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Charger CGR-KMZ-2
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Ruger
Lyran Alliance
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Joined: 04-Feb-2002 00:00
Posts: 2104

PostPosted: 14-Apr-2019 19:07    Post subject: Charger CGR-KMZ-2 Reply to topic Reply with quote

TRO: Charger CGR-KMZ-2
                 BattleMech Technical Readout

Name/Model:         Charger CGR-KMZ-2
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            80
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         30,485,400 C-Bills
Battle Value:       2,001

Structure:            Endo Steel
Power Plant:          400 XL
Walking Speed:        54 kph    
Maximum Speed:        86.4 kph  [140.4 kph]
Jump Jets:            Unknown
    Jump Capacity:    150 meters
Armor:                Standard
Armament:             
    2 ER Medium Lasers (C)
    4 ER Small Lasers (C)
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    Created to return the design more to its roots, the "Kamikaze 2" variant of the Charger is
    produced by Sapphire Metals plant on Shimonita.

Capabilities:
    The Kamikaze 2 was designed for one type of combat only; it was designed to close as fast as
    possible with its enemies and conduct charge and other physical attacks to take down that
    enemy as fast as possible. A combination of myomer acceleration signal circuitry and a
    supercharger allows the design to maintain consistent speeds of over 100 kph, or can produce
    bursts of acceleration making the 'Mech reach over 140 kph. This allows the 'Mech to close
    with its enemies extremely quickly, and makes for devastating charge attacks. For areas with
    more built up terrain, 5 jump jets allow it to cover 150 meters at a time. The frame itself
    is covered with 14.5 tons of armored plate, making it difficult to take it down before it
    closes.
    
    To get this amount of mobility resulted in a 'Mech with less than 20 tons of offensive
    equipment. Of this, 13 tons were devoted to melee weapons. Each side torso has been equipped
    with spikes, while the hand actuators have been replaced with claws, making a fearsome
    design, but in appearance and in the damage it can do up close. This left only 4 tons for
    ranged weapons, which led the designers to acquiring Clan-tech lasers from Clan Sea Fox.
    Each side torso has a pair of extended range small lasers, while the head has a pair of
    extended range medium lasers. Being Clan-tech, an alpha-strike hit will threaten to
    knockdown any 'Mech it faces.

Deployment:
    Being such a specialist design, this model of Charger is facing an uphill battle for
    acceptance in the DCMS, particularly as its brand of melee combat is not seen as very
    honorable by many. Still, for those that choose it, the Kamikaze 2 has proven itself to be
    an effective combatant.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 4.00                     
Engine:                                       400 XL                  26.50                     
    Walking MP:                                 5                                               
    Running MP:                               8 [13]                                            
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                      Small                    2.00                     
Armor Factor:                                  232                    14.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      25             40       
    Center Torso (rear):                              10       
    R/L Torso:                         17             28       
    R/L Torso (rear):                                  6       
    R/L Arm:                           13             23       
    R/L Leg:                           17             30       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
2 ER Medium Lasers (C)                                    H                 2          2.00             
Jump Jet                                                  CT                1          1.00             
Supercharger                                              CT                1          3.00             
2 ER Small Lasers (C)                                     RT                2          1.00             
MASC                                                      RT                4          4.00             
Spikes                                                    RT                1          0.50             
2 ER Small Lasers (C)                                     LT                2          1.00             
Spikes                                                    LT                1          0.50             
Claws                                                     RA                6          6.00             
Claws                                                     LA                6          6.00             
2 Jump Jets                                               RL                2          2.00             
2 Jump Jets                                               LL                2          2.00             
		
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Mordel
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PostPosted: 14-Apr-2019 20:53    Post subject: Charger CGR-KMZ-2 Reply to topic Reply with quote

You're missing TSM and AES!! LOL!!
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


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Posts: 4820
Location: Czech Republic
PostPosted: 15-Apr-2019 00:27    Post subject: Charger CGR-KMZ-2 Reply to topic Reply with quote

I'm pretty sure he'd have them if they were compatible with the rest of the stuff. This is maximal charge distance special however. I'd still prefer the safer variant of TSM + Supercharger though, if there is ebough space for that.
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Ruger
Lyran Alliance
Hauptmann General
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Joined: 04-Feb-2002 00:00
Posts: 2104

PostPosted: 15-Apr-2019 17:39    Post subject: Re: Charger CGR-KMZ-2 Reply to topic Reply with quote

Sleeping Dragon wrote:
I'm pretty sure he'd have them if they were compatible with the rest of the stuff. This is maximal charge distance special however. I'd still prefer the safer variant of TSM + Supercharger though, if there is ebough space for that.


You would have to change the design. Not a single crit left, IIRC...

Ruger
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Sleeping Dragon
Draconis Combine
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Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 17-Apr-2019 00:57    Post subject: Re: Charger CGR-KMZ-2 Reply to topic Reply with quote

Like I said - if there is space for that Wink
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