Atlas AS7-DH

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cowboy
04/06/04 07:52 AM
198.81.26.77

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Type/Model: Atlas ¨Dirty Harry¨ AS7-DH
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 100 tons
Chassis: Foundation Type 10X Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 [64.8] km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special Standard
Armament:
2 ER Large Lasers
1 Ultra AC/20
1 LRM 20
2 Medium Pulse Lasers
Manufacturer: Yori 'Mech Works, Defiance Industries, Independence Weaponry
Location: Al'Nair, Hesperus II, Quentin
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Corporation Type 29K

------------------------------------------------------------------------------
==Overview:==
A hertofore little known variant, the "Dirty Harry: is a one off model.
A mech with an reputation as dark as either the Bounty
Hunter's Marauder or Natasha Kerensky's Warhammer, and just as mysterious,
the "Dirty Harry" is a mech that has a legend, and a dark one at that. The
mech has been sighted doing various solo contracts throughout the Chaos March,
and was recently seen in St. Ives adding
a few unlucky Capellan Mechwarriors to the legend. The "Dirty Harry's"
'Warrior remains a mystery, but his Drab Brown Atlas does not, and it
continues to rack up an impressive and somewhat flashy kill record in the
Chaos March.


==Capabilities:==
The Dirty Harry is a perfect example of a 'Mech built around a weapon,
that weapon is a Luxor Shredder Class 20 Ultra Autocannon. At
close range, the Dirty Harry can use the autocannon to literally tear
opponants to pieces. Something that seems to be relished by the
"Dirty Harry's" 'Warrior. It is so much so an infighter that the LRM-20 has
been downgraded in ammo capacity to only six units of fire. However, to say
the 'Mech is defenseless at long range is wrong, as it posesses an ER Large
Laser in each arm. Coupled with Triple Strength Mynomer, and you have a mech
that in close, is very tough to handle, as evidenced by the actions of "Dirty
Harry" on Nashuar, where, when working for St. Ives, "Dirty Harry" in the
process of mauling an attacking Liao scout lance, picked up a Locustand threw
it into a Raven...Both mechs were crippled...and soon finished off. Most of
her weapons fit ADDS to the mystery, as it isn't available outside house
militaries...It's something a few intelligence agencies are looking into


==Battle History:==
Very little public informationm is known abt Dirty Harry, or it's
engagements, and obviously, her 'Warrior seems to like it that way.

==Variants:==
"Dirty Harry" is one of a kind, so any questions of a varient are moot.


==Deployment==
As the mech is one of a kind, it is seen very rarely, and often pursing
solo mercernary contracts in the Chaos March.

--------------------------------------------------------
Type/Model: Atlas ¨Dirty Harry¨ AS7-DH
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 Fusion 6 19.00
Walking MP: 3 [4]
Running MP: 5 [6]
Jumping MP: 0
Heat Sinks: 13 Double [26] 3 3.00
(Heat Sink Loc: 1 LT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 304 pts Standard 0 19.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 47
Center Torso (Rear): 14
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 41/41

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 2 5.00
1 ER Large Laser LA 12 2 5.00
1 Ultra AC/20 RT 8 15 13 18.00
(Ammo Locations: 2 LT, 1 RT)
1 LRM 20 LT 6 6 6 11.00
(Ammo Locations: 1 LT)
2 Medium Pulse Lasers CT(R) 8 2 4.00
--------------------------------------------------------
TOTALS: 54 65 100.00
Crits & Tons Left: 13 .00

Calculated Factors:
Total Cost: 13,428,000 C-Bills
Battle Value: 1,721
Cost per BV: 7,802.44
Weapon Value: 2,916 / 2,916 (Ratio = 1.69 / 1.69)
Damage Factors: SRDmg = 30; MRDmg = 18; LRDmg = 9
BattleForce2: MP: 3, Armor/Structure: 8/8
Damage PB/M/L: 4/3/1, Overheat: 2
Class: MA; Point Value: 17
CrayModerator
04/06/04 07:54 AM
147.160.1.5

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Nice Atlas retread, very much following the classic effort to give the Atlas twin LLs.
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.
Grizzly
04/06/04 12:18 PM
12.108.119.227

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Nice, very nice! I like the fluff, sounds like old school TRO, which is a good thing. The design is solid, just like the old Atlas but with updated weapons, and you kept it with a standard engine, keeping the survivability high as well. All in all a good Atlas redux!
"I am but mad north-northwest, when the wind is southerly I know a hawk from a handsaw" Hamlet
Silenced_Sonix
04/10/04 05:12 AM
168.209.97.34

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Question: if it is an infighting 'Mech, with a decidedly short-ranged weapon like an UAC/20, would a top speed of approx. 5 not be a bit of a impediment? Sure, it can blow the crap out of any design, but only at short rnage, and with a speed of 3/5, most other 'Mechs will simply run circles around it... quiaff? Taking the UAC/20's short rnage, coupled with the fact that the pilot will have to be running almost permanently to get close to a target, will the resultant large modifiers to the UAC not negate the high damage potential? I can already see a lighter, jumpjet-equipped 'Mech tearing this "Dirty Harry" apart at long range with things like pulse lasers and Streak packs.

Question: a female pilot?
Evolve or Die
CrayModerator
04/10/04 08:38 AM
24.27.226.150

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Slow assault mechs are frequently fitted with short range weapons. The Annihilator, Atlas, King Crab, etc. They can be made to work - maybe not solo, but with longer-ranged lancemates, faster units trying to run around the slow, short-ranged guy tend to get into trouble.
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.
tgsofgc
04/11/04 01:29 AM
209.110.232.139

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Generally there are two main methods to using shorter ranged heavier machines, with sub par speed.
The first strategy akin to a hammer, is that you basically push it at your opponent as fast as possible (generally with ranged fire backing by lance mates). This means your opponent either gets distracted trieing to peirce the thick armor before it reaches its sweet spot (and hence forgoes tearing apart lighter designs) or the mech can reach its shorter ranges and unleash the hurt.
The secnd strategy is basically surprise or escort. This means team up something with token short range firepower as a guard to a group of predominantly longer ranged mechs. This allows it to contribute some firepower while still having enough short range punch to discourage the "raid the fire support lance" mentality.
Either way assault mechs in cannon terms are generally treated at least partially as multi role units. Most assault mechs even when filled with short range weapons mount a few longer range ones (the king crab with its LRMs, the ER PPC on the Beserker, the LRMs on the Atlas, etc.) This basically allows you to be sufficiently threatening at any rate cause generally even if it is part of the tonnage it will outshoot most things (even those with a good deal of long range firepower) that are smaller than it (or it can chase them down).
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
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