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Caracal CAR-9S
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Loki1789
Lyran Alliance
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Joined: 08-Jun-2023 17:02
Posts: 41

PostPosted: 26-May-2024 14:56    Post subject: Caracal CAR-9S Reply to topic Reply with quote

TRO: Caracal CAR-9S
                 BattleMech Technical Readout

Name/Model:         Caracal CAR-9S
Designer:           Loki1789
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            55
Role:               Brawler
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         11,161,628 C-Bills
Battle Value:       1,494

Chassis:              Endo Steel
Power Plant:          Defiance 275 Light 275 Light Fusion
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  
Jump Jets:            Standard
    Jump Capacity:    120 meters
Armor:                Standard
Armament:             
    1 ER Large Laser
    1 Large Pulse Laser
    2 ER Medium Lasers
    1 ER Small Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    The Caracal is a medium Battlemech that fills the role of a frontline combatant with a
    favorable combat matchup against other 'mechs in or bellow its weight class. It offers
    excellent durability and survivability, the ability to engage targets continuously and at
    any range for extended battles, improved mobility with jump jets, and the capability to
    survive both strained supply lines and heavy battlefield damage with its all-energy,
    laser-based armament scheme.

Capabilities:
    The Caracal uses an Endo Steel and Defiance 275 Light engine to allow it to carry both an ER
    Large Laser and a Large Pulse Laser, offering good performance on target at any battlefield
    range. These are supplemented at the most common battlefield ranges by a pair of ER Medium
    Lasers and a single ER Small Laser in the center torso and head, backed by a large bank of
    double heat sinks, to ensure that the Caracal can keep firing and securing kills as long as
    its pilot can keep the 'mech moving. While its jump jets allow it the ability to reposition
    in crowded environments, they are slightly underpowered for the 'mech given its tonnage.

Deployment:
    The Caracal is an effort by Defiance Industries to fill a role once played by the
    now-extinct GRF-1S design - a hardy, jump-capable brawler at a reasonable price point. It is
    rumored to have been designed at the prompting of mercenary and militia groups engaged in
    fighting along the front lines with Clan Jade Falcon.

Variants:
    CAR-9Sa - Many pilots, desiring greater mobility, remove the small laser to add one more
    Jump Jet. This is not a trivial modification, requiring a certain amount of tinkering and
    generating a number of 'mechs severely damaged by mechanically unskilled operators. Defiance
    responded to complaints from militia purchasers by formalizing the configuration, and now
    offer it as an alternative configuration from the factory.
    
    CAR-9WT - A premium upgrade package using Clan-grade equipment, the 9WT replaces both large
    lasers with Clan-grade Large Pulse Lasers, and replaces all other lasers with their standard
    Clan-grade equivalents. Assuming the desired weapons are available, this can be done as a
    field conversion by a sufficiently skilled crew of technicians.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 3.00                     
Engine:                                  275 Light Fusion             12.00                     
    Walking MP:                                 5                                               
    Running MP:                                 8                                               
    Jumping MP:                                 4                                               
Heat Sinks (Double):                         17 [34]                   7.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  168                    10.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      18             22       
    Center Torso (rear):                               5       
    R/L Torso:                         13             21       
    R/L Torso (rear):                                  5       
    R/L Arm:                            9             18       
    R/L Leg:                           13             22       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser                                            H                 1          0.50             
2 ER Medium Lasers                                        CT                2          2.00             
Jump Jet                                                  RT                1          0.50             
Jump Jet                                                  LT                1          0.50             
Large Pulse Laser                                         RA                2          7.00             
ER Large Laser                                            LA                2          5.00             
Jump Jet                                                  RL                1          0.50             
Jump Jet                                                  LL                1          0.50             

Note: Equipped with Full-Head Ejection System

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 38
TP: BM,  SZ: 2,  TMM: 2,  MV: 10"/8"j
Damage: (S) 4 / (M) 4 / (L) 1,  OV: 0
Armor (A): 6,  Structure (S): 3
Specials: ENE, JMPW1
		
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Thunder
Clan Blood Spirit
Star Captain
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Joined: 22-Feb-2024 01:39
Posts: 211

PostPosted: 27-May-2024 00:20    Post subject: Caracal CAR-9S Reply to topic Reply with quote

So what's the real reason for only 4 jump jets?
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Loki1789
Lyran Alliance
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Posts: 41

PostPosted: 27-May-2024 19:31    Post subject: Caracal CAR-9S Reply to topic Reply with quote

In order to get one more ton and one critical slot, I would need to remove either one heat sink or half a ton of armor and the small laser. I play primarily Alpha Strike, so the first option reduces my damage output from 4/4/1 OV0 to 3/3/1 OV1, which is significantly less desirable. And the second option not only reduces my damage to 3/3/1 OV0, it knocks me from 6 points of armor down to 5. The jump jets were originally added to use 4 tons of leftover capacity in a more useful way than adding rear-facing weapons or Overheat.

I should add to the design notes, though, a variant that removes a heat sink for the fifth jump jet. It seems like that would be a popular modification.

Edited to correct a minor typo.
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mekkatgirls
Magistracy of Canopus
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Joined: 11-Dec-2023 02:15
Posts: 428
Location: United States
PostPosted: 27-May-2024 21:29    Post subject: Caracal CAR-9S Reply to topic Reply with quote

You could try this design with a standard engine but keep the double heat sinks and heavy ferro-fibrous. the heavy FF armor is almost a cheat code. I think the base design is solid.
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Thunder
Clan Blood Spirit
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Joined: 22-Feb-2024 01:39
Posts: 211

PostPosted: 28-May-2024 03:45    Post subject: Caracal CAR-9S Reply to topic Reply with quote

That's a respectable set of reasoning.

As an alternative variant,
The large pulse laser is dropped.
Endo becomes endo composite.
5th jump jet is added.
Large pulse laser is replaced by 2 ER medium lasers and a targeting computer.

Alpha strike damage remains the same, jmpw is removed.

CBT. 2 er med for a large pulse is a Soso trade. But the Tcom being applied to all shots does help make up for it. But the mech feels more generic too, and that's no fun.
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Loki1789
Lyran Alliance
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Joined: 08-Jun-2023 17:02
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PostPosted: 28-May-2024 11:57    Post subject: Caracal CAR-9S Reply to topic Reply with quote

That's a really interesting idea. I'll have to sit down after work today and set it up so I can see how well it translates to the WT variant, and if it radically impacts the C-bill cost. Off the top of my head, I don't think it should cause issues with critical slot count, which has scuppered a few of my attempts to fix the jump jet problem already.
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Loki1789
Lyran Alliance
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Joined: 08-Jun-2023 17:02
Posts: 41

PostPosted: 28-May-2024 11:59    Post subject: Caracal CAR-9S Reply to topic Reply with quote

I tried that late last night. The problem I ran into was that it overfilled my crit slots. I can't quite get both weight and volume to line up with heavy ferro-fibrous.
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