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the Urbanmech MK II
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Raven!
Clan Snow Raven
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PostPosted: 04-Jun-2002 20:53    Post subject: the Urbanmech MK II Reply to topic Reply with quote

BattleMech Technical Readout

Type/Model: Urbanmech Mk II UM-R60 MK2
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 45 tons
Chassis: Republic-R Standard
Power Plant: 90 DAV 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 Defiance Disintegrator Ultra AC/20
1 Martell Small Pulse Laser
2 Mydron Minigun Machine Guns
Manufacturer: Orguss Industries
Location: (Unknown)
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban

==Overview:==
The UrbanMech is a classic city defense unit, and has been seen in countles
cities and garrisons across the Inner Sphere. When House Liao asked Orguss
Industries for an upgrade, with the rediscovery of the Star League Memory C
they scrambled to quickly find one, knowing that the Cappellen Confederatio
was desperate for refits.

Now, with more leisure time and the ability to retool and make new factory
lines, Orguss Industries would like to unviel the latest in UrbanMech
technology, the UrbanMech Mk II.

==Capabilities:==
At fourty five tons the Urbanmech Mk II adds a total of 15 tons of equipmen
and power to the machine. All of this is because of the upgrade in Autocann
Rather then the old Imperator B Autocannon, Orguss has decided that there i
far more deadly weapon that the Urbanmech line can carry: the Defiance
Disintigrator Ultra AC/20.

The sheer power and destructive might of this weapon, not to mention the ne
30 rounds of ammunition enough for two and half minutes of sustained fire a
maximum output, made it a must for city defense units everywhere. One
engineer, when asked "What do you think of this firepower?" merely started
drooling and giggling madly. It is apparant, from the start, that the Mk II
destined for destruction.

Anti-infantry abilities have also been considered with the inclusion of two
machine guns, both mounted in the ample room of the torsos. These guns have
around 50 bursts of fire for each gun, more then enough to fend off infantr
and armor attack. As a final percaution the Mk II upgrades the Small Laser
Small Pulse Laser. With ten double heat sinks there is more then enough fir
power to be spread around.

Everything else about the Urbanmech, the speed and jumping abilities has be
left untouched. Many consider this a shame, noting that a machine with a ta
bit more speed would truly be deadly. Orguss says the UrbanMech is deadly a
is, and if used correctly. With almost a full load of armor to protect it,
UrbanMech can opperate quite successfully.

Needless to say House Liao, long known to have deployed the original Autoca
20 UrbanMech, have been drooling over this new design. Many expect that all
major cities will be protected by Mk II urbanmechs by the end of the year.

==Deployment==
Currently only House Liao and the Taurian Concordat have deployed the Mk II
any numbers. Both are expected to make great use of the design however, and
sightings of the unit in larger numbers should be expected.

--------------------------------------------------------
Type/Model: Urbanmech Mk II UM-R60 MK2
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Standard 0 4.50
Engine: 90 6 3.00
Walking MP: 2
Running MP: 3
Jumping MP: 2
Heat Sinks: 10 Double [20] 21 .00
(Heat Sink Loc: 3 LA, 3 LT, 1 RT)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 136 pts Standard 0 8.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 17
Center Torso (Rear): 6
L/R Side Torso: 11 15/15
L/R Side Torso (Rear): 5/5
L/R Arm: 7 12/12
L/R Leg: 11 20/20

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Ultra AC/20 RA 8 30 16 21.00
(Ammo Locations: 6 RT)
1 Small Pulse Laser LA 2 1 1.00
1 Machine Gun RT 0 100 2 1.00
(Ammo Locations: 1 RT)
1 Machine Gun LT 0 1 .50
CASE Equipment: RT 1 .50
2 Standard Jump Jets: 2 1.00
(Jump Jet Loc: 2 CT)
--------------------------------------------------------
TOTALS: 18 71 45.00
Crits & Tons Left: 7 .00

Calculated Factors:
Total Cost: 2,778,200 C-Bills
Battle Value: 952
Cost per BV: 2,918.28
Weapon Value: 347 / 347 (Ratio = .36 / .36)
Damage Factors: SRDmg = 25; MRDmg = 5; LRDmg = 0
BattleForce2: MP: 2J, Armor/Structure: 3/4
Damage PB/M/L: 5/3/-, Overheat: 0
Class: MM; Point Value: 10


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Vagabond
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PostPosted: 04-Jun-2002 20:55    Post subject: the Urbanmech MK II Reply to topic Reply with quote

OMG
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Nightmare
Lyran Alliance
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PostPosted: 05-Jun-2002 03:10    Post subject: the Urbanmech MK II Reply to topic Reply with quote

Argh! How much like the original does it look anyway?

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chihawk
Clan Blood Spirit
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PostPosted: 05-Jun-2002 06:18    Post subject: the Urbanmech MK II Reply to topic Reply with quote

Not that far off, it keeps the same "spirit".

I usually say "don't mess with my Urbie", but I really like this one

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CampingCarl
Free Worlds League
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PostPosted: 05-Jun-2002 08:23    Post subject: the Urbanmech MK II Reply to topic Reply with quote

Well I like it. Gives it more urban firepower.
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RFalcon
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PostPosted: 05-Jun-2002 12:40    Post subject: the Urbanmech MK II Reply to topic Reply with quote

Okay, maybe it's just me, but I would think that if they remade the UrbanMech you should put Stealth Armor on that puppy. The whole point of the urban mech is to fight in close spaces, where it can hide easily... and the stealth armor would help that hiding alot.
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CampingCarl
Free Worlds League
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PostPosted: 05-Jun-2002 15:15    Post subject: the Urbanmech MK II Reply to topic Reply with quote

But doesnt Stealth Armor only work at longer ranges. I think the profile is more important. For example since the mech is built with little area to hit should have a +1 on the to-hit roll. Urbanmechs + bushwackers are good examples of this.
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blabMOXkd
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PostPosted: 05-Jun-2002 20:19    Post subject: the Urbanmech MK II Reply to topic Reply with quote

The +1 is sort of a size modifier... The smaller, the harder to hit... the bigger, the easier to hit?

I like the concept, but that's not gonna happen.

Overall, it looks like the Urban's evil twin.


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CampingCarl
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PostPosted: 06-Jun-2002 14:05    Post subject: the Urbanmech MK II Reply to topic Reply with quote

I was referring to the Urbanmech fluff saying it was designed to be harder to hit.
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Old Dog
Capellan Confederation
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PostPosted: 09-Jun-2002 12:45    Post subject: the Urbanmech MK II Reply to topic Reply with quote

Huh.

At the core, I wanna go after you with a rolled up newspaper, and shout, "Leave my Urbie alone!!" ...

But you know what?

This thing ain't half bad.

Huh.

If I can dig it out, I'll see if I can snag my Urbie Mod for Liao, and bounce that one off of y'all. We might get this hammered out yet.

-- Old Dog, Rubbermaid Brigade ... forever!
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Horhiro
Draconis Combine
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PostPosted: 10-Jun-2002 15:48    Post subject: the Urbanmech MK II Reply to topic Reply with quote

Urbie-Fanatics Unite!

Question: What do you call it when my Urbie gets up with one leg previously blown off?


Answer: Your imminent doom!


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