model: Tanuki TAN-K1
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 55 tons
Chassis: Alshain Class 93G Endo Steel
Power Plant: 275 Nissan XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 [108.0] km/h
Jump Jets: 5 Lexington Ltd. Lifters Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Standard
Armament:
2 Victory Heartbeat Medium Pulse Lasers
1 Shigunga Arrow IV System
Manufacturer: Luthien Armor Works
Location: Luthien
Communications System: Sipher Security Plus
Targeting & Tracking System: Matabushi Sentinel

------------------------------------------------------------------------------
==Overview:==
The Draconis Combine commissioned Luthien Armor Works to create an lighter
artillery support with the speed and mobility to keep up faster light and
medium mech units. The company responded with the Tanuki, using a modified
O-bakemono chassis as well as many common parts.

==Capabilities:==
The role of the Tanuki is that mobile artillery support units.

A 275 XL engine gives the Tanuki a top speed of over 86 km/h and jump jets
allow it to leap up to 150 meters. To further enhance its speed, the mech is
equipped with a MASC system, giving the Tanuki the ability to "shoot and
scoot", confusing enemy units as to where the Tanuki's firing position is. 10
tons of stand armor provide adequate protection and CASE protects against
ammunition explosions. Originally, double heatsinks were meant to be installed
on the production designs, but due to a shortage of double heatsinks,
engineers installed 11 standard heatsinks.

The main weapon is a single Shiqunga Arrow IV launcher. A pair of Victory
Heartbeat Medium Pulse Lasers are mounted as secondary weapons.

==Variants:==
The most common variant is often done when a Tanuki received heavy battle
damage and needs to undergo a major repair and refit, rather than a field
repair as the whole process can take up to a week. The entire coolant system
is removed and upgraded with 10 double heatsinks. An extra ton of ammo
installed for the Arrow IV launcher.

The TAN-K2 variant removes the MASC system, 1 heatsink, and one medium pulse
laser to install a C-3 computer for C3 lance commanders.

--------------------------------------------------------
Type/Model: Tanuki TAN-K1
Mass: 55 tons

Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 14 3.00
(Endo Steel Loc: 1 HD, 8 RA, 1 LT, 1 RT, 1 CT, 1 LL, 1 RL)
Engine: 275 XL Fusion 12 8.00
Walking MP: 5
Running MP: 8 [10]
Jumping MP: 5
Heat Sinks: 11 Single 0 1.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
MASC: 3 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 160 pts Standard 0 10.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 23
Center Torso (Rear): 8
L/R Side Torso: 13 16/16
L/R Side Torso (Rear): 6/6
L/R Arm: 9 16/16
L/R Leg: 13 22/22

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Medium Pulse Lasers RA 8 2 4.00
1 Arrow IV System LA 10 10 17 17.00
(Ammo Locations: 2 RT)
CASE Equipment: RT 1 .50
5 Standard Jump Jets: 5 2.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 18 75 55.00
Crits & Tons Left: 3 .00

Calculated Factors:
Total Cost: 11,443,391 C-Bills
Battle Value 2: 1,515 (old BV = 1,113)
Cost per BV2: 7,553.39
Weapon Value: 776 / 776 (Ratio = .51 / .51)
Damage Factors: SRDmg = 15; MRDmg = 12; LRDmg = 12
BattleForce2: MP: 5J, Armor/Structure: 4/2
Damage PB/M/L: 2/1/1, Overheat: 1
Class: MM; Point Value: 15
Specials: artA
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama

"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
ghostrider
03/23/21 11:36 AM
66.74.60.165

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Looks nice.
If not for probably using jets while firing off the lasers or arrow, the heat isn't much of a problem. The double sinks does remove that problem, though I might suggest removing one double sink and replacing it with an ECM for added ability to hide.
The MASC is a surprise. Must artillery support is slow, and with that, you can redeploy faster then most would expect.
This could be a game changer with a medium weight units. Pretty much the same speed, so there isn't much chance it will get left behind.
CrayModerator
03/23/21 08:27 PM
71.47.151.234

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I like the design. That's a mobile, tough artillery platform.

Tweaks if they landed in my hands:
1. The DHS shortage shouldn't last too long. XL engines and DHS share the same materials, and all DHS would fit in the
engine. I might even delete 1 DHS to get the tonnage for CASE II, given that it has an XL engine.
2. I'd trade the MPLs for ER MLs, doubling secondary weapon range and freeing 2 tons for more ammo.

But I could definitely make it work as written.
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.
Wick
03/31/21 09:00 PM
173.247.25.195

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While I appreciate a quick artillery unit, this is an extremely expensive mech for such a role - around 10 million c-bills. I am not at all a fan of the XL engine-artillery combo. In my mind its a huge waste of money for what is essentially a second-line unit.

A 50 ton hovertank that drops the CASE, and either a third of the armor or downgrading the lasers to normal/ER variety is even faster (9/14) and much cheaper with a standard engine. The Draconis Combine could have taken the bones of the Sabaku Kaze, stripped out the turret and laser-heavy weaponry, and mounted your weapon set instead at only about 2.7 million c-bills, basically a quarter a Tanuki's cost. It can't jump or hide in trees or go underwater, but the faster platform and cheaper cost should cancel out those benefits. And since the Arrow IV costs no heat to a combat vehicle, the matter of single and double heat sinks is moot as either covers the lasers.

Not quite sure why FASA, WK, and CGL kept giving us XL units like O-Bakemono or refits of Pillager, Thunder Hawk, and Bombardier to make faster artillery units when they didn't just mate an Arrow IV and hovercraft. To my knowledge, such a combination has never been canonized though it makes all the sense in the world.
ghostrider
04/01/21 06:56 PM
66.74.60.165

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The fact that vehicles tend to make a more economic purchase is something that causes TPTB to want to keep them nerfed. Why buy a mech when you can buy two or more vehicles for the same price, and have a little more firepower in the vehicles when using missiles and ballistics?
Mobility and physical attacks tend to be a mechs main advantage over vehicles.

The costs of this Tanuki, while high, would be worth it if it does the job without having to ever see an enemy unit. Not likely with fighters around, but the fact it can go almost everywhere without worry. I agree that without specific terrain, it is much more efficient to use vehicles.
It is also possible to shave some money off the price of this unit as well.

Cost not being considered, remove a single pulse laser and add Arrow ammo would be the first step. Reason being, that it can remain in the field supporting multiple combats in succession without having to go reload.
If used right, and the enemy doesn't get lucky, the unit should not see any return fire. Counter artillery fire should be the main threat, but moving to a new location after each shot should lessen that.
It is probably possible to use a smaller mech to do the same thing, as it seems 55 tons seems to be the standard for Arrow carrying units.
If limited on funds, like a lot of mercs tend to be, this unit would not be considered over vehicles if they need artillery.
Wick
04/02/21 05:33 PM
173.247.25.195

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And tanks should be nerfed in head to head battles. Mechs are king of the battlefield and should retain that crown even if tanks can carry more weapons and armor.

But artillery is one area where tanks and mechs provide the same battlefield effectiveness, so the tiebreaker goes to tanks because of the affordability. If you're firing Arrow IV volleys from several maps away, it doesn't really matter that your treads or lift components are an inherently weak spot - you don't expect to get enough return fire to matter.

I'm not against the occasional mech refit that mounts Arrow IV though, like the Catapult. Sometimes you've got to make do with the chassis you have on hand. But I despise dedicated artillery mechs as new builds, especially those with the expensive XL engine (Naga, O-Bakemono). Using a tank for that role affords you a heavy mech - and that is a big deal both on the battlefield and in the wallet. I mean, the mech is "fine" as artillery unit, just too pricy. I'd rather refit a (slightly slower) Hunchback or Catapult to mount an Arrow IV or use a tank than sink 10 million plus c-bills into an artillery unit.
AmaroqStarwind
05/19/21 06:28 PM
172.58.100.103

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For a lower-cost variant, I'd suggest going for a less expensive (and less bulky) Light Engine, and maybe using a Small Cockpit to get some of that tonnage back. You could also drop one of the heat sinks and switch to Double Strength models, and use a "Patchwork Armor" scheme (in which you use different types of armor on different parts of the mech) in order to mount Ferro Fibrous in some parts.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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