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WVE-6N Wyvern Mod
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GCFerro
Clan Ghost Bear
Warrior


Joined: 11-Feb-2005 00:00
Posts: 1

PostPosted: 18-Jul-2005 01:16    Post subject: WVE-6N Wyvern Mod Reply to topic Reply with quote

EDIT: Tired to make it more readable without the CODE tag. Didn't really work so I cut it short so you don't have to read much.

Code:

BattleMech Technical Readout

Type/Model: Wyvern WVE-6N Mod
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 45 tons
Chassis: OST Standard
Power Plant: 180 GM Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Northrup 750 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Kilosh 1000 Standard
Armament:
3 Starflash Medium Lasers
1 Totschlangen-6 SRM 6
1 Jackson Dart-10 LRM 10
Manufacturer: Maltex Corporation
Location: (Unknown)
Communications System: Ostmann AMB
Targeting & Tracking System: Scrambler-7 Series

Type/Model: Wyvern WVE-6N Mod
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Standard 0 4.50
Engine: 180 Fusion 6 7.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 12 Single 5 2.00
(Heat Sink Loc: 1 HD, 1 RA, 1 RT, 1 LL, 1 RL)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 136 pts Standard 0 8.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 18
Center Torso (Rear): 7
L/R Side Torso: 11 14/14
L/R Side Torso (Rear): 5/5
L/R Arm: 7 12/12
L/R Leg: 11 20/20

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
3 Medium Lasers RA 9 3 3.00
1 SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 RT)
1 LRM 10 CT 4 12 3 6.00
(Ammo Locations: 1 LT)
1 Hatchet LH 3 3.00
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 17 52 45.00
Crits & Tons Left: 26 .00

Calculated Factors:
Total Cost: 3,255,540 C-Bills
Battle Value: 821
Cost per BV: 3,965.33
Weapon Value: 638 / 638 (Ratio = .78 / .78)
Damage Factors: SRDmg = 15; MRDmg = 6; LRDmg = 3



I did post this into the TRO section but it is waiting for approval, be sure to leave all ratings there when you get a chance!

When playing 3025 tech this is what I use, believe it or not it was actually quite effective, me being an infighter. It seems like something a pirate would put together after killing a Hatchetman.

[ This Message was edited by: GCFerro on 2005-07-18 07:42 ]
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Rudel Gurken
Allisters Light Thunder
Major
Major


Joined: 15-Jun-2005 00:00
Posts: 1462
Location: Germany
PostPosted: 18-Jul-2005 06:32    Post subject: RE: WVE-6N Wyvern Mod Reply to topic Reply with quote

Not bad: a dangerous infighter with a long range weapon if caught in the open.
But better leave it in town and keep an eye on the heatscale!


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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 18-Jul-2005 07:13    Post subject: RE: WVE-6N Wyvern Mod Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Wyvern WVE-6N Mod
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          45 tons
Chassis:       OST Standard
Power Plant:   180 GM Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     4 Northrup 750 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type:    Kilosh 1000 Standard
Armament:      
  3 Starflash Medium Lasers
  1 Totschlangen-6 SRM 6
  1 Jackson Dart-10 LRM 10
Manufacturer:  Maltex Corporation
  Location:    (Unknown)
Communications System:  Ostmann AMB
Targeting & Tracking System:  Scrambler-7 Series

------------------------------------------------------------------------------
==Overview:==
     Commissioned in late 2660, the Wyvern was developed as a dedicated city
fighter. The Wyvern may fulfill its duties too well, for many pilots dislike
the 'Mech's primary tasks of crowd control, garrison duty, security work and
urban defense. After the fall of the Star League and the resulting
devastation, most military commanders chose to fight not in cities or in the
Inner Sphere's few remaining industrial complexes, but farther away from such
potentially valuable spoils of war. This being the case, the Wyvern's
relatively low speed changed from an asset to a significant disadvantage.
     A few MechWarriors, however, enjoy piloting the 'Mech. In its
element-cities or other terrain in which movement is restricted-there are few
'Mechs of any size that the Wyvern cannot handle.

==Capabilities:==
     As a city fighter, the Wyvern does not need much ground speed. With a top
speed of 65 kilometers per hour, the Wyvern cannot escape many of its foes by
running away. It can, however, use the jump jets in its rear torso and upper
legs to jump out of harm's way with considerable ease. Its relatively slow
speed makes the Wyvern a sitting duck in the open field, and so most
commanders use the 'Mech in heavy woods or mountainous terrain where natural
obstacles reduce the movement advantages of faster 'Mechs.
     The arm-mounted Nightwind large laser is the Wyvern's main weapon. As it
is an older design, the Nightwind's many system components have been refined
through countless hours of battlefield tests. The system is extremely
reliable, but most of the components are so bulky and heavy that the Nightwind
is one of the largest military lasers ever produced. The Starflash small
lasers cradled next to their bigger cousin were added later, after designers
discovered that some of the Nightwind's power could be diverted with no loss
of effectiveness.
     The Jackson Dart long-range missile launcher has been a constant source
of problems for Wyvern pilots. Because the weapon is located in front of the
engine core, the heat of the engine often causes an automatic shutdown of the
system. Normal coolant jackets have proven ineffective, and if a pilot
attempts to override the shutdown, the heat build-up can lead to an ammo
explosion as the reloads are passed from the ammo bay in the left torso. The
only proven solution is to keep the reactor's temperature as low as possible.
The Totschlagen-6 short-range missiles are much more reliable. The entire
reloading system is extremely compact, making reloading quick and efficient.
If the system jams, the reload tubes can usually be cleared by jumping the
Wyvern up and down.
     The Wyvern's relatively simple, robust construction has allowed it to
withstand the ravages of lostech better than most advanced BattleMech designs.
The inability of Inner Sphere manufacturers to reproduce advanced composite
armor has most adversely affected the Wyvern; current levels of metallurgical
technology have reduced its protection by about 10 percent. This drop is not
seen as a significant disadvantage, however, and those pilots willing to trade
speed for firepower consider the Wyvern one of the best 'Mech's in its weight
class.

--------------------------------------------------------
Type/Model:    Wyvern WVE-6N Mod
Mass:          45 tons

Equipment:                                 Crits    Mass
Int. Struct.:  75 pts Standard               0      4.50
Engine:        180 Fusion                    6      7.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     12 Single                    5      2.00
 (Heat Sink Loc: 1 HD, 1 RA, 1 RT, 1 LL, 1 RL)
Gyro:                                        4      2.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  136 pts Standard              0      8.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             14         18      
   Center Torso (Rear):                  7      
   L/R Side Torso:           11      14/14      
   L/R Side Torso (Rear):              5/5      
   L/R Arm:                   7      12/12      
   L/R Leg:                  11      20/20      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
3 Medium Lasers          RA      9           3      3.00
1 SRM 6                  RT      4   15      3      4.00
  (Ammo Locations: 1 RT)
1 LRM 10                 CT      4   12      3      6.00
  (Ammo Locations: 1 LT)
1 Hatchet                LH                  3      3.00
4 Standard Jump Jets:                        4      2.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         17          52     45.00
Crits & Tons Left:                          26       .00

Calculated Factors:
Total Cost:        3,255,540 C-Bills
Battle Value:      821
Cost per BV:       3,965.33
Weapon Value:      638 / 638 (Ratio = .78 / .78)
Damage Factors:    SRDmg = 15;  MRDmg = 6;  LRDmg = 3
BattleForce2:      MP: 4J,  Armor/Structure: 3/4
                   Damage PB/M/L: 3/2/-,  Overheat: 1
                   Class: MM;  Point Value: 8
                   Specials: if


I did post this into the TRO section but it is
waiting for approval, be sure to leave all
ratings there when you get a chance!

When playing 3025 tech this is what I use,
believe it or not it was actually quite
effective, me being an infighter.  It seems like
something a pirate would put together after
killing a Hatchetman.    



For those who don't want read those small letters like me.

It seems fine, but I want my Nightwind back! (and some fluff cosmetic changes should be made)


[ This Message was edited by: Sleeping Dragon on 2005-07-18 07:20 ]
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