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Sun Crusher D
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 211

PostPosted: 10-May-2024 05:10    Post subject: Sun Crusher D Reply to topic Reply with quote

TRO: Sun Crusher D
                 BattleMech Technical Readout

Name/Model:         Sun Crusher D
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            50
Configuration:      Biped OmniMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         8,861,875 C-Bills
Battle Value:       1,427

Chassis:              Endo Steel
Power Plant:          250 Fusion
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            Improved
    Jump Capacity:    210 meters
Armor:                Standard
Armament:             
    3 ER Medium Lasers
    1 Narc Missile Beacon
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown with Guardian ECM Suite
Targeting & Tracking: Unknown with Beagle Active Probe

================================================================================================
Overview:
    A ubiquitous scout configuration every decent omni-mech should have.  The Sun Crusher D is
    both one of the most survivable and vulnerable configurations at the same time.

Capabilities:
    Utilizing improved jump jets, the Sun Crusher D is a scout.  It's just fast enough.  It has
    the electronics.  It also carries a NARC missile beacon to enhance the capabilities of
    missile heavy forces.  A trio of ER Medium lasers provides for its personal protection.
    Finally a small shield gives added resilience beyond the expectations of similarly sized
    mechs.
    
    There is no CASE.  Fitting all the desired equipment onto the chassis took up all available
    tonnage.  Instead this configuration relies on NARC ammo being less destructive then average
    and old school techniques such as placing the ammo as far from the core as possible and
    padding everything around it to mitigate the risk it presents.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                     250 Fusion                12.50                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 7                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                           XL                     1.50                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  168                    10.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             24       
    Center Torso (rear):                               7       
    R/L Torso:                         12             20       
    R/L Torso (rear):                                  4       
    R/L Arm:                            8             16       
    R/L Leg:                           12             24       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Beagle Active Probe                                       RT                2          1.50             
Guardian ECM Suite                                        RT                2          1.50             
4 Improved Jump Jets                                      RT                8          4.00             
3 Improved Jump Jets                                      LT                6          3.00             
Small Shield                                              RA                3          2.00             
3 ER Medium Lasers                                        LA                3          3.00             
Narc Missile Beacon                                       LA                2          3.00             
Narc Missile Beacon (Ammo 12) [Homing]                    LA                2          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 46
TP: BM,  SZ: 2,  TMM: 2,  MV: 10"/14"j
Damage: (S) 2 / (M) 2 / (L) 0,  OV: 0
Armor (A): 6,  Structure (S): 4
Specials: ECM, JMPS1, MEL, OMNI, PRB, RCN, SHLD, SNARC
		
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