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Energy Urbie
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StarRaven
Federated Suns
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PostPosted: 28-Jun-2005 15:46    Post subject: Energy Urbie Reply to topic Reply with quote

What do you think? (fluff on the way, maybe.)
               BattleMech Technical Readout

Type/Model:    UrbanMech UM-R60E
Tech:          Inner Sphere / 3025
Config:        Biped BattleMech
Rules:         Level 1, Standard design

Mass:          30 tons
Chassis:       Republic-R Standard
Power Plant:   60 Leenex Fusion
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets:     2 Pitban 6000 Standard Jump Jets
Jump Capacity: 60 meters
Armor Type:    Durallex Medium Standard
Armament:      
  1 Johnston Parti-Cannon PPC
  4 ChisComp 39 Medium Lasers
  1 Zippo Flamer
Manufacturer:  Orguss Industries
  Location:    (Unknown)
Communications System:  Dalban Interact
Targeting & Tracking System:  Dalban Urban

--------------------------------------------------------
Type/Model:    UrbanMech UM-R60E
Mass:          30 tons

Equipment:                                 Crits    Mass
Int. Struct.:  51 pts Standard               0      3.00
Engine:        60 Fusion                     6      1.50
   Walking MP:   2
   Running MP:   3
   Jumping MP:   2
Heat Sinks:     12 Single                   10      2.00
 (Heat Sink Loc: 1 LA, 1 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Gyro:                                        4      1.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  104 pts Standard              0      6.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             10         14      
   Center Torso (Rear):                  5      
   L/R Side Torso:            7      10/10      
   L/R Side Torso (Rear):              4/4      
   L/R Arm:                   5      10/10      
   L/R Leg:                   7      14/14      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 PPC                    RA     10           3      7.00
1 Medium Laser           RA      3           1      1.00
1 Medium Laser           LA      3           1      1.00
1 Medium Laser           RT      3           1      1.00
1 Medium Laser           LT      3           1      1.00
1 Flamer                 HD      3           1      1.00
2 Standard Jump Jets:                        2      1.00
 (Jump Jet Loc: 2 CT)
--------------------------------------------------------
TOTALS:                         25          47     30.00
Crits & Tons Left:                          31       .00

Calculated Factors:
Total Cost:        1,676,350 C-Bills
Battle Value:      519
Cost per BV:       3,229.96
Weapon Value:      266 / 266 (Ratio = .51 / .51)
Damage Factors:    SRDmg = 13;  MRDmg = 7;  LRDmg = 2
BattleForce2:      MP: 2J,  Armor/Structure: 3/3
                   Damage PB/M/L: 2/2/1,  Overheat: 2
                   Class: ML;  Point Value: 5


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bladewind
Free Rasalhague Republic
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Joined: 02-Oct-2004 00:00
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PostPosted: 28-Jun-2005 21:02    Post subject: RE: Energy Urbie Reply to topic Reply with quote

I already kinda half expected a PPC. Afterall what other weapon does 10 damage at good range ?

Backups are nice and the flamer is totally totally fun in a city, if you don't razing it to the ground.

Pity its extremely expensive (in House liao terms) for an urbie, but its firepower and unlimited ammo stands it in good stead.
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Sleeping Dragon
Draconis Combine
Tai-i
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Joined: 06-Apr-2005 00:00
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PostPosted: 29-Jun-2005 09:16    Post subject: RE: Energy Urbie Reply to topic Reply with quote

Minimal range may hurt it in the city, but it has enough backup weapons to ignore it.

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Oafman
Draconis Combine
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PostPosted: 29-Jun-2005 09:37    Post subject: RE: Energy Urbie Reply to topic Reply with quote

I do see 1 BIG problem with this mech. It will over heat way too much. I would drop some of the med lasers for more heat. Even the 2 jumping points of an Urbie can contribute to overheating when you get a PPC involved in the fight.

Other than that I like the mech. It does get a bit expensive, especially if an unlucky crit roll causes the loss of the PPC. They can be expensive to replace in the field.

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StarRaven
Federated Suns
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PostPosted: 29-Jun-2005 11:53    Post subject: RE: Energy Urbie Reply to topic Reply with quote

Expensiveness is unavoidable. I intend this to be a rare or unique modification, not a production model.

Although, I'm afraid that I don't see how it overheats badly. Unless you alpha-strike, of course. But it has sufficient heat sinks to take only movement heat when firing lasers, and less than that with the PPC. The heat sinks are sufficient to keep shooting for a while, then take a turn to cool down.

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Oafman
Draconis Combine
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PostPosted: 29-Jun-2005 15:36    Post subject: RE: Energy Urbie Reply to topic Reply with quote

I guess I like to fire more than the ppc when moving. If you fire any of the lasers and the ppc when moving it will overheat. This would be good for shock value. Imagine the reaction when a 30 ton mech fires all that at point blank range. Just lure that poor Wasp into a dark alley.....

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bladewind
Free Rasalhague Republic
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PostPosted: 30-Jun-2005 00:02    Post subject: RE: Energy Urbie Reply to topic Reply with quote

Ah but not everyone plays alpha strikes, at all.
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Nightmare
Lyran Alliance
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Joined: 03-May-2002 00:00
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PostPosted: 30-Jun-2005 01:16    Post subject: RE: Energy Urbie Reply to topic Reply with quote

Quote:

On 2005-06-29 11:53, StarRaven wrote:
Expensiveness is unavoidable. I intend this to be a rare or unique modification, not a production model.



Reminds me of the old "Sub-Urban Mech", let's see if I can drag it up from somewhere...

Found! IIRC the machine was published in BattleTechnology magazine.

BattleMech Technical Readout

Type/Model: SubUrbanmech UM-R90
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 30 tons
Chassis: Republic-R Standard
Power Plant: 90 Leenex Fusion
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets: 3 Pitban 6000 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Durallex Medium Standard
Armament:
1 PPC
1 Harmon Small Laser
2 Medium Lasers
Manufacturer: Orguss Industries
Location: (Unknown)
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban

------------------------------------------------------------------------------
==Overview:==
Make it up?

--------------------------------------------------------
Type/Model: SubUrbanmech UM-R90
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3,00
Engine: 90 Fusion 6 3,00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 13 Single 10 3,00
(Heat Sink Loc: 1 HD, 2 LT, 2 RT, 1 CT, 2 LL, 2 RL)
Gyro: 4 1,00
Cockpit, Life Supt., Sensors: 5 3,00
Actuators: L: Sh+UA R: Sh+UA 12 ,00
Armor Factor: 96 pts Standard 0 6,00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 11
Center Torso (Rear): 8
L/R Side Torso: 7 8/8
L/R Side Torso (Rear): 4/4
L/R Arm: 5 10/10
L/R Leg: 7 12/12

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC RA 10 3 7,00
1 Small Laser LA 1 1 ,50
1 Medium Laser RT 3 1 1,00
1 Medium Laser LT 3 1 1,00
3 Standard Jump Jets: 3 1,50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 17 46 30,00
Crits & Tons Left: 32 ,00

Calculated Factors:
Total Cost: 1 690 325 C-Bills
Battle Value: 629
Cost per BV: 2 687,32
Weapon Value: 356 / 356 (Ratio = ,57 / ,57)
Damage Factors: SRDmg = 12; MRDmg = 7; LRDmg = 2
BattleForce2: MP: 3J, Armor/Structure: 2/3
Damage PB/M/L: 2/2/1, Overheat: 1
Class: ML; Point Value: 6



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Rudel Gurken
Allisters Light Thunder
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Joined: 15-Jun-2005 00:00
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PostPosted: 30-Jun-2005 05:35    Post subject: RE: Energy Urbie Reply to topic Reply with quote

Nice Urbie with lots of firepower at different ranges. (of course it´s not built to use both sets of weapons at once).
The PPC gives it the ability to hit at a greater range with the same firepower as the original.
There are enough heatsink to do this at maximum speed and you have no problems with ammo.
If the enemy closes you can switch to the ML´s. That means double the firepower of the -R60. It can fire 3 while jumping with no problems or all 4 with minor heat because of movement. (If it has to much heat: a Urbie has to be in a position to be able to jump into cover anyway)
And it is better armored!
I think it would be very dangerous!

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Oafman
Draconis Combine
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PostPosted: 30-Jun-2005 10:04    Post subject: RE: Energy Urbie Reply to topic Reply with quote

You can ask Seraph, I tend to run around 4-8 heat constantly. The way I see it, if you have the weapons and a good to hit # go ahead and fire. Why carry weapons if you ain't gonna use 'em?

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Seraph
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
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PostPosted: 30-Jun-2005 17:07    Post subject: RE: Energy Urbie Reply to topic Reply with quote

I'd drop the PPC for a large laser and 2 heatsinks.

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Seraph
Blighted Sun Battalion
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PostPosted: 30-Jun-2005 17:07    Post subject: RE: Energy Urbie Reply to topic Reply with quote

Ask me what?

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Rudel Gurken
Allisters Light Thunder
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PostPosted: 04-Jul-2005 02:15    Post subject: RE: Energy Urbie Reply to topic Reply with quote

In our last \"Freitags-Gemetzel\" (Friday-Massacre) i´ve tried an easy-to-do field refit:
Strip out the AC/10 + ammo and put in 2 LrgLasers and 3 HS.
This gives the Urbie the legendary 2-1-punch like the Warhammer -6R or the Marauder -3R.
You can fire both LrgLasers while running (getting 4 heat) and the next round fire 1 LrgLaser while runnung and get your heat back to zero.
Even with jumping around you can´t get the heat up quickly this way.
A lance of this played havoc with my players, putting down 2 mediums and a heavy. (Ok, i´ve lost all of my Urbies in that fight )

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Reality is where the Pizza-man comes from!'Gucken, petzen, verpissen!' (Look at it, squeal it, get the hell away from it!) – Motto of the recon troops'Artillery doesn´t know friend or foe! They only know worthwhile targets!‘ – Kuritan Infantrist
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