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Axman AXM-1NX
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Kylo Kruis
Lyran Alliance
Senior Sergeant Major
Senior Sergeant Major


Joined: 19-Sep-2017 15:46
Posts: 218
Location: United Kingdom
PostPosted: 08-Jun-2018 15:01    Post subject: Axman AXM-1NX Reply to topic Reply with quote

TRO: Axman AXM-1NX
                 BattleMech Technical Readout

Name/Model:         Axman AXM-1NX
Designer:           Kylo Kruis
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            65
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3076
Rules (Current):    Tournament Legal
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         16,068,635 C-Bills
Battle Value:       1,662

Structure:            Standard
Power Plant:          260 XL
Walking Speed:        43.2 kph  [54 kph]  
Maximum Speed:        64.8 kph  [86.4 kph]
Jump Jets:            Unknown
    Jump Capacity:    120 meters
Armor:                Light Ferro-Fibrous
Armament:             
    1 Small Laser
    1 Ultra AC/10
    1 ER Medium Laser
    1 ER Small Laser
    1 Large Pulse Laser
    1 Medium Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  6.50                     
Engine:                                       260 XL                   7.00                     
    Walking MP:                               4 [5]                                             
    Running MP:                               6 [8]                                             
    Jumping MP:                                 4                                               
Heat Sinks (Single):                            10                     0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  186                    11.00                     
    Type:                              Light Ferro-Fibrous                                      

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      21             25       
    Center Torso (rear):                               6       
    R/L Torso:                         15             24       
    R/L Torso (rear):                                  6       
    R/L Arm:                           10             20       
    R/L Leg:                           15             23       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Small Laser                                               H                 1          0.50             
Ultra AC/10                                               RT                7         13.00             
CASE                                                      LT                1          0.50             
Ultra AC/10 (Ammo 20)                                     LT                2          2.00             
Hatchet                                                   RA                5          5.00             
ER Medium Laser                                           LA                1          1.00             
ER Small Laser                                            LA                1          0.50             
Large Pulse Laser                                         LA                2          7.00             
Medium Laser                                              LA                1          1.00             
2 Jump Jets                                               RL                2          2.00             
2 Jump Jets                                               LL                2          2.00             
Triple-Strength Myomer                                    --                6          0.00             

Note: Equipped with Full-Head Ejection System
		

_________________

In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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Kylo Kruis
Lyran Alliance
Senior Sergeant Major
Senior Sergeant Major


Joined: 19-Sep-2017 15:46
Posts: 218
Location: United Kingdom
PostPosted: 08-Jun-2018 15:06    Post subject: Axman AXM-1NX Reply to topic Reply with quote

This 'Mech can generate 9 heat (to activate TSM) and 0 heat (to keep it activated) in all modes of movement and without having to waste ammo by firing the Ultra AC/10. This means that the Hatchet now deals 26 damage to a single location. A real hunter-killer.
_________________

In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
Back to top View profile Send site message
Kylo Kruis
Lyran Alliance
Senior Sergeant Major
Senior Sergeant Major


Joined: 19-Sep-2017 15:46
Posts: 218
Location: United Kingdom
PostPosted: 09-Jun-2018 04:09    Post subject: Axman AXM-1NX Reply to topic Reply with quote

TRO: Axman AXM-1NX
                 BattleMech Technical Readout

Name/Model:         Axman AXM-1NX
Designer:           Kylo Kruis
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            65
Configuration:      Biped BattleMech
Era/Year:           Jihad / 3076
Rules (Current):    Tournament Legal
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         16,167,635 C-Bills
Battle Value:       1,712

Structure:            Standard
Power Plant:          260 XL
Walking Speed:        43.2 kph  [54 kph]  
Maximum Speed:        64.8 kph  [86.4 kph]
Jump Jets:            Unknown
    Jump Capacity:    120 meters
Armor:                Light Ferro-Fibrous
Armament:             
    1 Small Laser
    1 Ultra AC/10
    1 ER Medium Laser
    1 ER Small Laser
    1 Large Pulse Laser
    1 Medium Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  6.50                     
Engine:                                       260 XL                   7.00                     
    Walking MP:                               4 [5]                                             
    Running MP:                               6 [8]                                             
    Jumping MP:                                 4                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  186                    11.00                     
    Type:                              Light Ferro-Fibrous                                      

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      21             25       
    Center Torso (rear):                               6       
    R/L Torso:                         15             24       
    R/L Torso (rear):                                  6       
    R/L Arm:                           10             20       
    R/L Leg:                           15             23       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Small Laser                                               H                 1          0.50             
Ultra AC/10                                               RT                7         13.00             
CASE                                                      LT                1          0.50             
Ultra AC/10 (Ammo 20)                                     LT                2          2.00             
Hatchet                                                   RA                5          5.00             
ER Medium Laser                                           LA                1          1.00             
ER Small Laser                                            LA                1          0.50             
Large Pulse Laser                                         LA                2          7.00             
Medium Laser                                              LA                1          1.00             
2 Jump Jets                                               RL                2          2.00             
2 Jump Jets                                               LL                2          2.00             
Triple-Strength Myomer                                    --                6          0.00             

Note: Equipped with Full-Head Ejection System
		

_________________

In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
Back to top View profile Send site message
Kylo Kruis
Lyran Alliance
Senior Sergeant Major
Senior Sergeant Major


Joined: 19-Sep-2017 15:46
Posts: 218
Location: United Kingdom
PostPosted: 09-Jun-2018 05:33    Post subject: Axman AXM-1NX Reply to topic Reply with quote

This design I feel is an improvement over the previous one: I have swapped the 10 SHS for 10 DHS. This means that for normal combat the 'Mech does not overheat. However, when moving in for the kill, these are the the ways in which the Axman activates TSM. This model also moves the Lasers away from the arm with the Hatchet so that they can be fired in the turns when the Axman makes its famous physical attack.

Turn 1:
The Axman, using cover where possible, makes its way around to the side of the target. For the target to not be facing the Axman, there must be a distraction in the form of something which the target cannot afford to turn its back on (e.g. an assault or heavy lance). The target must also be a 5,8 or slower and is best if it is alone or in a pair or at least the rearmost unit in a lance. In this turn, the Axman may fire as many weapons as it likes as long as it doesn't overheat.The Axman also disables 5 heat sinks in the end phase of this turn so now its heat capacity is down to 10 heat points, starting next round.

Turn 2:
The Axman brings its weapons to bear on the target. Whatever mode of movement was used this turn, it can generate 19 heat. Also, attacks can be made out of range of some of the weapons although they cannot hit and serve only to increase heat. TSM is activated and the top speed increases to 86.4 kph. In the end phase of this turn the Axman reactivates all of its heat sinks and the heat capacity rises to 20 heat points.

Turn 3:
The Axman, using its increased top speed, runs round into the rear arc of the target and unleashes a total of 56 damage (Hatchet + Ultra AC/10 + Large Pulse Laser) onto the weak rear armour without danger of overheating. I guess more could be fired more if you were willing to overheat.

Turn 4:
Flee, preferably using the jump so that it is as hard a target as possible. In this turn, heat drops back down to normal and the Axman readies for another attack.
_________________

In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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Sir Henry
Team Bansai
Senior Tech Specialist
Senior Tech Specialist


Joined: 04-Feb-2002 00:00
Posts: 4899
Location: United States
PostPosted: 09-Jun-2018 12:27    Post subject: Axman AXM-1NX Reply to topic Reply with quote

You do realize that plans never survive after the first meeting with the Enemy...
_________________
Sir Henry

A Dragon in the disguise of a bunny, is still a Dragon.
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