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Timber Wolf Ward
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Blackhand
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PostPosted: 13-Apr-2005 11:46    Post subject: Timber Wolf Ward Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Timber Wolf (Mad Cat) Ward
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis: Endo Steel
Power Plant: 375 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
2 Heavy Medium Lasers
2 ER Medium Lasers
3 Adv. Tact. Msl. 3s
1 LRM 20 w/ Artemis IV
2 Streak SRM 6s
1 Medium Pulse Laser
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
The Inner Sphere's first brush with an OmniMech was with a Mad Cat on The
Rock, Oberon Confederation, 13 August 3049. It was from a broadcast by a
member of the Kell Hounds mercenary unit that Our Blessed Order learned of
these machines and their mysterious masters. ComStar named this design the Mad
Cat because its hunched-over torso is common to both the Marauder and
Catapult. The Mad Cat is an exceptional combination of an XL Class engine,
Endo Steel internal structure, Ferro-Fibrous armor, and double heat sinks.

==Capabilities:==
THe other variants are far more common. But, this ranged beast featuring the best of the new and old technology melded together. A Trio of ATM 3s, back up the LRM 20 with improved guidance systems for ranged combat. Then the ER Mediums and dual Streak SRM 6 racks cover most of the next range area. Finally adding up to the Heavy Mediums, Medium pulse, three ATM 3s with HE ammo in the closest of engagments.

==Deployment==
The Mad Cat is the favorite 'Mech of the Wolf Clan. It can claim a large
share of the credit for the Wolves' great successes and there is no apparent
explanation why it appears in only moderate numbers with the other Clans. This modification appears mostly in select pod setups when the PRIME variant wouldn't have enough firepower to fight through and the D would have needed more ranged missile support.

--------------------------------------------------------
Type/Model: Timber Wolf (Mad Cat) Ward
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Endo Steel 7 4.00
(Endo Steel Loc: 2 LA, 2 RA, 1 LT, 1 LL, 1 RL)
Engine: 375 XL Fusion 10 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 15 Double [30] 0 5.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 230 pts Ferro-Fibrous 7 12.00
(Armor Crit Loc: 2 LA, 2 RA, 1 LT, 1 LL, 1 RL)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 36
Center Torso (Rear): 9
L/R Side Torso: 16 25/25
L/R Side Torso (Rear): 7/7
L/R Arm: 12 24/24
L/R Leg: 16 32/32

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Heavy Medium Laser RA 7 2 1.00
1 ER Medium Laser RA 5 1 1.00
1 Heavy Medium Laser LA 7 2 1.00
1 ER Medium Laser LA 5 1 1.00
1 Adv. Tact. Msl. 3 RT 2 40 4 3.50
(Ammo Locations: 1 LT, 1 RT)
1 LRM 20 w/ Artemis IV RT 6 12 7 8.00
(Ammo Locations: 2 RT)
1 Adv. Tact. Msl. 3 LT 2 2 1.50
2 Streak SRM 6s LT 8 15 5 7.00
(Ammo Locations: 1 LT)
1 Adv. Tact. Msl. 3 CT 2 2 1.50
1 Medium Pulse Laser HD 4 1 2.00
--------------------------------------------------------
TOTALS: 48 74 75.00
Crits & Tons Left: 4 .00

Calculated Factors:
Total Cost: 24,847,812 C-Bills
Battle Value: 2,158
Cost per BV: 11,514.28
Weapon Value: 3,504 / 3,106 (Ratio = 1.62 / 1.44)
Damage Factors: SRDmg = 48; MRDmg = 32; LRDmg = 8
BattleForce2: MP: 5, Armor/Structure: 6/4
Damage PB/M/L: 7/6/1, Overheat: 4
Class: MH; Point Value: 22
Specials: omni, if
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StarRaven
Federated Suns
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PostPosted: 16-Apr-2005 22:17    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

I like. A config for any situation, good at any range.

A possible tweak, if I may suggest. Drop the pulse for another heavy or ER med laser, and a TC. This will balance the heavy lasers' inaccuracy.

And a question, although I think you might have mentioned this elsewhere. Why three ATM 3s? I would have used a single ATM 9, since you can expect to do more damage overall.

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PostPosted: 16-Apr-2005 22:36    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

Probably for an increased chance To Hit. Three small missile systems have a better chance of doing any damage at all in a slavo than a single big rack. A big rack, on the other hand, generally deals better damage when it hits. It's a balancing act: Do I want a better chance to do any damage at all, or give more damage when I do manage to hit?

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StarRaven
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PostPosted: 16-Apr-2005 22:51    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

I want more damage. The larger launcher can also be taken out in a single crit, as opposed to three. But I myself still prefer it. And that is likely the reason he did it, now that you mention it. But I might as well ask anyways.

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Blackhand
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PostPosted: 16-Apr-2005 23:01    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

Basically, I like firing both, the Extended Range ammo rom one of the racks, and two of them with High Explosive ammo when the range starts dropping so that I still can clear some ammo out and have better to hit rolls just if I'm having a bad day roll wise.

With one ATM 9, I'd have been hooped. Forced to pick between one or the other. Which is never a place a mechwarrior wants to be.

Kind of like how I like having 6 LRM 5s on my Crusader/Archers. With the ability to dust behind you and in front of you with thunders and still fire the other 4 LRM racks at YOU. I can limit your options and increase mine.

Its a quirk of mine. Sorry bout taking so long to respond.
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StarRaven
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PostPosted: 16-Apr-2005 23:20    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

So long? What was it, 43 minutes? Not terribly long.

I see. That's an interesting way of thinking about it, one I'd never considered. Perhaps I'll stick this one into MegaMek and play around with the idea. And something with a bunch of LRMs, too, perhaps.

Thanks.

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SaberDance
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PostPosted: 16-Apr-2005 23:26    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

It's the same general idea as when I upgraded the Whitworth, ripping out the two LRM 10s and replaced them with four LRM 5s. Game me just as many shots, more ammo options, and a better chance at hitting.

As I've noted elsewhere, many smaller missile launchers pulling from numerous ammo bins is probably the easiest and cheapest way to improvise an omnimech.
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bladewind
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PostPosted: 17-Apr-2005 00:48    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

The only reason one should consider smaller missile racks if you are using a large variety of speciality ammo, then u can fire speciality ammo and standard ammo in the same round as well.

However i dont condone having excessive amounts of small LRM/SRM racks too often since rolling too many hit rolls will irritate some players.
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Blackhand
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PostPosted: 17-Apr-2005 01:26    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

My limit is 8 weapons. Self imposed. I get bored. So since I'm a groupings person. I try to make sure its not more than 8 weapons that I fire in close or ranged.

The only time I might break that rule is if my ammo weapons are down to one volley and I need you dead now. I'll alpha strike and hope I counted right adn that my bins are empty. Most peoples will let you fire everything you want on an ALpha strike even if it takes like 10 minutes. Because its just humorous. Because they know your the biggest fattest target this planet has ever seen if they survive.
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Seraph
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PostPosted: 17-Apr-2005 08:45    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

Unless your designs can alpha strike without undue heat problems.

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Blackhand
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PostPosted: 17-Apr-2005 10:49    Post subject: RE: Timber Wolf Ward Reply to topic Reply with quote

I'm not going to open that can of worms again. I've pointed out that alpha designs are almost always not efficent. But, yeah for a rookie they do good service. Since he can't exmoplode himself in round one.
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