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Stinger The Knights of Chaos General
Joined: 30-Apr-2002 00:00 Posts: 1833 Location: United States
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Posted: 29-Oct-2003 02:08 Post subject: Cerberuses. A mech in need of some help.. |
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BattleMech Technical Readout
Type/Model: Cerberus (-custom-) MR-6M
Tech: Inner Sphere / 3055
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 95 tons
Chassis: TermoElectron II Standard
Power Plant: 285 GM Light Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Aldis Heavy Standard
Armament:
2 Gauss Rifles
4 ER Medium Lasers
1 Anti-Missile System
Manufacturer: LexaTech Industries
Location: Hun Ho
Communications System: O/P 3000 OSJ
Targeting & Tracking System: O/P PulseTrack III
------------------------------------------------------------------------------
==Overview:==
Similar in shape to the Star League King Crab, the Cerberus is the
product of more than a year's worth of engineering efforts by LexaTech's
designers. Flattened thin, its profile makes it difficult to target compared
to other assault 'Mechs. The Cerberus's legs and lower torso resemble those of
a Vulture, providing a strong and steady firing platform. Its firepower has
made it a formidable opponent against both Clan and Inner Sphere foes.
==Capabilities:==
Firepower is the key to the success of the Cerberus as a front-line
BattleMech. For long- and medium-range attacks, it is equipped with two
Grizzard Gauss rifles. Though these costly components are in limited supply in
the Free Worlds League, they carry a significant wallop in a firefight. With
several well-placed long-range shots, a Cerberus can all but cripple a Clan or
Inner Sphere opponent before taking any significant damage.
Supporting the long-range punch of the Gauss rifles are four medium pulse
lasers, which are mounted under fire doors on the upper portions of the 'Mechs
torso. During non-combat situations they are invisible. During combat,
however, the doors slide away and the lasers extend upward for a better fire
angle. During the first engagements against Clan Nova Cat, these weapons were
not deployed until the Clan forces were at pointblank range, catching them off
guard.
For anti-Elemental operations the Cerberus mounts two rear-firing machine
guns. With it eleven tons of heavy ferro-fibrous armor and its McArthur
anti-missile system, the Cerberus is able to sustain itself on the battlefield
long enough to inflict significant damage on its opposition.
==Variants:==
Currently the Word of Blake and House Marik both use a version of the
Cerberus that replaces one of the Gauss rifles with an extended range PPC.
This variant also adds two medium pulse lasers and three tons of additional
armor. Known as the MNT-A-RY-5M, this version has become popular with units
poised along the Federated Commonwealth border in recent months.
***Recentely a new version has been unvieled that increases armor protection by
almost 13 percent. The design also features Jumpjets and retains the
anti-missile system. A slight decrease in speed was nessary to add the
jumpjets and improve the armor. ***
==Deployment==
The first run of Cerberuses has already been distributed throughout the
Inner Sphere, and more are on the way. This powerful new design will easily
become a front-line favorite.
--------------------------------------------------------
Type/Model: Cerberus (-custom-) MR-6M
Mass: 95 tons
Equipment: Crits Mass
Int. Struct.: 145 pts Standard 0 9.50
Engine: 285 Light Fusion 10 12.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 288 pts Standard 0 18.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 44
Center Torso (Rear): 15
L/R Side Torso: 20 29/29
L/R Side Torso (Rear): 10/10
L/R Arm: 16 32/32
L/R Leg: 20 39/39
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RA 1 32 11 19.00
(Ammo Locations: 2 LT, 2 RT)
1 Gauss Rifle LA 1 7 15.00
2 ER Medium Lasers RT 10 2 2.00
2 ER Medium Lasers LT 10 2 2.00
1 Anti-Missile System HD 1 12 2 1.50
(Ammo Locations: 1 RT)
CASE Equipment: RT 1 .50
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 23 67 95.00
Crits & Tons Left: 11 .00
Calculated Factors:
Total Cost: 16,885,050 C-Bills
Battle Value: 2,451
Cost per BV: 6,889.05
Weapon Value: 3,180 / 3,180 (Ratio = 1.30 / 1.30)
Damage Factors: SRDmg = 40; MRDmg = 28; LRDmg = 14
BattleForce2: MP: 3J, Armor/Structure: 7/5
Damage PB/M/L: 7/5/3, Overheat: 0
Class: MA; Point Value: 25
_________________ Stinger If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Nightmare Lyran Alliance Kommandant-General
Joined: 03-May-2002 00:00 Posts: 2214
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Posted: 29-Oct-2003 04:15 Post subject: RE: Cerberuses. A mech in need of some help.. |
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Now that's a real improvement! I always wondered why the Cerberus was in a hurry to reach the slaughter. Now it can be the butcher and let the cattle come to it
_________________ A tree fall in the forest, and no one is around, and it hits a mime. Does anyone care?
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Sir Henry Team Bansai Senior Tech Specialist
Joined: 04-Feb-2002 00:00 Posts: 4899 Location: United States
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Posted: 29-Oct-2003 07:26 Post subject: RE: Cerberuses. A mech in need of some help.. |
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Only if the Cattle can figure out which way to go...
_________________ Sir Henry
A Dragon in the disguise of a bunny, is still a Dragon.
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Stinger The Knights of Chaos General
Joined: 30-Apr-2002 00:00 Posts: 1833 Location: United States
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Posted: 29-Oct-2003 18:12 Post subject: RE: Cerberuses. A mech in need of some help.. |
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Well I was looking at it and almost took it for Kages game (on NSS) but I just couldnt get past the paper thin assult mech armor. With 29 points on the legs (external) and a bout the same for the torsos with a XL it just seemed like a death trap to me.
_________________ Stinger If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5792 Location: United States
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Posted: 30-Oct-2003 02:33 Post subject: RE: Cerberuses. A mech in need of some help.. |
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BattleMech Technical Readout
Type/Model: Cerberus MR-7M
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Custom design
Mass: 95 tons
Chassis: Albat-50 Endo Steel
Power Plant: 285 GM Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Lexington Lifters Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Aldis Heavy Standard
Armament:
1 Defiance 1001 ER PPC
4 Diverse Optics Type ER Medium Lasers
1 Grizzard Model 200 Gauss Rifle
4 Blankenburg Medium Pulse Lasers
1 Diverse Optics Type 10 Small Laser
1 McArthur II Anti-Missile System
Manufacturer: LexaTech Industries
Location: Hun Ho
Communications System: O/P 3000 OSJ
Targeting & Tracking System: O/P PulseTrack III
==Overview:==
Similar in shape to the Star League King Crab, the Cerberus is the product
of more than a year's worth of engineering efforts by LexaTech's designers.
Flattened thin, its profile makes it difficult to target compared to other
assault 'Mechs. The Cerberus's legs and lower torso resemble those of a
Vulture, providing a strong and steady firing platform. Its firepower has made
it a formidable opponent against both Clan and Inner Sphere foes.
==Capabilities:==
Firepower was to be the key to the success of the Cerberus as a front-line BattleMech.
For long- and medium-range attacks, it is equipped with two Grizzard Gauss rifles. Though
these costly components are in limited supply in the Free Worlds League, they carry a
significant wallop in a firefight. With several well-placed long-range shots, a Cerberus can
all but cripple a Clan or Inner Sphere opponent before taking any significant damage, at
least in theory.
The combination of light armor and a vulnerable Extra Light Fusion Engine creates a
unit with a very low ability to absorb damage in combat. When this is coupled with cluttered
terrain and a veteran opponent this handicap proves devastating. In these situations the
Cerberus is not able to weaken an opponent as they close. This effectively neutralizing any
advantage and allows experienced warriors to pick apart a potentially grand assault mech.
Because of this designers at LexaTech scrambled to correct these oversights, brutally
learned on the field of combat.
There first task was to replace the vulnerable Extra Light Fusion Engine with a less
powerful less vulnerable Conventional Fusion Engine and then adjusting for the increased
weight and decreased engine output. The decision was to make the internal structure out of
Endo-Steel instead of conventional metals dropping the structures mass by 50% and recovering
all mass lost by the engine switch. They next compensated the loss of engine output by
including jump jets mounted on the rear underside. Thou there addition decreased available
mass for weapons it returned to the unit the maneuverability lost in the engine exchange.
In addition to these changes LexaTech dropped the Ferro-Fibrous Armor for more
conventional protection while increasing overall protection ratings by upping total armor to
theoretical maximums. Lastly in attempts to maximize unit survival LexaTech included CASE in
both torsos. This Allows for the critical failure of ammo bins without the loss of the unit
a feature lacking in the first models. All these modifications thou expensive have allowed
for a more survivable unit. With a plus of increasing overall weapons load in the end.
Two variants exist of this redesigned Cerberus each with a different weapon load out.
The first has a weapons load out similar to the 5M with the pairing of a Gauss and ERPPC as
primary weapons. This variant also retains the paired chest mounted pulse lasers, yet it
replaces the arm mounted pulse laser for a pair of ER Medium Lasers. Also the rear mounted
Machine Guns are switched out for ER Medium Lasers and an additional small laser is mounted
centerline. The design retains its head mounted AMS and moves the ammo bin from the Center
Torso to the CASE protected Right Torso and triples the amount of ammunition. The only back
draw it seems with this layout is the sharp increase in high output energy weapons which
will quickly tax the slightly reduced heat venting system.
The second variant resembles the V2 variant of the Cerberus. Mounting twin Gauss Rifles
as the primary weapons. Still a deadly combination, but this time backed by endurance. The
thickened armor and conventional engine will improve the odds of pilots running out of
reloads, instead of dieing with rounds in the guns. To further improve on the deficiencies
of the Gauss, LexaTech decided on four torsos mounted ER Medium Lasers over Medium Pulse
Lasers. Figuring the increased range should decrease the likely hood of in fighting. Again
the AMS was retained and its ammo moved, but unlike the first version the ammo load remains
the same. One problem incurred was where to place the Right Arm Gauss' ammo. Do to space
limitations the bins were placed in the adjoining torso and a moderately complex ammo feed
was routed thru the shoulder.
It will not be surprising to find original Cerberus's phased out in favor of this
re-engineered version.
==Deployment==
The first run of Cerberuses has already been distributed throughout the
Inner Sphere, and more are on the way. This powerful new redesign will again
easily become a front-line favorite.
--------------------------------------------------------
Type/Model: Cerberus MR-7M
Mass: 95 tons
Equipment: Crits Mass
Int. Struct.: 145 pts Endo Steel 14 5.00
(Endo Steel Loc: 2 RA, 4 LT, 4 RT, 2 LL, 2 RL)
Engine: 285 6 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 12 Double [24] 3 2.00
(Heat Sink Loc: 1 LT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 293 pts Standard 0 18.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 45
Center Torso (Rear): 15
L/R Side Torso: 20 30/30
L/R Side Torso (Rear): 10/10
L/R Arm: 16 32/32
L/R Leg: 20 40/40
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 3 7.00
2 ER Medium Lasers RA 10 2 2.00
1 Gauss Rifle LA 1 16 9 17.00
(Ammo Locations: 2 LA)
1 ER Medium Laser RT(R) 5 1 1.00
2 Medium Pulse Lasers RT 8 2 4.00
1 ER Medium Laser LT(R) 5 1 1.00
2 Medium Pulse Lasers LT 8 2 4.00
1 Small Laser CT 1 1 .50
1 Anti-Missile System HD 1 36 4 3.50
(Ammo Locations: 3 RT)
CASE Equipment: LT RT 2 1.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 54 76 95.00
Crits & Tons Left: 2 .00
Calculated Factors:
Total Cost: 10,583,138 C-Bills
Battle Value: 2,064
Cost per BV: 5,127.49
Weapon Value: 2,074 / 2,074 (Ratio = 1.00 / 1.00)
Damage Factors: SRDmg = 31; MRDmg = 19; LRDmg = 11
BattleForce2: MP: 3J, Armor/Structure: 7/7
Damage PB/M/L: 5/3/1, Overheat: 3
Class: MA; Point Value: 21
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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