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TR0 3025 Reloaded: Cicada
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PostPosted: 11-Feb-2006 06:52    Post subject: TR0 3025 Reloaded: Cicada Reply to topic Reply with quote

The Cicada is screwed like all other bird 'Mechs by the construction template. Change it and is actually a bit better than most of the Locust variants.

http://rt000pui.eresmas.net/Battletech/3025Reloaded/Mediums/Cicada/Cicada.html

The file at my old website wasn't updated, it doesn't matter much, but the construction formula at the end and the special rules are not complete, it should read



Configuration:
-Armless
-Fixed Torso
-Headless
-Torso Mounted Cockpit

Turrets: 2x Shoulder Turret

Structural Modifications:


Tonnage increases

Torso Mounted Cockpit +1.0
Shoulder Turrets +0.2
( 2x 0.1 T. )
Medium Laser CT +1.0
Armor Increase(24 boxes)+1.5

TOTAL:(rounded up) +3.75
Total: + 2.2 tons

Tonnage reductions

Arms Removal -1.25
( -0.75 Int.Est )
( -0.5 Armor )

Fixed Torso -2.0
( Gyro Mass x 0.5 )
Small Laser removal -0.5

TOTAL: -3.75

Free tonnage: 0.05 tons ( 50 kg ) for personal gear storage. Used for storing supplies for extended missions.


Special Rules: All rules are as presented in Maximum Tech except when noted below

-Armless: The modifier to the Piloting Skill Roll to stand up is a +4 not cumulative with the +1 penalty due to the small torso cockpit (only the worst penalty applies)

Effect on damage: A hit location roll in an arm is transferred to the appropiate torso, but all such hits are considered Glancing Blows as per the Maximum Tech rules, page 20. The attack does half the damage rounded down.

-Fixed Torso: The Battlemech torso structure is fixed and it cannot rotate. The 'Mech lacks the ability to torso twist, and it can only fire into the Frontal Fire Arc.

-Headless:The Battlemech lacks a head. Hits that strike the Head location are transfered to the Center Torso Location.

-Torso Mounted Cockpit: It takes 3 Sensor critical hits to destroy the sensors, the 1st hit is a +2 Modifier, 2nd a +4.

* Turrets: These give the weapon(s) mounted on them the arc of fire of the arm of that side. Head turrets may fire in any direction.

Flaw: Defective Heatsinks
On a 8+ roll the 'Mech has defective heat sinks: after 6 game turns 4 heat sinks fail.
Can be avoided by preventive manteinance:1.5 x recquired support hours.
If the heatsinks fail they have to be repaired.
This trouble will keep repeating unless the entirety of the heatsinks are replaced. This recquires a major overhaul at a equipped repair facility and a new set of heatsinks, of course.

Variants: 2B, 3C


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