Zaku
11/11/21 07:04 PM
82.40.9.192
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Tech Level: Advanced Period: Dark Age Restrictions: Light Battlemechs that can fulfill a role or multiple roles that are not fulfilled by the traditional Wasp, Stinger and Locust mechs. The company can source one piece of advanced equipment though cannot source endo steel due to a trade embargo due to copyright infringement of several Lyran companies. Experimental technology is not allowed. Advantages: 1 Positive design quirk permitted Unit type: Battle Mech Weight Category: Light Battlemechs Specifications: The year is 3118 is fast approaching and the Rim Collection will be celebrating its 60th anniversary, and the board at Mandal Motors wants to herald this occasion by commissioning the periphery powers first ever home grown battlemech design. Given the companies ability to manufacture Wasps, Stingers, Locusts and a primitive version of the Commando, Rim Motors is looking for a design that would not conflict with its existing product line. In addition they are not overly fussed as to what the design is, though want it to use at least one advanced piece of technology as a means of attracting inner sphere buyers.
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Qoonpooka
11/12/21 12:18 PM
40.132.250.62
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Periphery 'mech designs are not known for their elegance or high technology. What they are known for, however, is their brutally unorthodox "all-or-nothing" design philosophy. Meant to companion well with existing Wasp, Stinger, Locust, and Commando designs, the 35-ton Lancer was offered in 3118 to celebrate the Rim Collection's 60th Anniversary and draw attention to Mandal Motors' prominence as a forward-thinking manufacturer of Battlemechs.
Light 'mechs firepower is axiomatically understood to be thoroughly anemic. Traditionally this design weakness inherent in low-tonnage chassis is compensated for by either attaching one or two medium-weight 'mechs to a scout lance (traditionally the Phoenix Hawk, Cicada, Assassin, or Clint), or by adding one or more heavier light 'mechs built with firepower in mind (traditionally the Panther, Valkyrie, Urbanmech, or Jenner). This means that light 'mech lances are either more expensive (due to adding medium weight-class members) or forced to lose tactical speed due to their slower members inability to keep up. The Rim Collection's existing go-to option for light lance firepower, the COM-1A Commando, offered respectable firepower, but lacked survivability in the face of upgunned opponents, and also lacked the mobility of even the Wasps and Stingers it was assigned to support.
On the far side of the neighboring Lyran Commonwealth, the high-firepower, high-mobility 'mech of choice was the DCMS' iconic Jenner. Early attempts to reverse engineer the venerable Kuritan battlemech proved more difficult than anticipated - working mostly from battlefield footage and conflicting intelligence data, Mandal Motors' engineers were confounded by the Jenner's torso shape, no matter how they reorganized the interior compartments, their knock-off continued to be forward-heavy - with some prototypes being so badly off-balance that they would break their restraints while secured in the repair bay, tumbling to the floor.
In order to keep the earlier prototypes from crushing technicians, they were often bolstered by a set of makeshift, actuated braces. For field testing of heavier gyroscope options, one prototype - affectionately known as the "Rhino" - these braces were incorporated into the chassis at the shoulder so that it could right itself more easily in the field. The test pilot assigned to the Rhino didn't understand the intention, however, and simply kept the machine in it's forward-pitched stance and loped about on the braces. Because the technicians' safety depended on the braces holding and fully adapting to whatever weight imbalance the prototype could produce, they served the role of forelegs with aplomb. It was then decided to entirely break away from the Jenner paradigm and produce an entirely new battlemech design based on the Rhino's franken-chassis.
The resulting design, a 35-ton Quadroped 'mech design, offers the pilot a supremely smooth ride despite the incredibly aggressive gait the final machine was capable of. With the 'mechanics of the chassis sorted out, the new 'mech was equipped to serve in the same role as the Jenner: a hard-hitting fast-attack machine meant to get stuck in where it's lighter lancemates (presumably Stingers, Wasps, and Locusts) find themselves in trouble - then to fade away before the enemy can react to it's appearance.
Everything about the Lancer is built with this role in mind: Get in. Hit hard. Get out again. Violence of action was the order of the day.
To this end, the Lancer is built with massive moment-of-contact firepower in mind: Two 15-tube Rocket Launchers provide the bulk of the initial firepower. Not satisfied to leave the pilot completely defenseless after the rockets were away, the last nod to the Jenner motif was to retain the 'missiles and lasers' loadout in the form of two tried-and-true Martell Medium Lasers (available from Locust production lines). In the final assessment, however, the design was found to lack for punch that justified a 35-ton frame, and the burst of missiles and lasers, usually delivered after a long jump, tended to leave the Lancer in a badly overheated state. In classic Periphery style, Mandal's engineers simply decided to lean into the flaws and market them as a feature: adding Triple Strength Myomer and, honoring the prototype's moniker, spikes. This did the trick, offering the Lancer pilot a broad array of nasty physical combat options once it found itself point-blank, overheated, and for whatever reason unwilling to simply fade away. As final touches, the Lancer had its legs reinforced to raise its endurance in Death From Above attacks, which it's quad-frame proved surprisingly stable during. When all else failed, Lancer pilots could simply stomp the throttle and ram - spikes first - into whatever was in their way. Because the Lancer was now intended to run hot, serious effort went into the life support systems to ensure the pilot was well cooled while their 'mech's temperature rose into the TSM's powerband (Positive Quirk: Improved Life Support).
BattleMech Technical Readout
Name/Model: Lancer (Rhino) LCR-1T Technology: Inner Sphere Technology Rating: E Tonnage: 35 Configuration: Quad BattleMech Era/Year: Dark Age / 3118 Rules (Current): Advanced Rules (Era): Advanced Rules (Year): Advanced Total Cost: 3,988,463 C-Bills Battle Value: 933
Chassis: Rim Rhino Mk I Power Plant: Mandal 245 245 Walking Speed: 75.6 kph Maximum Speed: 118.8 kph [129.6 kph] Jump Jets: Mandal Vortek Jump Capacity: 210 meters Armor: StarSlab/1 Armament: 2 Martell Medium Lasers 2 Death Blossom Rocket Launcher 15s Manufacturer: Mandal Motors Primary Factory: Moroney Communications: R & R Squawkbox Targeting & Tracking: Daidouji 52 Enhanced Optical
================================================================================================ Equipment Mass ------------------------------------------------------------------------------------------------ Internal Structure: Standard 3.50 Engine: 245 Fusion 12.00 Walking MP: 7 Running MP: 11 [12] Jumping MP: 7 Heat Sinks (Single): 10 0.00 Gyro: Standard 3.00 Cockpit: Standard 3.00 Armor Factor: 88 5.50 Type: Standard
Internal Structure/Armor Value Head: 3/8 Center Torso: 11/10 Center Torso (rear): 2 R/L Torso: 8/10 R/L Torso (rear): 2 R/L Front Leg: 8/11 R/L Rear Leg: 8/11
================================================================================================ Weapons and Ammo Location Critical Tonnage ------------------------------------------------------------------------------------------------ Spikes ________________________________________CT ____________1________0.50 Medium Laser________________________________RT_____________1________1.00 Rocket Launcher 15___________________________RT____________2________1.00 Medium Laser________________________________LT_____________1________1.00 Rocket Launcher 15___________________________LT____________2________1.00 Triple-Strength Myomer_______________________--_____________6________0.00
================================================================================================ Alpha Strike Statistics ------------------------------------------------------------------------------------------------ Point Value (PV): 30 TP: BM, SZ: 1, TMM: 3, MV: 14"j Damage: (S) 2 / (M) 2 / (L) 0, OV: 0 Armor (A): 3, Structure (S): 3 Specials: ENE, MEL, TSM
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CarcerKango
11/13/21 06:34 PM
73.186.194.139
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Panther PNT-18RC
Mass: 35 tons Chassis: Alshain 56-Carrier Power Plant: Leenex 210 Cruising Speed: 64.8 kph Maximum Speed: 97.2 kph Jump Jets: None Jump Capacity: 0 meters Armor: Maximillian Ferro-Fibrous Armament: 2 Light PPC 4 ER Small Laser Manufacturer: Mandal Motors Primary Factory: Various Communication System: Sipher CommCon CSU-4 Targeting & Tracking System: Cat's Eyes 5 Introduction Year: 3118 Tech Rating/Availability: E/X-X-E-X Cost: 3,225,960 C-bills
Overview The Panther PNT-18RC was initially submitted to Mandal Motors just prior to 3118 as a light fire support platform for the Rim Collectionm in the manner of most variants on its venerable chassis; however, taking inspiration from the PNT-9LAG variant used by certain DCMS commands, its designers refined the concept into a non-jump-capable striker/skirmisher design while also serving as a platform for several "new" (to the Collection) technologies.
Capabilities The first step in updating the old Panther chassis was to upgrade the engine to a 210-rated (but still standard-model) fusion powerplant, in recognition of the fact that, jump-capable or not, 64 kph was simply an insufficient maximum speed for a lightweight BattleMech on the modern battlefield. The resultant top ground speed of the new engine arguably more than made up for the loss in jump capability. The next change from the standard Panther loadout was the inclusion of paired Light PPCs, shoulder-mounted for better stability, instead of the usual singular arm-mounted PPC of older versions. Tied into a Targeting Computer, and upgraded with extra compensators and internal stabilizers, the paired weapons could be fired with incredible accuracy even while moving at full speed--a highly desirable trait in a skirmishing unit. For backup, two extended-range small lasers were installed in each of the 'Mech's arms, the housings styled to resmble retractable feline claws. The choice of an all-energy arsenal in conjunction with the use of double-strength heat sinks greatly improved the field endurance and survivability of this Panther variant over ones that used ammunition-based secondary weapons, while also granting a greater arc of fire to its backup weaponry. Finally, the "Mech's armor protection was revised; the new Panther went to war clad in six and a half tons of Ferro-Fibrous armor, with a focus on front torso coverage.
Type: Panther Technology Base: Inner Sphere (Standard) Tonnage: 35 Battle Value: 1,023
Equipment Mass Internal Structure 3.5 Engine 210 Fusion 9 Walking MP: 6 Running MP: 9 Jumping MP: 0 Double Heat Sink 10 [20] 0 Gyro 3 Cockpit 3 Armor Factor (Ferro) 116 6.5
Internal Armor Structure Value Head 3 9 Center Torso 11 16 Center Torso (rear) 5 R/L Torso 8 13 R/L Torso (rear) 3 R/L Arm 6 11 R/L Leg 8 16
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons and Ammo Location Critical Heat Tonnage Targeting Computer CT 2 - 2.0 Double Heat Sink RT 3 - 1.0 Light PPC RT 2 5 3.0 2 ER Small Laser LA 2 2 1.0 Double Heat Sink LT 3 - 1.0 Light PPC LT 2 5 3.0 2 ER Small Laser RA 2 2 1.0 Features the following design quirks: Stabilized Weapon (Light PPC) x2
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Zaku
11/18/21 06:04 PM
82.40.9.192
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Going to give it one more week to see if we get any more applicants
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