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SNK-2V Snake II
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Kraken
Federated Suns
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PostPosted: 25-Aug-2013 19:35    Post subject: SNK-2V Snake II Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Snake II SNK-2V
Tech:          Inner Sphere / 3075
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          45 tons
Chassis:       Ceresplex IV Standard
Power Plant:   225 VOX XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets:     5 Anderson Propulsion 30 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Starshield CASE Standard
Armament:      
  1 ER PPC
  2 Medium Lasers
  1 Beagle Active Probe
  1 MRM 10
  1 Guardian ECM
  1 Streak SRM 2
Manufacturer:  Ceres Metals Industries
  Location:    Capella
Communications System:  CeresCom Model 21-RS
Targeting & Tracking System:  Dwyerson Mark XII

---------------------------------------------------------------------------
==Overview:==
Many nations learned hard lessons in the wake of the Jihad. For the Cappell
Confederation, one such lesson was painfully clear: the original Snake was 
failure. 

Whereas pilots and technicians all across the Federated Suns had made it a
point to strip various weapons systems off of the controversial Fireball an
replace them with energy weapons, Cappellan military doctrine was that
installing energy weapons on the Snake was wrong thing to do on the premise
that it would encourage pilots to remain in the field even if all they had 
a lone weapon. 

The Jihad proved the folly of this argument via the staggering losses
sustained by units fielding Snakes. As ammunition shortages among the
resistance units became common, Snake pilots were frequently forced to go i
battle with empty ammunition bins, leaving them unable to do little more th
make physical attacks and draw attention away from mechs that still had ene
weapons and so could still engage in ranged combat. As a result, an estimat
95% of all Snake units that were deployed in the field were lost during the
Jihad, either destroyed outright or stripped for parts to keep more useful
machines in place; the few that survived did so because they were kept in t
rear lines to serve as utility machines. 

Although the Cappellan Confederation has confirmed plans to continue
production of the original Snake to help replace losses suffered during the
war, we have it on good authority that a new, revised machine is under
development. 

==Capabilities:==
To put it simply, it is our personal estimation that there is virtually no
comparison between the original Snake and this new Snake II. 

Perhaps the most important difference between the Snake II and the original
Snake is the presence of an ER PPC in the right arm. Not only does this wea
give the mech incredible range and a main weapon that is not reliant upon
ammunition, a PPC of any stripe can generally disable, if not destroy, the
average battle armor suit or battle armor transport in a single shot. 

Supporting this new weapon is a Guardian ECM suite to help the mech evade
premature detection and an Active Probe to help the mech spot hidden battle
armor units, such as the devastating Purifier Adaptive that waylaid so many
the original Snakes. 

Owing to complains that the three Streak 2 launchers were insufficient agai
large groups of battle armor, a deal was struck with the Draconis Combine i
order to gain the technology to produce an MRM 10; although inaccurate, MRM
allow entire barrages of missiles to be fired into the middle of battle arm
patrols. A Streak 2 was retained, however, but moved to the former laser
mounting in the head. 

Two medium lasers have been installed in the left arm, taking advantage of 
previous mounting point for lasers. This will permit further up-close
firepower, and also represents a final, if silent, admission by the Cappell
military that the original way of thinking with the original Snake was
incorrect. 

--------------------------------------------------------
Type/Model:    Snake II SNK-2V
Mass:          45 tons

Equipment:                                 Crits    Mass
Int. Struct.:  75 pts Standard               0      4.50
Engine:        225 XL Fusion                12      5.00
   Walking MP:   5
   Running MP:   8
   Jumping MP:   5
Heat Sinks:     11 Double [22]               6      1.00
 (Heat Sink Loc: 1 LT, 1 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA     15       .00
Armor Factor:  112 pts Standard              0      7.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             14         16      
   Center Torso (Rear):                  6      
   L/R Side Torso:           11      11/11      
   L/R Side Torso (Rear):              4/4      
   L/R Arm:                   7      10/10      
   L/R Leg:                  11      16/16      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           3      7.00
2 Medium Lasers          LA      6           2      2.00
1 Beagle Active Probe    RT      0           2      1.50
1 MRM 10                 LT      4   24      3      4.00
  (Ammo Locations: 1 RT)
1 Guardian ECM           LT      0           2      1.50
1 Streak SRM 2           HD      2   50      2      2.50
  (Ammo Locations: 1 RT)
CASE Equipment:          RT                  1       .50
5 Standard Jump Jets:                        5      2.50
 (Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         27          62     45.00
Crits & Tons Left:                          16       .00

Calculated Factors:
Total Cost:        7,846,820 C-Bills
Battle Value:      1,131
Cost per BV:       6,937.95
Weapon Value:      698 / 682 (Ratio = .62 / .60)
Damage Factors:    SRDmg = 20;  MRDmg = 10;  LRDmg = 4
BattleForce2:      MP: 5J,  Armor/Structure: 3/2
                   Damage PB/M/L: 3/2/1,  Overheat: 1
                   Class: MM;  Point Value: 11
                   Specials: ecm, prb


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Karagin
Imperial Karagin Army
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Joined: 04-Feb-2002 00:00
Posts: 4120
Location: United States
PostPosted: 25-Aug-2013 21:41    Post subject: SNK-2V Snake II Reply to topic Reply with quote

The fluff got cut off again, word wrap or something is eating it.

I do like this version of the Snake, makes sense and fluff adds to the mech in that it gives it a reason to be there on the battlefield.

I would recommend either dropping the ERPPC for a dual Light PPC combo or maybe going with an ERLrg Laser.
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Only the dead have seen the end of war. - Plato

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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2755
Location: United States
PostPosted: 25-Aug-2013 22:22    Post subject: SNK-2V Snake II Reply to topic Reply with quote

IMHO, unless we're looking at a mech like the Javelin (which is specifically designed to not linger on the battlefield), a good mech needs at least one energy weapon so that it has a backup in case everything else runs out of ammo; if nothing else, that energy weapon can sting would-be pursuers and keep them at bay while the pilot attempts to return to base and reload.
_________________
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