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Design Overview
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BattleMech Technical Readout
Name/Model: Canyon Beast CBST-001a
Designer: Steel-Scorpion
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: D
Tonnage: 55
Configuration: Quad BattleMech
Era/Year: Succession Wars / 3040
Rules (Current): Introductory
Rules (Era): Introductory
Rules (Year): Introductory
Total Cost: 4,420,471 C-Bills
Battle Value: 1,182
Chassis: Standard
Power Plant: 220 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Standard
Armament:
1 Large Laser
1 SRM 6
1 Autocannon/2
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
Designed in the early 3030's the Canyon Beast wasn't manufactured until 3038, where it
underwent some testing, and proved to do the Job it was designed for, rough and hard to
negotiate terrain. The Canyon Beast's legs and foot actuators were designed to handle the
high stresses of partial footing, mainly due to the claw-toed design, where even partial
footing is footing. Bipedal Designs failed the tests miserably, quadrupedal design base gave
the Mech the stability it needed, and the Jump Jets give it access to terrain that would
cripple other mechs because of treacherous footing.
Capabilities:
Because of the nature of this Mechs Design, and its Intended use, Pilots enjoy no penalties
when moving across rough terrain. The Mech may also climb near vertical rough (or maybe
buildings)surfaces using its claw-toed legs at one elevation level per turn, no weapons fire
is allowed during this type of movement.
Once its reached its Perch, this mech Snipes on-comers to soften them up for the rest of the
lance scattered over the area.
Deployment:
No data availible. (Try using this on pesky players)
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Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 5.50
Engine: 220 Fusion 10.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Single): 12 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 201 13.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 27
Center Torso (rear): 9
R/L Torso: 13 20
R/L Torso (rear): 6
R/L Front Leg: 13 26
R/L Rear Leg: 13 26
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Autocannon/2 CT 1 6.00
Small Laser CT 1 0.50
Autocannon/2 (Ammo 45) RT 1 1.00
2 Jump Jets RT 2 1.00
SRM 6 RT 2 3.00
SRM 6 (Ammo 15) RT 1 1.00
2 Jump Jets LT 2 1.00
Large Laser LT 2 5.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 30
TP: BM, SZ: 2, TMM: 1, MV: 8"j
Damage: (S) 2 / (M) 2 / (L) 0*, OV: 0
Armor (A): 7, Structure (S): 5
Specials:
Distribution
Name/Model: Canyon Beast CBST-001a
Technology: Inner Sphere
Tonnage: 55
Configuration: Quad BattleMech
======================================================================================
Left Front LegHeadRight Front Leg
1. Hip 1. Life Support 1. Hip
2. Upper Leg Actuator 2. Sensors 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Cockpit 3. Lower Leg Actuator
4. Foot Actuator 4. Heat Sink 4. Foot Actuator
5. Roll Again 5. Sensors 5. Roll Again
6. Roll Again 6. Life Support 6. Roll Again
Left TorsoCenter TorsoRight Torso
1.Large Laser 1. Fusion Engine 1. Autocannon/2 (Ammo 45)
2.Large Laser 2. Fusion Engine 2.SRM 6
3. Heat Sink 3. Fusion Engine 3.SRM 6
4. Heat Sink 4. Gyro 4. SRM 6 (Ammo 15)
5. Roll Again 5. Gyro 5. Heat Sink
6. Roll Again 6. Gyro 6. Roll Again
1. Jump Jet 1. Gyro 1. Jump Jet
2. Jump Jet 2. Fusion Engine 2. Jump Jet
3. Roll Again 3. Fusion Engine 3. Roll Again
4. Roll Again 4. Fusion Engine 4. Roll Again
5. Roll Again 5. Autocannon/2 5. Roll Again
6. Roll Again 6. Small Laser 6. Roll Again
Left Rear LegRight Rear Leg
1. Hip 1. Hip
2. Upper Leg Actuator 2. Upper Leg Actuator
3. Lower Leg Actuator 3. Lower Leg Actuator
4. Foot Actuator 4. Foot Actuator
5. Roll Again 5. Roll Again
6. Roll Again 6. Roll Again
Member Review - Sleeping Dragon : 07-Jul-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
3.00
Comment:
Large laser and SRMs are good for short range fighting, but with this speed it can't use the AC/2 effectively. I doubt that the enemy will send something without JJs to broken terrain. More short range weapons would be nice, but there is another possibility, upgrading the laser to PPC and adding other weapons for backup would produce something like really dangerous Scorpion.
No topic has been started for this review [Start Topic]
Member Review - Blackhand : 28-Mar-2005 00:00
0 out of 0 users (0.00%) have found this review useful
Rating:
2.00
Comment:
Good start, but short of speciality mechs AC 2s don't really have much use.
Under a house rule I sometimes play with. AC 2s either become AC 4s or they become AC 2s with 72 hex long range. Otherwise its no point of mounting AC 2s on anything that doesn't hunt Aerotech.
So yeah, with only a single SRM 6 at short and an Large Laser at range, its almost a cludge of the PHX-1 and the a short ranged GRF.
Needs to gain focus by losing the AC 2.
No topic has been started for this review [Start Topic]
Member Review - -Mud : 14-Jun-2004 00:00
1 out of 1 users (100.00%) have found this review useful
Rating:
2.50
Comment:
The armor is very impressive. The AC/2 is a poor choice in my opinion though. This 'mech doesn't have the speed to stay out of range of anything the AC/2 could possibly threaten. I would mount another Large Laser and more heat sinks in it's place, or a couple more SRM-6s for a close-combat version. With 13 (!!!) tons of armor, this 'mech would be a beast in close with the right guns, able to face down heavy 'mechs with a good shot at victory.
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