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Flying Scottsmen D4V-1D
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5724
Location: United States
PostPosted: 05-Nov-2023 16:43    Post subject: Flying Scottsmen D4V-1D Reply to topic Reply with quote

TRO: Flying Scottsmen D4V-1D
                 BattleMech Technical Readout

Name/Model:         Flying Scottsmen D4V-1D
Designer:           Vagabond
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            50
Role:               Skirmisher
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3049
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         4,195,500 C-Bills
Battle Value:       1,028

Chassis:              Standard
Power Plant:          300 Fusion
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Standard
Armament:             
    1 Large Laser
    1 Medium Laser
    1 SRM 4
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    My son's first hand made design using paper. I gave minimal guidance.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  5.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 3                                               
Heat Sinks (Single):                            12                     2.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  120                     7.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             15       
    Center Torso (rear):                               8       
    R/L Torso:                         12             14       
    R/L Torso (rear):                                  8       
    R/L Arm:                            8             10       
    R/L Leg:                           12             12       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
SRM 4 (Ammo 25)                                           H                 1          1.00             
Jump Jet                                                  CT                1          0.50             
Medium Laser                                              CT                1          1.00             
Jump Jet                                                  RT                1          0.50             
Jump Jet                                                  LT                1          0.50             
SRM 4                                                     RA                1          2.00             
Large Laser                                               LA                2          5.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 26
TP: BM,  SZ: 2,  TMM: 2,  MV: 12"/6"j
Damage: (S) 2 / (M) 2 / (L) 0,  OV: 0
Armor (A): 4,  Structure (S): 4
Specials: JMPW1
		

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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
General


Joined: 30-Apr-2002 00:00
Posts: 1833
Location: United States
PostPosted: 05-Nov-2023 18:37    Post subject: Flying Scottsmen D4V-1D Reply to topic Reply with quote

You have taught him well!
_________________
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
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5724
Location: United States
PostPosted: 05-Nov-2023 19:57    Post subject: Flying Scottsmen D4V-1D Reply to topic Reply with quote

I warned of the balance between speed, armor, and weapons as well as weapon heat. He wanted a fast unit and I described the range and he chose 50 ton. He wanted limited jump and I warned that heat would always be 3 or more so he chose 3 jump; I also discussed the jump height effect for clearing obstructions. I discussed each weapon type's benefits and back-draws. He liked the idea of the LL as a primary and toyed with 3 ML as secondary, but settled on the ML/SRM4 combo instead. I helped him divide the armor amongst the non-head locations after maxing the HD but he decided on the final distribution, even considered my warning on back armor thickness. He chose the critical distribution with me only describing the risks of putting ammo certain places. He did good for his 1st outing.
_________________
one must work hard to cultivate the mind and body. and one must always cultivate the mind.



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