Diablo
04/17/02 04:21 PM
66.203.180.160
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ok heres another wierd way out kind of mech design challange...
RULES:
-mech, 40-55 tons
-innershere level 2
-must have a composite sructure
-no jump jets
-only ballistic and missile weapons
-no CASE or CASE II
-may not mount physical weapons but physical combat will be allowed.
each mech will get a 4/4 pilot. the mechs will be fighting in a city. composed mostly of medium buildings. each mech will face off in an elimination tounament with a B section. if there aren't enough then they will be filled with a random level 1 design with a 4/5 pilot.
tournament will be held Wednesday April 25th. and results should be posted thursday.
special note:
when submitting mechs I would appreciate some notes on the strategy you would use. if not they will fight head on guns blazing untill death.
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novakitty
04/17/02 04:44 PM
192.195.234.26
|
I do not see composite as an option as level 2.
I will assume you mean that all other component parts of the mech must be IS level 2, and the internal structure must be a composite, unless you specify otherwise.
meow
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novakitty
04/17/02 04:57 PM
192.195.234.26
|
BL - DY - Pacifier
tonnage: 50
tech: mostly IS level 2
Internal: composite (2.5 tons)
Engine: 300 XL
Armor: stealth: 10.5 tons
H: 9
CT: 23/8
R/LT: 18/6
R/LA: 16
R/LL: 24
Equipment:
MRM 20 / 7 tons / 3 crits / LA
ammo / 2 tons / 2 crits / LA
2 x Machine Gun / 1 ton / 2 crits / LA
4 x Machine Gun / 2 tons / 4 crits / LT
4 x Machine Gun / 2 tons / 4crits / RT
ammo / 2 tons / 2 crits / CT
AMS / .5 tons / 1 crit / H
ammo / 1 ton / 1 crit / LT
ammo / 1 ton / 1 crit / RT
Active Probe / 1.5 tons / 1 crit / LT
ECM / 1.5 tons / 1 crit / RT
Missing left hand actuator
Cost: 10,140,000
BV: 837
Combat note: will try to use stealth to get into opportunities to unload all weapons at close range. The right arm is designed to insure no vital components are damaged when punching a target.
Fluff may arrive later, I have to go now.
meow
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Bob_Richter
04/17/02 06:40 PM
134.121.247.162
|
composite structure is level 3.
Ergo, a design that mounts it can't be level 2 only.
-Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Diablo
04/17/02 06:58 PM
66.203.180.9
|
ops..
well...
here's the exception....
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Hellbringer
04/18/02 03:21 AM
192.195.234.26
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BA0NG Urdead
40 tons, Quad
Inner Sphere technology level 2
Submitted by Wayne Enterprises, Gotham City, New Terra
Engine: 315XL fusion, 8 tons
Heat Sinks: 10 Single
Actuators: LA- All, RA- All
Structure: 2 tons Composite
Movement:
Walking: 7
Running: 11
Jumping: 0
Armor: 9 tons standard
Location: Factor
Head: 9
Center Torso/Rear: 18/6
Left/Right Torso/Rear: 15/5
Left/Right Front Legs: 12
Left/Right Rear Legs: 20
Equipment: Location/Critical/Tonnage
Rotary AC/5: Right Torso/6/10
@ RAC/5: Rear Left Leg/1/1
@ RAC/5: Rear Right Leg/1/1
Machine Gun: Head/1/.5
Machine Gun: Left Torso/1/.5
Machine Gun: Front Left Leg/1/.5
Machine Gun: Front Right Leg/1/.5
Machine Gun: Center Torso/1/.5
@Machine Gun: Center Torso/1/.5
Cost: 6,750,194 C-Bills
Battle Value: 1,040
Unorthodox to say the least, the Urdead is Wayne Enterprise's attempt to bring new life into the quad mech market. With impressive designs like the Fire Scorpion and the so recently encountered Hells Horses' Thunder Stallion the board members at Wayne Enterprises believe that a revolution in quad mechs is dawning and they want the BA-NG Urdead to lead the way.
So far, training programs designed to give BA-NG pilots expirience in urban combat instruct the pilots to charge around the city at full speed, and to keep their eyes open for enemy mechs. When an enemy is encountered standard BA-NG tactics are to charge forward firing the RAC at full capacity, and machine guns are fired as they come into range. The stable quad design also allows for a powerful double kick and easy side stepping around a city's buildings. Wayne Enterprises warns pedestrians to look out, there might be a Urdead appearing on their streets very soon.
Mech design teams at Wayne Enterprises are currently working on several variants of the BA-NG Urdead. One popular refit upgrades the heat sinks while exchanging the machine guns for medium class energy weapons. Yet another downgrades the engine size and adds jump jets. Finally, a flashy variant of the Urdead substitutes the machine guns with heavy flamers and ammo. Around the lab the techs have begun to call this particular model the Urfried. Wayne Enterprises hopes the the BA-NG Urdead will make a good showing in the contest and alert interested buyers to the mech of a new generation. Good luck to all.
"But it SHOULD be a spectacle! It should be grand and exciting to us all! I'd hate to think that we've become so jaded that we find even our greatest tiumph, resurrecting the Star League, simply one more obligation."
-General Victor Steiner-Davion (First Prince and Archon in exile) 3064
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Hurlbut
04/18/02 12:38 PM
204.48.169.252
|
Composite structure? *shudders*
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Hellbringer
04/18/02 12:39 PM
192.195.234.26
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What are the rules for composite structure? Anything weird?
"But it SHOULD be a spectacle! It should be grand and exciting to us all! I'd hate to think that we've become so jaded that we find even our greatest tiumph, resurrecting the Star League, simply one more obligation."
-General Victor Steiner-Davion (First Prince and Archon in exile) 3064
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Cray
04/18/02 12:48 PM
204.245.128.3
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Originally a Shadowhawk and subsequently called many things based on famous battle footage, the family Shadowhawk rebuilt by George "The Beast" Wilson has earned its 15 minutes of fame and has more than a few armchair generals clammering for their nation's Shadowhawk factories to retool to build Wilson's version (usually referred to as the Rargh).
The Rargh will probably not be produced in large numbers by any houses other than Davion due to its monopoly of a key component: RACs. The Federated Suns probably won't build it in any large numbers, either, as the Rargh is entirely ammo-based, rather expensive, and a touch short-ranged for the 3060 battlefield. However, most mechwarriors agree it would be fun to test drive a Rargh.
RARGH!!! (Or ROAR!! Or BOO-YAH!!! Or YARGH!!! Or BYOR-OR-OR-ORGH!!)
55 tons
3 tons composite internal structure
8 tons 275 XL engine
....Walking: 5
....Running: 8
....Jumping: 0
0 tons 10 DHS
3 tons gyroscope
3 tons cockpit
11 tons armor
Head:....3......9
CT:......18....30/5
RT/LT:..13...21/5
RA/LA:...9....18
RL/LL:...13...22
20 tons 2x RAC/5 (RA/LA)
6 tons RAC ammo (LT)
.5 ton 1 MG (H)
.5 ton MG ammo (LT)
Both hand actuators present
HISTORY
The Rargh started out as a 3050-model Shadowhawk that was mangled in one of many raids against the Clans. It was recovered by its successful lance mates, but Wilson's father (who piloted the SHD in that battle) decided to retire after getting out of physical therapy. His son, George, was too young to pilot the SHD immediately, but that was fine. It gave Dad a chance to make a fortune with a computer business on New Avalon (funded by the black market sale of a Clan Pulse Large Laser, his share of the booty from the raid) and thus fund the reconstruction of the family mech by the time his son graduated from NAMA.
Signing on with his dad's merc unit (now serving with the DCMS), George got his first taste of combat when the Ghost Bears launched their attack on the Combine for the attack at Alshain. George earned his nickname, "The Beast," earned his mech a nicknamed, "The Rargh," and had his 15 minutes of interstellar fame for his exploits against da Bears.
George's first brush with combat was in the defense of a major city, and the legend of the Rargh begins here. The plan formulated by the lance's lieutenant was to make hit-and-run attacks against the advancing assault star, using the merc mechs' (all mediums) greater mobility to pull this off. George, the green cadet, would be the last one to make such a hit and run attack so he could watch how the others pulled it off. One by one, the merc mechs would pop out of alleys and fire at the advancing star. In two cases, da Bears just turned and evaporated the insolent Spheroid (who were usually under 30 meters from 5 assault mechs). In the third case, George got to watch the lance's scout (an Assassin) burned down in mid-air as it jumped away from its not-so-clever ambush. George basically panicked when he discovered he was between half the city and a Ghost Bear assault star.
Paralyzed by fear but unable to flee, George watched as da Bears thundered past him toward the rear of the merc lines on the other side of the city. Finally, George found himself acting, even though it felt as if someone else was in control of his body. (His later retellings on talk shows and media interviews painted an entirely different picture, of course.) Battle ROMs indicate George was swearing and yelling incoherently when he stepped out behind the star of assault mechs.
In the opening salvo, George dropped the two rearmost Ghost Bear mechs, a Masakari and Gladiator, via a destroyed engine (ammo explosion and center torso critical hit) and a destroyed gyroscope respectively. Only 1 of 12 RAC bursts went astray. When George advanced, he stomped on the head of the still-twitching Gladiator and destroyed a confused Kodiak that was just figuring out something was behind it, again via engine damage. The fourth mech, a Thor, was quicker to turn but largely vented its fury on the buildings around George while George managed another freakishly accurate salvo into the torso of the Thor that left the larger mech a burning wreck. The 38-second battle closed when George and the star's commander (in another Gladiator) exchanged fire over a low building. The hail of RAC fire shattered the Gladiator's cockpit.
Any veteran mechwarrior who has seen the battle ROMs knows "The Beast" was way out of his depth and riding on an incredible streak of luck. (Most telling is the additional 10 seconds of fire "the Beast" poured into innocent buildings behind the collapsing star commander's mech before realizing the fight was over. Either that or the half-hysterical yelling that the media likes to interpret as brave battle bellows.) However, it would take two more battles and 5 more destroyed Clan mechs before the Beast's winning streak ended.
In a fighting retreat to the merc unit's dropships two days later, the Beast and other mercs were hit by a Ghost Bear medium star, where the Beast's luck largely repeated itself. George simply waded into the middle of da Bears and blew the medium Clan omnimechs apart one by one. His rotary autocannons jammed after gunning down the third mech, so the out-of-control mechwarrior simply grabbed a Black Hawk's arm and beat the remaining Ghost Bear mechs into garbage. The Beast again continued to pummel his foes after the battle was over, pounding a Ryoken for half a minute before he responded to the calls from other mercs to calm down.
After a whirlwind publicity tour lasting several months, the now-famous Beast got to take part in a raid against Ghost Bear forces. Shortly after the orbital drop, the Beast and his company encountered Ghost Bear garrison mechs. The Beast charged the Rargh at a Masakari (prime) and was casually gunned down by the Clanner before ever getting within RAC range.
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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Hurlbut
04/18/02 02:44 PM
204.48.169.252
|
That's what scare me, Hellbringer, double damage on the internal structure.
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Cray
04/18/02 02:47 PM
204.245.128.3
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And no CASE on mechs required to use ammo-dependent weapons only. The intent of these games seems to be "quick death."
After armor penetration, these mechs are just going to fall or blow apart.
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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Hurlbut
04/18/02 02:50 PM
204.48.169.252
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Something tell me that one or two regular AC and armor-peircing ammos can wreck havoc in this tournament. The best thing is that he did not say we cannot use special ammo! (lvl 2 ones anyway)
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Cray
04/18/02 02:54 PM
204.245.128.3
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Shoot, and I went with RACs. Well, twin RAC/5s make decent crit finders.
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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Hurlbut
04/18/02 02:57 PM
204.48.169.252
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Lmao, anyway those are even better; 60 damage potential with maximum fire rate in a turn!
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Cray
04/18/02 03:15 PM
204.245.128.3
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THE CRIT FINDER
55 tons
3 tons composite internal structure
10 tons 220 engine
....Walking: 4
....Running: 6
....Jumping: 0
0 tons 10 DHS
3 tons gyroscope
3 tons cockpit
11 tons armor
....Head:....3......9
....CT:......18....30/5
....RT/LT:..13...21/5
....RA/LA:...9....18
....RL/LL:...13...22
18 tons 4x Streak 6 (RA/LA/RT/LT)
4 tons Streak ammo (LT)
2 tons LRM 5 (H)
1 ton LRM ammo (Thunder, CT)
Both hand actuators present
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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KamikazeJohnson
04/18/02 03:23 PM
209.202.47.12
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I was going to do that! And I imagine Psychopompous was just dying to resubmit his StreakStorm for this one
Ah, well, back to The Drawing Board
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Apoc
04/19/02 07:05 PM
199.182.111.146
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BLR-F1 Brawler
Chassis: Composite
Power Plant: VOX 330 XL
Cruising Speed: 64.5
Maximum Speed: 96.75
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Fibrous
Armament:
5 SRM 6s
Manufacturer: Apoc Mech Industries
Primary Factory: Solaris VII
Communications System: AR-12 Sheathed Directional Beacon
Targeting and Tracking System: Wayne Marksman
Technology Base: - Inner Sphere - Level 3
Equipment: Mass
Internal Structure: - Composite 3
Engine: 330 XL 12.5
Walking MP: 6[12]
Running MP: 9
Jumping MP: 0
Heat Sinks: 10(20) - Double 0
Gyro: 4
Cockpit: 3
Armor Factor: 185 10.5
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso(rear) 9
R/L Torso 13 20
R/L Torso(rear) 6
R/L Arm 9 18
R/L Leg 13 26
BV: 1020 Cost: A mere 13,066,190 C-Bills
Equipment Location Critical Tonnage
SRM-6 CT 2 3
SRM-6 LA 2 3
Ammo(15) LA 1 1
SRM-6 LT 2 3
Ammo(15) LT 1 1
SRM-6 RA 2 3
Ammo(15) RA 1 1
SRM-6 RT 2 3
Ammo(15) RT 1 1
MASC RT 3 3
Specially designed for the StarEx Medium Games , the BLR-F Brawler was completely rebuilt from the inside out. Following the Restriction Limits, Techs removed the endo steel framework of the mech and replaced it with less bulky composite material. The extra internal space granted allowed Ferro-Fibrous armor to used to gain additional tonnage. There double heatsinks were removed and MASC installed in the right torso.
Every equipment component was removed except for the two original SRM-6 racks in the chest. Designers were baffled at this point as to what weapons should be placed on the mech. Finally, an agreement was concluded and additional SRM-6’s were installed on the arms and center torso.
Strategists suggest that the Brawler use it’s superb speed out flank an opponent from the side or rear and launch a full volley of missiles at the target, then retreat back before enemy counter attacks.
During field testing, it was discover that the new light internal structure is not very sturdy. Micro cracks began to form on the hip actuators after prolonged combat use. Routine inspection and maintenance must be administered every 150 hours of field use to prevent damage. Apoc Mech Industries does not plan any mass production of the BLR-F Brawler and will only do so in limited quantities upon request.
Allocation of Equipment:
Head: 1 Ferro-fibrous
CT: 1 SRM 6
RT: 3 XL Engine
3 Masc
1 SRM 6
1 ton SRM-6 Ammo
LT: 3 XL Engine
3 Ferro-Fibrous
1 SRM 6
1 ton SRM-6 Ammo
RA: All Arm Actuators
1 SRM-6
1 Tone SRM-6 Ammo
LA: All Arm Actuators
1 SRM-6
1 Tone SRM-6 Ammo
RL: 2 Ferro-Fibrous
Edited by Apoc (04/19/02 09:52 PM)
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novakitty
04/19/02 07:10 PM
192.195.234.26
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Jump jets? You may want to tweak that design.
meow
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KamikazeJohnson
04/19/02 07:15 PM
209.202.47.12
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ICP-5K Icepick
Mass: 55 tons
Chassis: Telestar Model 6LQ
Power Plant: VOX 165 XL
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: none
Jump Capacity: none
Armor: Durallex Super Medium Ferro-Fibrous
Armament:
1 Gauss Rifle
2 Rotary AC/2s
Manufacturer: Johnson 'Mechworks Inc.
Primary Factory: Soul
Communications System: Wilson Silicon Siren
Targeting and Tracking System: O/P Scanoptics Model 5
Overview:
If there's one thing predictable about the designers at Johnson
'MechWorks, Inc., it's that they can be counted on to be
unpredictable. After scanning the early entries into the StarEx
Medium challenge and noting certain trends, the JMInc. engineers
decided to do something completely different. And the ICP-5K Icepick
is exactly that. Like most of the other entries, the ICP-5K mounts
RACs, but unlike the others, it uses the lighter cannons, and as
supporting rather than main weapons. Useful forepower is supplied by
the M-9 Gauss Rifle in the Left Arm.
Capabilities:
The Icepick's weaponry was chosen specifically to deal with the
other 'Mechs in the StarEx challenge: designers hope that the Gauss
Rifle will pack a murderous punch against other medium 'Mechs. The
twin RAC/2s were added to supply supporting fire and to exploit the
great gaping holes inflicted by the rifle. The heavy weapons reduce
the 'Mech to a dismal speed, but hopefully it has the firepower to
make up for it.
Known Variants:
Due to the Icepick's pathetic speed, testers proposed removing
one of the RACs to increase the size of the engine, with the option
of adding a pair of machine guns for close-range support.
ICP-5K Icepick
Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - Composite 3
Engine: 165 XL 3
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10(20) - Double 0
DHS placement: 2LT, 2RT
Gyro: 2
Cockpit: 3
Armor Factor: 180 - Ferro-Fibrous 10
Internal Armor
Structure Value
Head 3 8
Center Torso 18 28
Center Torso(rear) 8
R/L Torso 13 20
R/L Torso(rear) 6
R/L Arm 9 18
R/L Leg 13 24
Weapons and Ammo Location Critical Tonnage
Gauss Rifle LA 7 15
Gauss Rifle Ammo LA 2 2
Rotary AC/2 LT 3 8
Rotary AC/2 RT 3 8
Rotary AC/2 Ammo H 1 1
Cost: 7,141,625
BV: 1161
Tactical notes:although the Icepick's lack of speed severely limits the 'Mech's ability to dictate the terms of engagement, the tactical minds at JMInc. recommend that the pilot try to keep at fairly long range as long as possible. It is also recommended that, due to the scanty supply of RAC ammo, the pilot not fire the cannons at full rate unless the target already has armor gaps to exploit, or the situation is desperate.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Apoc
04/19/02 09:44 PM
199.182.111.247
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No jump jets included. I just forgot to remove all info regarding them. I corrected it.
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Moloch
04/20/02 07:20 PM
204.30.17.156
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CN-44D Canine
Tonnage: 55
Chassis: Pepsi Aluminum-Can Composite
Power Plant: DAV 220 XL
Cruising Speed: 43 kph
Maximum Speed: 65 kph
Jump Jets: none
Jump Capacity: 0
Armor: Tissue Thin High Grade Ferro-Fibrous
Armament:
1 Colt 80mm Class-5 Autocannon
1 Ruger 72mm Class-5 Rotary Autocannon
2 Picolo Pete Short Range Missle 6 Packs
Manufacturer: Moloch Mechs, Inc.
Primary Factory: Luthien
Communications System: Sprint All-Digital Com-System
Targeting and Tracking System: p4 MS-Window2000
Technology Base: - Inner Sphere - Level 3
Equipment: Mass
Internal Structure: - Composite 3
Engine: 220 XL 5
Walking MP: 4
Running MP: 6
Jumping MP:
Heat Sinks: 10(20) - Double 0
Gyro: 3
Cockpit: 3
Armor Factor: 180 10
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso(rear) 8
R/L Torso 13 20
R/L Torso(rear) 6
R/L Arm 9 18
R/L Leg 13 24
BV: 1171 Cost: 8,832,624 C-Bills
CN-44D Canine is aptly named, as it chews its opponents up.
The Canine carries an unusual array of weapons. The Colt 80mm Class-5 Autocannon uses armor piercing shells in the hope that a vital component is destroyed and a Ruger 72mm Class-5 Rotary Autocannon to blow holes in the armor. A pair of Piccolo Pete Short Range Missle 6 Packs is used in short range combat and to exploit the gaps in the armor.
The Canine is slow for its size and best used as a fire support mech. It carries 10 tons of Lexington High Grade Ferro-Fibrous armor and 10 double heat sinks to protect the pilot.
Allocation of Equipment:
Head: 1 Ferro-fibrous
CT: 2 Ferro-fibrous
RT: 3 XL Engine
3 Rotary Autocannon 5 Ammo
1 SRM 6
1 ton SRM-6 Ammo
1 double heat sink
LT: 3 XL Engine
2 Autocannon 5 Ammo (AP rounds)
1 SRM 6
1 ton SRM-6 Ammo
1 double heat sink
RA: All Arm Actuators
1 Rotary AC/5
2 Ferro-Fibrous
LA: All Arm Actuators
1 AC/5
4 Ferro-Fibrous
RL: 2 Ferro-Fibrous
LL: 2 Ferro-Fibrous
Popular Bumper Stickers
“Keep honking: I’m re-loading”
“If you don’t mind, please eject now: that Mech is a **** to salvage"
“I ran out of room to stencil all the Mechs I’ve killed, so now I just go by regiment’s wiped out.”
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Diablo
04/22/02 07:52 PM
66.203.181.70
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ok, I know nothing about RAC's currently. could someone explain them to me before I start strapping them onto machines of death...
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Cray
04/23/02 07:14 AM
204.245.128.3
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Rotary Autocannons (RACs) are (in their L2 incarnation) FedSuns guns o'death available in class 2 and class 5 sizes (RAC/2 and RAC/5).
Like a normal AC and Ultra AC (UAC), they can fire a single shot.
Like an Ultra AC, they can fire at double speed. RACs jam if the to-hit roll is a '2'. Use the SRM 2 column of the missiles hit table like the UAC to figure out whether 1 or 2 bursts hit.
Better than a UAC, RACs can fire at 4x speed. When fired at this speed, they jam on a roll of 2 or 3. Use the SRM 4 column to figure out how many shots hit.
Better yet, RACs can fire at 6x speed. When fired at this speed, they jam on a roll of 2, 3, or 4. Use the SRM 6 column to figure out how many shots hit.
You roll hit locations separately for each shot in a higher-speed burst that hit, like a UAC. When combined with a targeting computer and called shots, all shots that hit will hit the same location.
The RAC/2 has a range of 18, no minimum (I think), is 8 tons, dunno how many crits, and generates 1 heat per shot in a burst. It can thus generate up to 6 points of heat.
The RAC/5 has a range of 15, is 10 tons and 6 crits, and also generates 1 heat per shot. Potentially, it's a 30pt, 6-heat munchkin lead hose with the range of a large laser.
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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NathanKell
04/23/02 09:47 AM
24.44.238.62
|
And the best part is you can *un*jam them, unlike UAC's (when you roll snakeyes the "arming circuits failed" and can't be fixed on the battlefield.) I've forgotten the unjamming rules, though, sorry.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
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Tron
04/23/02 05:23 PM
146.245.9.190
|
Prick B4-STRD
Chassis: Unknown
Power Plant: Magna 250
Cruising Speed: 53.75
Maximum Speed: 86
Jump Jets: none
Jump Capacity: none
Armor: Stealth
Armament:
24 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown with Guardian ECM Suite
Targeting and Tracking System: Unknown
Overview:
Quartermasters to this day are still trying to figure out who
authorized and built the Prick B4-STRD. Regardless of it being a
prank mech it has served well in the Cappellen Confederation
Capabilities:
Armed with 24 machine guns the Prick B4-STRD is encased in
stealth armor to protect it from mechs with longer ranged weapons. In
the up coming StarEx special medium games mechwarrior Chin hopes to
force such opponents to withdraw when they waste and run out of ammo
while trying to hit it.
If that plan fails MEchwarrior chin hopes for the best by
utilizing his agility and stealth to out flank his oponents and give
them the Chinese Torture Treatment followed with a reverse thrust to
Joanna's Exhaust Port. If all else fails Mechwarrior Chin hopes to
perform his over the top I'm a beached Whale Impersonation right
before his opponent grinds him to dust.
B4-STRD Prick
Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - Composite 2.5
Engine: 250 12.5
Walking MP: 5[10]
Running MP: 8
Jumping MP: 0
Heat Sinks: 10(20) - Double 0
Gyro: 3
Cockpit: 3
Armor Factor: 167 10.5 (Stealth)
Internal Armor
Structure Value
Head 3 9
Center Torso 16 25
Center Torso(rear) 7
R/L Torso 12 18
R/L Torso(rear) 5
R/L Arm 8 16
R/L Leg 12 24
Weapons and Ammo Location Critical Tonnage
Guardian ECM Suite CT 2 1.5
Machine Gun H 1 0.5
Machine Gun LL 1 0.5
Machine Gun LL 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun Ammo (200) LT 1 1
Machine Gun RL 1 0.5
Machine Gun RL 1 0.5
MASC RT 3 3
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun RT 1 0.5
Machine Gun Ammo (200) RT 1 1
"The avalanche has already started. It is too late for the pebbles to vote."-Kosh
We are a race that has the ability of going beyond the boundries placed on us. The question we should ask ourselves then is whether or not we should go beyond those boundries?
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Tron
04/23/02 07:08 PM
209.244.182.50
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XX BoomBoom
Chassis: Unknown
Power Plant: Unknown 220 XL
Cruising Speed: 43
Maximum Speed: 64.5
Jump Jets: none
Jump Capacity: none
Armor: Unknown
Armament:
1 Ultra AC/20
2 Streak SRM 4s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown with Special Targeting Computer
Capabilities:
To gain heat turn off all the heatsinks and run or walk to build
it up to an acceptable level.
XX BoomBoom
Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: - Composite 3
Engine: 220 XL 5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 10(20) - Double 0
Gyro: 3
Cockpit: 3
Armor Factor: 176 11
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso(rear) 8
R/L Torso 13 18
R/L Torso(rear) 5
R/L Arm 9 18
R/L Leg 13 25
Weapons and Ammo Location Critical Tonnage
Streak SRM 4 LA 1 3
Streak SRM 4 Ammo LA 1 1
TSM LA 1 0
Ultra AC/20 LT/CT 0/0 15
TSM LL 1 0
TSM RL 1 0
Ultra AC/20 Ammo RT 4 4
Targeting Computer RT 4 4
Streak SRM 4 RA 1 3
TSM RA 1 0
TSM CT 1 0
TSM H 1 0
"The avalanche has already started. It is too late for the pebbles to vote."-Kosh
We are a race that has the ability of going beyond the boundries placed on us. The question we should ask ourselves then is whether or not we should go beyond those boundries?
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Diablo
04/29/02 06:58 PM
209.239.13.202
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sorry. been out with a cold. then my computer crashed and I had to format so I'll get around to the games whn i'm up and running...
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KamikazeJohnson
04/30/02 11:33 PM
209.202.47.12
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hehe...no problem...I know where you're coming from :-\
How long am I taking for my challenge? :-\
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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