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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 18-Jan-2013 06:43 Post subject: QKD-6N Quickdraw |
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BattleMech Technical Readout
Type/Model: Quickdraw QKD-6N
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 60 tons
Chassis: Technicron Type E Standard
Power Plant: 300 VOX XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Chilton 460 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Riese-475 Ferro-Fibrous
Armament:
8 Medium Lasers
2 LRM 5s
1 Streak SRM 4
1 Small Laser
Manufacturer: Technicron Manufacturing
Location: (Unknown)
Communications System: Garret T-12E
Targeting & Tracking System: Dynatec 2180
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Type/Model: Quickdraw QKD-6N
Mass: 60 tons
Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 6.00
Engine: 300 XL Fusion 12 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 14 Double [28] 6 4.00
(Heat Sink Loc: 1 LA, 1 RA)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 197 pts Ferro-Fibrous 14 11.00
(Armor Crit Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 27
Center Torso (Rear): 9
L/R Side Torso: 14 21/21
L/R Side Torso (Rear): 7/7
L/R Arm: 10 20/20
L/R Leg: 14 28/28
Weapons and Equipment Loc Heat Ammo Crits Mass
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2 Medium Lasers RA 6 2 2.00
2 Medium Lasers LA 6 2 2.00
2 Medium Lasers RT(R) 6 2 2.00
1 Medium Laser RT 3 1 1.00
2 LRM 5s LT 4 24 3 5.00
(Ammo Locations: 1 LT)
1 Medium Laser LT 3 1 1.00
1 Streak SRM 4 CT 3 25 2 4.00
(Ammo Locations: 1 RT)
1 Small Laser HD 1 1 .50
CASE Equipment: LT RT 2 1.00
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 2 LT, 2 RT, 1 CT)
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TOTALS: 32 78 60.00
Crits & Tons Left: 0 .00
Calculated Factors:
Total Cost: 12,084,560 C-Bills
Battle Value: 1,596
Cost per BV: 7,571.78
Weapon Value: 1,954 / 1,871 (Ratio = 1.22 / 1.17)
Damage Factors: SRDmg = 35; MRDmg = 10; LRDmg = 3
BattleForce2: MP: 5J, Armor/Structure: 5/2
Damage PB/M/L: 6/4/1, Overheat: 0
Class: MH; Point Value: 16
Specials: if
Just me fooling around with it to see what I could come up with.
On one hand, it's got plenty of firepower (including a full six front-firing medium lasers) and near-maximum armor.
On the other hand, every last internal slot on the machine is spoken for; if an armor breach does occur, then *something* is getting hit. This could potentially include the mech's XL engine. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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ICER Clan Hell's Horses Galaxy Commander
Joined: 04-Feb-2002 00:00 Posts: 1663 Location: United States
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Posted: 18-Jan-2013 10:17 Post subject: QKD-6N Quickdraw |
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Well, you don't cram that much into a 60 tonner and have room left over. But I like it. always did like the old Quickdraw series for it's speed. but one with that much firepower and near max armor is a winner in my book. nicely done _________________
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Kraken Federated Suns Marshal
Joined: 04-Feb-2002 00:00 Posts: 2755 Location: United States
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Posted: 14-Feb-2013 22:41 Post subject: QKD-6N Quickdraw |
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Fluff:
==Overview==
The Inner Sphere was justifiably surprised when the Armed Forces of New Nauvoo appeared on the scene at the head of the New Terran Hegemony. After all, here we had an isolated region on a planet that was regarded as all but dead (Caph) that roared forward with surprising might, might that included brand-new machines that were once believed to have died with the Star League. That their soldiers were every bit as skilled and determined as they were technologically fortunate was another critical edge in their factor.
Perhaps more surprising, though, was the fact that the vast majority of their might existed only on paper, a discovery that was first made when they began to conduct joint operations with other units. It turns out that while the AFNN has manufacturing capability of its own, its small size limits what it can actually put out. In other words, the reason why individual machines are so powerful is because each machine has to do the work of two or three others, if not more.
And this goes not just for mechs of their own manufacture, but for mechs that are captured or purchased by them. Said mechs are often extensively refitted, with trial-and-error determining the most successful refit packages. It was in this fashion that the 6D Quickdraw came about.
The design originated with Major Victor Arcane, commander of the 139th Combined Arms Company. On paper, the unit consists of a full company of mechs with cavalry and infantry support. In reality, the unit actually consists of Maj. Arcane's Quickdraw (which he captured during a covert op), an AFNN-mod Stinger, a tracked APC, three infantry troopers, two medics, and a technician in addition to several trained military animals. Plus an MP if Major Arcane's wife can find a babysitter while she's in the field with him.
Despite being clearly understrength, the company is still assigned force recon and combat patrol duties on par with what one would assign a full-strength unit to. It was from this that Maj. Arcane pieced together what would become the standard modification for Quickdraws captured in the field. By tinkering with the weapons, heat sinks, and other items on the mech, Maj. Arcane was able to give it the firepower of a much heavier mech without compromising the speed and jump capability that the mech needed to fulfill its job. _________________ "I wish I could write as mysterious as a cat." -Edgar Allen Poe"I knew there was something special about you, but I never realized you were really a cat." Wolfwood to a random cat (Trigun)
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