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Snuggle Rabit A1
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 206

PostPosted: 10-Apr-2024 23:09    Post subject: Snuggle Rabit A1 Reply to topic Reply with quote

TRO: Snuggle Rabit A1
                 BattleMech Technical Readout

Name/Model:         Snuggle Rabit A1
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  F
Tonnage:            85
Configuration:      Biped OmniMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         29,776,251 C-Bills
Battle Value:       1,692

Chassis:              Standard
Power Plant:          340 XL
Walking Speed:        43.2 kph  
Maximum Speed:        64.8 kph  
Jump Jets:            Improved
    Jump Capacity:    180 meters [210 meters]
Armor:                Standard with CASE II
Armament:             
    1 Sniper Artillery Cannon
    3 ER Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    There are 2 methods to deal with targets that do their absolute best to evade your fire.
    The first is to improve your own accuracy.  This is by far the most common solution.  Given
    enough training, trchnology, enhancements, and natural skill; if you can see it and it's in
    range you can hit it.  But technology, namely pulse lasers and targeting computers, alone
    isn't enough.  You will need assistance from the other categories to be sure against the
    fastest of targets, and that is both expensive and rare.  The other alternative is to fill
    the area the target is in with so much shrapnel and over preasure that damage can't be
    avoided.  That is the solution for your average grunt.

Capabilities:
    The A1 configuration attempts to achieve a balance between damage, range, and accuracy all
    while maintaining the Snuggle Rabits's full mobility.  To this end the Sniper Artillery
    Cannon is used.  With a damage output equivalent to large bore weapons such as the AC-10 or
    PPC, it is a threat to the evasive units which tend to be lightly armored in favor of more
    speed.  Range drew the short straw with Sniper Cannons having the worst range of any
    artillery system.  This is a large reason for the variant configurations on this theme.
    Accuracy is the advantage of Artillery Cannons over actual Artillery.  It's easier to hit
    the intended area with them and they're less prone to scatter.
    
    In addition to the Sniper Cannon a set of ER Medium lasers are used to augment firepower vs
    more conventional threats.

Variants:
    The more "normal" configurations accept lower mobility in favor of larger guns.  The Arrow
    IV, Thumper, and Longtom Artillery Cannon all make appearances.  Then there is the A5...
    that one deserves its own showcase.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  8.50                     
Engine:                                       340 XL                  13.50                     
    Walking MP:                                 4                                               
    Running MP:                                 6                                               
    Jumping MP:                               6 [7]                                             
Heat Sinks (Double):                         13 [29]                   3.00                     
Gyro:                                           XL                     2.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  256                    16.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             43       
    Center Torso (rear):                              10       
    R/L Torso:                         18             31       
    R/L Torso (rear):                                  5       
    R/L Arm:                           14             28       
    R/L Leg:                           18             33       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Medium Laser                                           H                 1          1.00             
ER Medium Laser                                           RT                1          1.00             
2 Improved Jump Jets                                      RT                4          4.00             
ER Medium Laser                                           LT                1          1.00             
2 Improved Jump Jets                                      LT                4          4.00             
Partial Wing                                            LT/RT               8          6.00             
Sniper Artillery Cannon                                   RA                10        15.00             
CASE II                                                   LA                1          1.00             
Sniper Artillery Cannon (Ammo 20)                         LA                2          2.00             
Improved Jump Jet                                         RL                2          2.00             
Improved Jump Jet                                         LL                2          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 45
TP: BM,  SZ: 4,  TMM: 1,  MV: 8"/14"j
Damage: (S) 2 / (M) 2 / (L) 0,  OV: 0
Armor (A): 9,  Structure (S): 4
Specials: ARTSC-1, CASEII, JMPS2, OMNI
		
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5724
Location: United States
PostPosted: 10-Apr-2024 23:15    Post subject: Snuggle Rabit A1 Reply to topic Reply with quote

What is wrong with you people? This needs to be buried on Terra and forgotten. A 7 jump artillery gun! no.
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 206

PostPosted: 11-Apr-2024 01:56    Post subject: Snuggle Rabit A1 Reply to topic Reply with quote

You should see the clan version. The Blood Kite II, created by surviving Blood Spirits who embraced hyper technology since actual economics had failed them.

Jump of 7 and Harjel 3 on one variant. Because hard to hit and the Armor regenerates is mildly hilarious.
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ghost of Krensky
Clan Ghost Bear
Point Commander
Point Commander


Joined: 31-Jan-2024 14:57
Posts: 47

PostPosted: 11-Apr-2024 22:27    Post subject: Snuggle Rabit A1 Reply to topic Reply with quote

that looks expensive for a artillery peace even if it is fast
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 206

PostPosted: 13-Apr-2024 01:05    Post subject: Snuggle Rabit A1 Reply to topic Reply with quote

Very. But it's also a front line offensive unit. Economics tends towards individual units with as much capability as possible because the limiting factor isn't the price of the mech, it's the price of the ships needed to get them to the front lines.

Also, it's not really an artillery piece. It's a flank guard that uses short ranged (relatively) AOE weapons to counter fast targets and swarm based tactics.

It's also kinda doubtful I'd actually use it. It's niche and lacks the takedown power I prefer.
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