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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 14-Mar-2024 03:40 Post subject: Cwn Annwn 2 |
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TRO: Cwn Annwn 2 | ProtoMech Technical Readout
Name/Model: Cwn Annwn 2
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 2
Configuration: Quad ProtoMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental (Extinct)
Rules (Era): Experimental
Rules (Year): Experimental (Extinct)
Total Cost: 609,722 C-Bills
Battle Value: 169
Chassis: ProtoMech
Power Plant: 38 ProtoMech Fusion
Cruising Speed: 151.2 kph
Maximum Speed: 226.8 kph [302.4 kph]
Jump Jets: None
Jump Capacity: None
Armor: Electric Discharge ProtoMech
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
================================================================================================
Overview:
Once upon a time there was supposed to be a 3 ton Glider protomech moving at 18/27. It
carried no weapons, instead using its rather pitiful frenzy attack to do any damage. The
only saving grace was the use of a whole 2 points of electric discharge armor so it could at
least act as a laser every few turns. It was known as the Tooth Fairy.
Capabilities:
You can't have Glider protomech that aren't ultra heavy... so it's a good thing Quad
protomechs use basically the same math. Poof it's a quad. I shall name it the Cwn Annwn,
after the hell hounds that accompany the wild hunt! (I'm still going to call it the Tooth
Fairy...)
Minor changes result in a technically higher top speed while freeing up just enough tonnage
for a few bits more spare armor.
Deployment:
So how to use this is simple. Don't. Unless you're using it in the environment it was
designed for, Alpha Strike.
In alpha strike protomechs can do 1 point of physical damage which is a massive boost
compared to what they can do under Total Warfare. This is then combined with their high
speed to not only get in range but to attack the rear doubling their damage output. The
high speed also makes them hard to hit giving a +5 modifier. Being a protomech gives
another +1. And if light gliders were a thing that would of given another +1. Still, even
without being a Glider the odds of being hit are fairly low. And this is where you give
your opponent a dillema. Shoot at the hard to hit thing and potentially waste a ton of
firepower, or go after main targets and be whittled away while distracted.
================================================================================================
Equipment Mass (kg)
------------------------------------------------------------------------------------------------
Internal Structure: ProtoMech 200
Engine: 38 ProtoMech Fusion 950
Walking MP: 14
Running MP: 21 [28]
Jumping MP: 0
Heat Sinks (ProtoMech): 0 0
Cockpit: ProtoMech 500
Armor Factor: 4 300
Type: Electric Discharge ProtoMech
Internal Armor
Structure Value
Head: 1 1
Torso: 2 2
Main Gun: - -
R/L Arm: 0 0
Legs: 4 1
================================================================================================
Weapons and Ammo Location Mass (kg)
------------------------------------------------------------------------------------------------
Note: Equipped with ProtoMech Myomer Booster
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 8
TP: PM, SZ: 1, TMM: 5, MV: 36"
Damage: (S) 0 / (M) 0 / (L) 0
Armor (A): 0, Structure (S): 1
Specials: ENE
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