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Urban mech
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House Calderon 1
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PostPosted: 19-Feb-2006 08:52    Post subject: Urban mech Reply to topic Reply with quote

New variant of an OLD maligned mech, with only one possible use: city defense.


Type/Model: Urban Mech UM-R70-P
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 58 pts Standard 0 3.00
Engine: Leenix 60 Fusion 6 1.50
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks: 12 Standard 10 2.00
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 0.00
Armor Factor: 104 pts Standard 0 6.00
(Armor Crit Loc: NA)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 101 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
--------------------------------------------------------
3 SRM-6 RA 12 6 9.00
2 Ammo SRM-6 RT 0 30 2 2.00
1 Medium Laser LT 3 1 1.00
1 Small Laser LT 1 1 0.50
2 Jump Jets CT 2 2 1.00


Overview

Shortly after breaking away from the Taurian Concordat, Calderon Protectorate Marshall Kithron put out a request to the military hardware design specialists that had accompanied him into exile, to produce a low cost modification providing significant firepower increase for the urban mech. His desire for a design modification was due to the low cost of the mech to begin with, and the need for an easily produced variant that could be put into production as soon as possible for urban defense of the newly formed nation, and could be done as a field upgrade to existing mechs.

Capabilities

Calderon designers went to work with fervor and within 3 months had settled on the current design. As movement was not an issue specified no engine upgrades were planned, nor was increased protection. This allowed them to concentrate on weapons loads. The large bore Auto cannon was removed freeing up massive amounts of space and weight for the installation of the new weapons. Three Shannon Six shooter SRM-6's were chosen due to the readily available nature of the weapon in Taurian and Protectorate region of the periphery, and vastly increased the damage potential from the start of design. Two tons of ammunition were provided for the 3 weapons mimicking the original AC's 10 shots. The remaining mass allowed for the installation of a mediium laser matching the SRM's range adding to its firepower and giving it superior backup firepower when all missiles are expended and the mech needs to return to supply depots for reloading.

Battle History

The design has seen use three times against pirate raids and has been a outstanding success. The first encounter was on Diik. Hitting a food processing center the raiders turned on the mech quicly believeing they were in for a quick kill and easy salvage. The lead mech, an aged Phoenix Hawk, quicly closed to within 150 meters, an optimal range for its laser weapons, andwas surpirsed when the Urban mech pilot did not back off. The urbie opened up with all 3 SRM launchers, and scoring an exceptional 16 of 18 missiles hitting tore off 2 tons of armor from the surprised Phoenix. Now an even fight from armor standpoint the Urban mech quicly followed up its medium laser and 2 of the SRM racks waiting for the 3rd to reload. The phoenix hawk went down within three minutes after one missile found the machine gun ammo bin and gutted it. The other two encouters were very similar with the urban mech taking out mechs equal to its own mass or less easily, having surprise firepower for so light a machine. It is thus far been well received by pilots that have used it, thought they cite the lack of longer range weapons as the only concern.

Deployment

Thus far the mech has not entered production, due to lack of facilities, but hs been issued as a field modification kit on all six Protectorate worlds. It has been received by technicians thus far as an easy modification to install and the ony battles fought thus far have gone well for the Urban mech.

Variants

The only variants are still only on paper and electronic files in Calderon laboratories. The UM-R71-P increases the ground speed, jumping capability, and armor protection. The extra mass required for this modification necessitates the removal of one of the SRM-6's. This reduces overall firepower but increases the time in the filed away from supply depots, as the 2 tons of ammunition allows for 15 rounds of fire. Again this is all still theoretical as no known models are in use.



[ This Message was edited by: House Calderon 1 on 2006-02-20 01:48 ]
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PostPosted: 19-Feb-2006 23:41    Post subject: RE: Urban mech Reply to topic Reply with quote

Good Fluff. Nice Crunch. Bad for the Populace it supposed to defend. SRM's are going to be the biggest culprate here... as they do freaquently miss their targets unless you roll good; 1-2 Missles usualy Miss the target and fly wild, causing collateral damage. Streaks would be an improvement here; 2 launchers and some extra ammo protected with CASE, or CASE-II.

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Sleeping Dragon
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PostPosted: 20-Feb-2006 05:37    Post subject: RE: Urban mech Reply to topic Reply with quote

Urbie was always somewhat clumsy city fighting platform and this variant isn't bad. Be careful when you try to engage the enemy somewhere without many obstacles, because the range problem will be much worse than with standard mech. It would make nice ambush with 60L Urbie (AC/20 variant). It's hard to imagine that someone would mistake SRMs for AC, but fluff is okay.

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House Calderon 1
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PostPosted: 20-Feb-2006 08:37    Post subject: RE: Urban mech Reply to topic Reply with quote

Ahhhhhh.

Its only the initial surprise factor when you come accross it the first time; it hasn't fired upon you yet and you THINK that you know what it is more than likely to be carrying.... then suddenly you see 18 SRM's bearing down on you!

Yikes!

"Say hello to my little friends!"

I'd use Streaks if I could, but keeping it level 1 for the Protectorate kind of took that idea away.

So would it be better as a 3/5/3 with 2 SRM-6's and 1/2 ton more armor or as is now?


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PostPosted: 20-Feb-2006 08:54    Post subject: RE: Urban mech Reply to topic Reply with quote

Quote:

On 2006-02-20 08:37, House Calderon 1 wrote:
I'd use Streaks if I could, but keeping it level 1 for the Protectorate kind of took that idea away.

So would it be better as a 3/5/3 with 2 SRM-6's and 1/2 ton more armor or as is now?



It's best to stick with the same engine if you have limited resources, so no speed upgrade. Streaks would be nice if you could get your hands on a shipment, though. Citizens really appreciate not getting shot by their own defenders.

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PostPosted: 20-Feb-2006 08:59    Post subject: RE: Urban mech Reply to topic Reply with quote

If i remember right the Taurian Concordat produces Streak-2´s but i no nothing about the relationship between the two!


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PostPosted: 20-Feb-2006 11:50    Post subject: RE: Urban mech Reply to topic Reply with quote

Quote:

On 2006-02-20 08:37, House Calderon 1 wrote:
Ahhhhhh.

Its only the initial surprise factor when you come accross it the first time; it hasn't fired upon you yet and you THINK that you know what it is more than likely to be carrying.... then suddenly you see 18 SRM's bearing down on you!

...



Of course that when you see only RS with Urbanmech written on it, than you may surprise the enemy, but in reality eighteen tubes won't look like AC barrel. Maybe sensors will identify it as Urbie without warning the pilot, but once you see it you can't be fooled so easily.

Quote:

I'd use Streaks if I could, but keeping it level 1 for the Protectorate kind of took that idea away.



Right, keep the cost down, but sending it to guard fuel depot would be fun... if you are pyromaniac like me

Quote:

So would it be better as a 3/5/3 with 2 SRM-6's and 1/2 ton more armor or as is now?



I agree with Nightmare about the speed upgrade...

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House Calderon 1
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PostPosted: 20-Feb-2006 14:52    Post subject: RE: Urban mech Reply to topic Reply with quote

SD wrote: "Of course that when you see only RS with Urbanmech written on it, than you may surprise the enemy, but in reality eighteen tubes won't look like AC barrel. Maybe sensors will identify it as Urbie without warning the pilot, but once you see it you can't be fooled so easily. "

Ahhhhh....

But if allyou see is the outline of the arm from the side you could be! Think of the arm on the Zeus, looks like a big barrel with 15 openings in it. From the side or behind you wouldn't notice right away. You wouldn't be surprised with a BAP in the lance but they aren't that common that I am going to worry specifically about that one piece of equipment during designing.

Am I going to fool alot of people a lot of the time???? No. But I will fool enough that you aren't going to trust running into my urbies...is it packing the AC-10, AC-20, or SRM's...!?! Mix them up in your city defense force and people will be more cautious about attacking you...

Then I bring out the panthers, Hatchetmen, and blackjacks!


Anyway...

I am glad that you all are liking the designs.


FLUFF...FLUFF...FLUFF...FLUFF...FLUFF...FLUFF...FLUFF...FLUFF...FLUFF...FLUFF...

"I'm a doctor, not a writer Jim" Bones


[ This Message was edited by: House Calderon 1 on 2006-02-20 14:55 ]
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PostPosted: 20-Feb-2006 19:35    Post subject: RE: Urban mech Reply to topic Reply with quote

say fluff all you want..
just don't prance around Steve "the ape" Ballmer ok?

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Rudel Gurken
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PostPosted: 21-Feb-2006 09:59    Post subject: RE: Urban mech Reply to topic Reply with quote

Maybe try this:

Take a standard Urbie.
Rip out the AC/10.
Put in 2 (!) Large Lasers and 3 heatsinks!

You can run and fire 2 large lasers for 4 heat and next round you can fire 1 and run and cool down to 0.
I´ve shocked my players with this version!

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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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Sleeping Dragon
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PostPosted: 21-Feb-2006 15:15    Post subject: RE: Urban mech Reply to topic Reply with quote

Or use my MRM variant if you are not afraid of collateral damage and lvl 2 tech

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PostPosted: 21-Feb-2006 16:39    Post subject: RE: Urban mech Reply to topic Reply with quote

That's the best idea I've heard all day!

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PostPosted: 21-Feb-2006 16:42    Post subject: RE: Urban mech Reply to topic Reply with quote

I don't like it. Its only possible use is as an ambusher at close quarters. Anyone seeing it coming can easily stay out of range, and probably get some long-range shots in on it, even in a city. After all, those long roads are great firing lanes, and lots of times you have shots over level one buildings at targets in partial cover from a good distance off. The AC/10 helped compensate for the Urbie's lack of mobility by giving it a medium range shot...this does not have anything to offset its lack of mobility.

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PostPosted: 22-Feb-2006 00:13    Post subject: RE: Urban mech Reply to topic Reply with quote

You want more range?

BattleMech Technical Readout

Type/Model: Urbanmech UM-RIV
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 30 tons
Chassis: Republic-R Endo Steel
Power Plant: 60 Leenex XL 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 Arrow IV System
1 Small Laser
Manufacturer: Orguss Industries
Location: (Unknown)
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban

Urban defense requires heavy firepower. You'll be hard pressed to get heavier than this on a 30-ton chassis.

Type/Model: Urbanmech UM-RIV
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Endo Steel 14 1,50
(Endo Steel Loc: 6 LA, 6 LT, 2 RT)
Engine: 60 XL Fusion 12 1,00
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks: 10 Single 8 ,00
(Heat Sink Loc: 1 HD, 2 LT, 1 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: 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 Arrow IV System RA 10 5 16 16,00
(Ammo Locations: 1 RT)
1 Small Laser LA 1 1 ,50
2 Standard Jump Jets: 2 1,00
(Jump Jet Loc: 2 CT)
--------------------------------------------------------
TOTALS: 11 74 30,00
Crits & Tons Left: 4 ,00

Calculated Factors:
Total Cost: 2 314 325 C-Bills
Battle Value: 406
Cost per BV: 5 700,31
Weapon Value: 196 / 196 (Ratio = ,48 / ,48)
Damage Factors: SRDmg = 12; MRDmg = 12; LRDmg = 12
BattleForce2: MP: 2J, Armor/Structure: 2/1
Damage PB/M/L: 2/1/2, Overheat: 0
Class: ML; Point Value: 4
Specials: artA



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Rudel Gurken
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PostPosted: 22-Feb-2006 01:25    Post subject: RE: Urban mech Reply to topic Reply with quote

You are speaking of the 2 Large Laser variant?
My players didn´t think so! I blasted 2 mediums and a heavy with a lance of these!!
(Ok: i lost all Urbies in this fight )
They hadn´t have luck plus they had bad luck!

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