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Stinger The Knights of Chaos General
Joined: 30-Apr-2002 00:00 Posts: 1833 Location: United States
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Posted: 12-Oct-2002 16:16 Post subject: Legionnaire |
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BattleMech Technical Readout
Type/Model: Legionnaire LGN-ARE-10-1A
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 90 tons
Chassis: Standard
Power Plant: 360 Hermes XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
2 ER PPCs
6 ER Medium Lasers
4 ER Small Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
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Type/Model: Legionnaire LGN-ARE-10-1A
Mass: 90 tons
Equipment: Crits Mass
Int. Struct.: 138 pts Standard 0 9.00
Engine: 360 XL 12 16.50
Walking MP: 4 [5]
Running MP: 6 [8]
Jumping MP: 4
Heat Sinks: 15 Double [30] 3 5.00
(Heat Sink Loc: 1 LA)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 264 pts Standard 0 16.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 41
Center Torso (Rear): 14
L/R Side Torso: 19 27/27
L/R Side Torso (Rear): 9/9
L/R Arm: 15 28/28
L/R Leg: 19 36/36
Weapons and Equipment Loc Heat Ammo Crits Mass
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1 ER PPC RT 15 3 7.00
3 ER Medium Lasers RT 15 3 3.00
1 ER Small Laser RT 2 1 .50
1 ER PPC LT 15 3 7.00
3 ER Medium Lasers LT 15 3 3.00
1 ER Small Laser LT 2 1 .50
2 ER Small Lasers CT 4 2 1.00
1 Hatchet RH 6 6.00
4 Standard Jump Jets: 4 8.00
(Jump Jet Loc: 2 LT, 2 RT)
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TOTALS: 68 72 90.00
Crits & Tons Left: 6 .00
Calculated Factors:
Total Cost: 25,741,960 C-Bills
Battle Value: 1,818
Cost per BV: 14,159.49
Weapon Value: 2,647 / 2,647 (Ratio = 1.46 / 1.46)
Damage Factors: SRDmg = 27; MRDmg = 15; LRDmg = 8
BattleForce2: MP: 4J, Armor/Structure: 7/3
Damage PB/M/L: 4/3/1, Overheat: 4
Class: MA; Point Value: 18
Overview
Following on the sucess of the Hatchetman, Axman, and Beserker battlemechs. The design team at Johnston INC. decided to try out their hand at a Meele mech as they have come to call them. The design team had decided to use the Battlemaster chassie, with some slight modification and strengthening the desing quickely began to take shape. Designed to be the True king of the battlefield the Legionnaire can choose to stay at range and snipe away with the pair of ER PPC's or it can close with a emeny and let the Hatchet and 6 med and 4 small bore lasers bring a quick end to the opponet.
Capabilities
Built around a 360XL (A choice that the team wasnt to pleases with till testing began) The Legionnaire has speed that is uncommon for most mechs its size. When Paired with the Triple-strength myomer, and a compentent pilot the Mech can close much quicker than expected and bring the 6 ton hatche in to play. The Jump jets were added to help with mobility and to increase battlefield performance.
Deployment
Currentely still in prototype stage the Legionnaire is slated to have a full production run later this year. At which point the Federated Suns will begin to distribute them to all qualified mechwarrior. Following the next year after the second run, half of every other run will be sent to the SLDF and then the other half will be sold on the open market.
Variants
The Only known variant at this time replaces the Hatchet with the Mace, Ths change increases meele output by 50%. This design is still rare as none have been seen in existance.
Well tell me what you think. I spent alot of time on this one with the heat and damage curve. At short range it can in 1 round fire all the med's and short's and walk and go up to +9 on the Heatscale to utilize the TSM. After that at close range it just keeps firing the Med's to maintain it.
Stinger
(Edited the the fluff. It jsut wasnt right to see it built in The larin alliance and then shipped to the Federated Suns )
[ This Message was edited by: Stinger on 2002-10-12 16:25 ] _________________ Stinger If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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CO_17thRecon Kell Hounds Major
Joined: 10-Sep-2002 00:00 Posts: 1297 Location: United States
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Posted: 12-Oct-2002 16:20 Post subject: RE: Legionnaire |
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Ouchies. This another one of those design that just looks painful. The XL is the only weakness I can see, though I guess you could keep it out of direct LOS and bombard it with missiles.
_________________
Major Joseph Garbo
CO 17th Recon Battalion,
Harewood's Harvesters
“An engineer can look at a pile of junk and tell you what it was, a good one can tell you what went wrong and an expert engineer can put the pile of junk back together.”
[ This Message was edited by: CO_17thRecon on 2002-10-12 16:21 ] _________________ Jarylan Blackwell
"What the...?! Where did you get THAT?!"
"Creative aquisition."
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5793 Location: United States
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Posted: 12-Oct-2002 16:23 Post subject: RE: Legionnaire |
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very nice heat curve management, but what about if i choose to jump to the rear of a mech and pullvirize his rear armor with my hatchet. thats a +4 heat, not a +1 heat.
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Stinger The Knights of Chaos General
Joined: 30-Apr-2002 00:00 Posts: 1833 Location: United States
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Posted: 12-Oct-2002 16:38 Post subject: RE: Legionnaire |
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Dont fire the a couple of shorts or a med. Youd loose a little damage but not much if you go over +9 on the heat scale you start hitting penalties for movement. It dosent say if you lose strength or not, Im guessing you dont.
---Checks the TSM rules again---
Ok back The Damage remains the same but you would loose 1 Mp at heat 10-14.
Ok heres the description of the TSM heat rules:
Heat Lvl MP Modifer
0-4 +0
5-8 -1
9 +1
10-14 -1
15-19 -2
20-24 -3
25+ -4
And I did find this line amusing
"Ignore the -1 on the heat effedt at 5 on the heat scale (but apply all other modifiers to movement) In addition, increase the Mechs's Walking Mp by 1 and recalculate its Running Mp accordingly."
That is for when your heat is at +9. But were there other movement modifiers that I wasnt aware of?
Oh and that is a direct quote out of the Masater rules Page 134
But if you go over its not that bad you just get a little slower.
Stinger
_________________ Stinger If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5793 Location: United States
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Posted: 12-Oct-2002 16:42 Post subject: RE: Legionnaire |
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really you don't slow down till you hit 14+, all you do is loose the bonus speed.
_________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
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Stinger The Knights of Chaos General
Joined: 30-Apr-2002 00:00 Posts: 1833 Location: United States
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Posted: 12-Oct-2002 16:48 Post subject: RE: Legionnaire |
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Yup scary aint it
Now imagin it with the mace. It does 2 points per 5 tons not 1. So if the mace hits, with the TSM working, a 90 ton mech you will do 72 points of damage, if my math is right. The only downside to the Mace is the +2 to hit roll. Oh and if you miss you have to make a piloting skill roll. Ill take the odds
Unless your a green pilot. _________________ Stinger If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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