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Ruger Lyran Alliance Hauptmann General
Joined: 04-Feb-2002 00:00 Posts: 2093
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Posted: 20-Apr-2024 12:53 Post subject: Jupiter 5 |
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TRO: Jupiter 5 | BattleMech Technical Readout
Name/Model: Jupiter 5
Designer: Ruger
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 100
Role: Sniper
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 23,322,000 C-Bills
Battle Value: 2,596
Chassis: Endo Steel
Power Plant: Gorvachs 300 XL
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
2 ER Large Lasers
2 Series IV LRM 15s
4 Rotary AC/2s
Manufacturer: CJF Factory Zone 4
Primary Factory: Erewhon
Communications: Raptor X-T Type III
Targeting & Tracking: Goshawk E-Series
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Overview:
Note: This is the Jupiter from DA and i was trying out to see whether it will turn out
something reasonable. It's a fair design but 6 tons of ammo is begging for an explosion,
however the Jupiter expends the ammo quickly but that means loosing almost 70% of its
firepower. At least the twin ERPPCs and heavy armor let's it keep enemies away and let it
resupply.
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Designed by Clan Jade Falcon as the answer to IS Atlas, the Jupiter boasts a medley of long
ranged weapons capable of tearing up the opposing Death's Head at long range.
The long ranged design also makes it useful as a fire support design.
Capabilities:
Boasting a grand total of 8 long ranged weapons makes the Jupiter a formidable foe. Each arm
mounts a pair of Mark XIV Ultra Autocannon 5s which fires 70mm depleted uranium slugs up to
630 metres and is capable of double fire rates which greatly enhance the striking power of
the weapon at the expense of more ammo consumption.
Backing up the array of UAC-5s is a pair of Ripper Series A1 ERPPCs and a pair of Mk XXI
"Great Bow" LRM-15 launcher. The LRMs offer the Jupiter some indirect fire capability and
the ERPPCs enable the mech to snipe from far without fearing loss of precious ammo. Each LRM
and UAC5 is supplied with a ton of ammo each.
The mech was designed with a powerful 300 XL engine and endo-steel construction. Both which
give the mech its great carry weight. 17 double strength freezers labour to keep the mech
cool and nearly 20 tons of armor keep the mech well protected.
Deployment:
Several Stars of this new machine have being deployed among Jade Falcons. Not a very popular
mech, the ammunition dependence makes it a poor extended combat design.
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Equipment Mass
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Internal Structure: Endo Steel 5.00
Engine: 300 XL 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 15 [30] 5.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 307 19.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (rear): 16
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 42
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Weapons and Ammo Location Critical Tonnage
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ER Large Laser RT 1 4.00
LRM 15 RT 2 3.50
LRM 15 (Ammo 16) RT 2 2.00
Rotary AC/2 (Ammo 90) RT 2 2.00
ER Large Laser LT 1 4.00
LRM 15 LT 2 3.50
LRM 15 (Ammo 16) LT 2 2.00
Rotary AC/2 (Ammo 90) LT 2 2.00
2 Rotary AC/2s RA 8 16.00
2 Rotary AC/2s LA 8 16.00
================================================================================================
Alpha Strike Statistics
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Point Value (PV): 50
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 4 / (M) 4 / (L) 4, OV: 3
Armor (A): 10, Structure (S): 5
Specials: CASE, IF1, LRM1/1/1, OVL
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5788 Location: United States
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Posted: 20-Apr-2024 18:15 Post subject: Jupiter 5 |
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Its a Clan Super Mauler, never noticed before. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 21-Apr-2024 01:48 Post subject: Jupiter 5 |
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I don't think it's an improvement.
The small heat efficiency gained by switching to ER Large lasers is lost when the heat sinks were cut.
The RAC-2 are hotter then UAC-5s, and at the standard 5x rate of fire do slightly less average damage at 6 vs 7ish. They do have better range though.
It's the heat that does it in though. You have a superior Sniper design vs the original (need ATMs instead of LRMs for the final upgrade). But you don't have the heat capacity to fully use your dakka. And range advantages only last so long with slower mechs.
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