Karagin
02/09/05 06:24 PM
65.132.126.129
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Looking for some fluff ideas on this:
Code:
BattleMech Technical Readout
Type/Model: Mackerel MKL-40 Tech: Inner Sphere / 3025 Config: Biped BattleMech Rules: Level 2, Standard design
Mass: 20 tons Chassis: Endo Steel Power Plant: 100 Rolls-Royce Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 8 Machine Guns 1 LRM 5 Manufacturer: Soltick Company Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Mackerel MKL-40 Mass: 20 tons
Equipment: Crits Mass Int. Struct.: 33 pts Endo Steel 14 1.00 (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT) Engine: 100 Fusion 6 3.00 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 10 Single 6 .00 (Heat Sink Loc: 1 HD, 1 LT, 2 LL, 2 RL) Gyro: 4 1.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 69 pts Standard 0 4.50
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 -------------------------------------------------------- 4 Machine Guns RT 0 100 5 2.50 (Ammo Locations: 1 RT) 4 Machine Guns LT 0 4 2.00 1 LRM 5 CT 2 24 2 3.00 (Ammo Locations: 1 CT) -------------------------------------------------------- TOTALS: 2 62 20.00 Crits & Tons Left: 16 .00
Calculated Factors: Total Cost: 1,156,840 C-Bills Battle Value: 356 Cost per BV: 3,249.55 Weapon Value: 96 / 96 (Ratio = .27 / .27) Damage Factors: SRDmg = 6; MRDmg = 2; LRDmg = 1 BattleForce2: MP: 5, Armor/Structure: 2/2 Damage PB/M/L: 2/-/-, Overheat: 0 Class: ML; Point Value: 4
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Wraith
02/09/05 10:06 PM
68.67.32.114
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In 3019 an engineer at the Soltick Company had a problem: his design concepts were all running dangerously hot. With his career on the line, he decided to make one of the most heat-efficient mechs ever. Sporting 8 machine guns as its primary armament, it produces only the heat of an agromech in motion. The engineer decided to give it a bit of a punch at long range, adding a five-rack of LRMs. Intended as a semi-serious concept only, his manager saw potential in the design as an urban scout mech.
The machine guns are well-suited for close-in fighting, and produce minimal collateral structural damage. If there are enemies firing from inside the buildings, they will soon be dispatched by a furious barrage of fire from the Mackerel. If it has one failing in this role, it is the lack of jump jets. However, it is small enough, maneuverable enough, and fast enough to escape from other mechs in a city environment. In fact, with no weapons in its arms it is quite capable of moving down alleyways without damaging the surrounding buildings.
The warden at the SuperMAX prison on Caldwell in the Federated Suns also saw a use for the Mackerel. A single lance of Mackerels replaced the company of Scorpion tanks that had been used for close-in security at the facility. The LRM-5 launcher also gives the Mackerel the capability to dispatch unauthorized vehicles approaching with minimal risk to itself.
-Wraith
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Karagin
02/09/05 10:21 PM
65.129.167.186
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Very interesting and nice coverage of possible uses of the mech. I like it.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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