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User Review: Killa KIL-1A
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Warhammer: 3025
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Joined: 29-Jan-2005 00:00
Posts: 1856

PostPosted: 16-Feb-2005 00:20    Post subject: User Review: Killa KIL-1A Reply to topic Reply with quote

Quote:

On 2005-02-15, Erenon wrote:
I want to like this Mech. It has a big honking gun. It is probably fast enough to bring big honking gun into play. It even has a reasonable BV.

But going by fluff, its just too costly. The Light engine increases the price by a fairly significant amount. As it stands it costs 6.4++ million c-bills. A version with 5/8 speed and a standard engine costs just 3.9 million.

This means that it is very unlikley that its intended audience would have the cash to pony up for them (may be why the Marian's stole that shipment..)

It's also totally vulnerable to any long range attacks. Keep it within range of support mechs.


You know what? You're right.

This version comes in at a paltry 4 mil.

Type/Model:    Killa KIL-1A
Tech:          Inner Sphere / 3048
Config:        Biped BattleMech
Rules:         Level 2, Custom design

Mass:          45 tons
Chassis:       Crucis-A Endo Steel
Power Plant:   270 Core Tek Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    PanzerSlab Type 5 Ferro-Fibrous 
Armament:      
  1 185mm ChemJet Gun Autocannon/20
Manufacturer:  Kallon Industries
  Location:    Talon
Communications System:  Achernar Standard
Targeting & Tracking System:  Federated Hunter

------------------------------------------------------------------------------
==Overview:==
The ultimate in short-range sluggers, the Killa was designed and built
specifically for sale to mercenaries and periphery independents.

==Capabilities:==
The Killa's power lies in its ability to move in, blast apart its target, and
move away before any retaliation can be made. 

Entirely lacking in ranged power, the Killa must use terrain to mask the
approach to its target, or else rely on covering fire from other 'mechs to get
in range for its Armstrong Requiem Heavy Autocannon. 

Once its ammunition is expended, the Killa must then either engage in melee
combat or, more likely, retire from the field completely.

==Deployment==
Killas have been sold to nearly every independent government and security
force that can afford them. The combination of speed and power also seems to
have attracted the attention of pirates, a shipment of 10 Killas disappeared
en route to the Marian Hegemony.

--------------------------------------------------------
Type/Model:    Killa KIL-1A
Mass:          45 tons

Equipment:                                 Crits    Mass
Int. Struct.:  75 pts Endo Steel            14      2.50
 (Endo Steel Loc: 5 LA, 5 LT, 4 RT)
Engine:        270 Fusion                    6     14.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   0
Heat Sinks:     10 Single                    0       .00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA        14       .00
Armor Factor:  108 pts Ferro-Fibrous        14      6.00
 (Armor Crit Loc: 3 LA, 3 LT, 2 RT, 2 CT, 2 LL, 2 RL)

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             14         14      
   Center Torso (Rear):                  6      
   L/R Side Torso:           11      11/11      
   L/R Side Torso (Rear):              4/4      
   L/R Arm:                   7      10/10      
   L/R Leg:                  11      15/15      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Autocannon/20          RA      7   10     12     16.00
  (Ammo Locations: 2 RT)
--------------------------------------------------------
TOTALS:                          7          69     45.00
Crits & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        3,912,608 C-Bills
Battle Value:      761
Cost per BV:       5,141.4
Weapon Value:      407 / 407 (Ratio = .53 / .53)
Damage Factors:    SRDmg = 16;  MRDmg = 2;  LRDmg = 0
BattleForce2:      MP: 6,  Armor/Structure: 3/4
                   Damage PB/M/L: 3/2/-,  Overheat: 0
                   Class: MM;  Point Value: 8


[ This Message was edited by: Warhammer: 3025 on 2005-02-27 00:47 ]
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Stinger
The Knights of Chaos
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Joined: 30-Apr-2002 00:00
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Location: United States
PostPosted: 16-Feb-2005 01:21    Post subject: RE: User Review: Killa KIL-1A Reply to topic Reply with quote

I love AC 20's, I just wanted to say that. But as a merc commander I wouldnt buy it. here are the reasons.

1. As a merc unit part of expenses is weapons and ammo. The less ammo dependent weapons the better.

2. The ac 20 is an uncommon sight on the battlefield, and as such having 1 or 2 mechs requiring a special ammo are more of a nuisance.

3. In my merc unit it would be replaced by a pair of LG lasers and HS to counter the heat.

4. To ease aquisition the less ammo type weapons used the better, nothing worse than being stuck with units at less than half strength due to having a major weapon down because the supply shipment didnt come in. Now imagine you have 12 mechs all with various sizes of ac, lrm, srm, and in a long campaign, by the end your ammo stores will be mostly dry to long since used up. A 45 ton mech with a AC 20 on it that goes through ammo at an alarming rate is going to be stuck back at base to give that precious ammo to its big brother to fight.

Its one of the reasons I tend to design energy based mechs. When my friends and I do play we play mercs and tend to run campaigns. At the end of one campaign we had 4 mechs that were mostly weaponless due to ammo shortages. And to off set that the heavies/assults got first pick of any salvaged ammo.

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