|
Mordel's Bar & Grill |
|
|
» |
View previous topic :: View next topic |
Author |
Message |
Toxic_Toast Free Worlds League Sergeant
Joined: 25-Aug-2023 21:49 Posts: 94 Location: United States
|
Posted: 30-Dec-2023 12:36 Post subject: Lurker LKR-001 |
|
|
TRO: Lurker LKR-001 | BattleMech Technical Readout
Name/Model: Lurker LKR-001
Designer: Toxic_Toast
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 100
Role: Juggernaut
Configuration: Biped BattleMech
Era/Year: Dark Age / 3150
Rules (Current): Experimental
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 25,384,000 C-Bills
Battle Value: 2,428
Chassis: Standard
Power Plant: 300 Light Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Light Ferro-Fibrous with CASE II
Armament:
1 Improved Heavy Gauss Rifle
2 MRM 20 w/ Apollo FCS
1 Small X-Pulse Laser
Manufacturer: StarCorps Industries
Primary Factory: Son Hoa
Communications: Unknown with Angel ECM Suite
Targeting & Tracking: Unknown with Bloodhound Active Probe
================================================================================================
Overview:
The IlClan era would represent a new era of Independence for Son Hoa, and in the wake of
gaining independence from the Lyran Commonwealth StarCorps Industries would expend critical
resources expanding its facilities on the planet. New lines of mech production would be
opened and new markets for product export would be explored. The culmination of this furious
burst of activity would be the development of the Lurker LKR-001. A 100 ton battle-mech,
designed to be an ambush predator, taking advantage of some of the best IS tech available.
It would feature a squat wide design similar to its 100 ton stable mate, the King Crab with
its cockpit position towards the front and top of the mech, and arms similar to the missile
arm found on the Zeus.
Capabilities:
The LKR-001 would install a 300 rated LFE letting the mech hit speeds of 54 km/h. For its
primary armament the Lurker would come equipped with a improved heavy gauss rifle supplied
with 3 tons of ammo. This would be partnered with twin MRM 20's supplied with 1 ton of ammo
each. A small x-pulse laser would be added for good measure. A CLPS and Angel ECM would
keep the mech hidden from prey until ready to strike. While a BAP would allow the mech the
ability to track victims traversing through cover. 17 tons of light ferro (288 pips) would
provide armored protection and 11 IS double heat sinks would be provided for cooling.
Quirks: Barrel-fisted (RA, LA), Stable, Difficult to Maintain
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 10.00
Engine: 300 Light Fusion 14.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 11 [22] 1.00
Gyro: Compact 4.50
Cockpit: Standard 3.00
Armor Factor: 288 17.00
Type: Light Ferro-Fibrous
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 45
Center Torso (rear): 12
R/L Torso: 21 34
R/L Torso (rear): 7
R/L Arm: 17 32
R/L Leg: 21 38
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Small X-Pulse Laser H 1 1.00
CASE II CT 1 1.00
Improved Heavy Gauss Rifle CT/RT 11 20.00
CASE II RT 1 1.00
Angel ECM Suite LT 2 2.00
Bloodhound Active Probe LT 3 2.00
Improved Heavy Gauss Rifle (Ammo 12) LT 3 3.00
CASE II RA 1 1.00
MRM 20 w/ Apollo FCS RA 3 7.00
MRM 20 (Ammo 12) RA 1 1.00
CASE II LA 1 1.00
Chameleon LPS * 6 0.00
MRM 20 w/ Apollo FCS LA 3 7.00
MRM 20 (Ammo 12) LA 1 1.00
* Chameleon LPS occupies 1 critical slot in each location except the Head and Center Torso
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 58
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 5 / (M) 5 / (L) 3, OV: 0
Armor (A): 10, Structure (S): 5
Specials: AECM, BH, CASEII, RCN, STL
|
|
|
Back to top |
|
Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
|
Posted: 27-Jan-2024 14:32 Post subject: Lurker LKR-001 |
|
|
I have no suggestions that improve this design. The CLPS makes it impossible to get a HGauss/iHGauss into a single side-torso along with CASE II. I'd personally explore UAC/20 over an iHGauss given its fluff, but also i prefer a MRM/40 over twin MRM/20. However, they're is nothing wrong here. Just note that while CLPS is active that the Angel ECM is disabled. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
|
|
Back to top |
|
Toxic_Toast Free Worlds League Sergeant
Joined: 25-Aug-2023 21:49 Posts: 94 Location: United States
|
Posted: 27-Jan-2024 20:08 Post subject: Lurker LKR-001 |
|
|
I was under the understanding that while Null-sig was affected by ECM, CLPS was in the clear, I did try and find it in both the TW manual and the Tac Ops advanced units & equipment manual but sadly couldn't find how they interact with each other at all (for both null-sig and CLPS). Any chance you have a reference? If they do conflict I might op to move off of one of them.
|
|
Back to top |
|
Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
|
Posted: 29-Jan-2024 14:58 Post subject: Lurker LKR-001 |
|
|
mostly though this topic thread: bg.battletech.com/forums/index.php?topic=37440.0 _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
|
|
Back to top |
|
Toxic_Toast Free Worlds League Sergeant
Joined: 25-Aug-2023 21:49 Posts: 94 Location: United States
|
Posted: 30-Jan-2024 13:50 Post subject: Lurker LKR-001 |
|
|
Took a look through the listed errata
bg.battletech.com/errata/
and a 2nd look through the book, I think I'm in the clear.
I wonder if you thinking of void-signature which explicitly states that while engaged any ECM on the unit does not work? (pg. 161 TacOps AU&E)
|
|
Back to top |
|
Vagabond Mercenary Mr. Referee
Joined: 04-Feb-2002 00:00 Posts: 5724 Location: United States
|
Posted: 31-Jan-2024 22:49 Post subject: Lurker LKR-001 |
|
|
Looks like a mis-spoke. While CLPS kills C3, it does it for an unspecified reason. So it appears that RAW, CLPS can use both AP and ECM while active. Mind you, my book is on my other PC. _________________ one must work hard to cultivate the mind and body. and one must always cultivate the mind.
//^(^_^)^\\
|
|
Back to top |
|
|
|
» |
All times are GMT-05:00 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|
|
|
|