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Ogre8472 Clan Wolf Point Commander
Joined: 13-Jul-2019 11:56 Posts: 46 Location: United States
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Posted: 08-Feb-2020 13:19 Post subject: Mr Chop Axman |
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TRO: Mr Chop Axman | BattleMech Technical Readout
Name/Model: Mr Chop Axman
Designer: Ogre8472
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 65
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3059
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 11,939,510 C-Bills
Battle Value: 1,470
Chassis: Darwinion
Power Plant: Magna-C 260 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: HildCo Model 12
Jump Capacity: 120 meters
Armor: Kallon Unity Weave with CASE
Armament:
1 Diverse Optics Type 30P Large Pulse Laser
2 Holly Mk II Streak SRM 6s
2 Contraband Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Johnston Wide Band with Guardian ECM Suite
Targeting & Tracking: Randar Pinpoint-HY
================================================================================================
Overview:
The 2n is a commonly known Axman that sees most of its duties as a long range support unit.
The 2N1 bring this mech back to its comfort zone of close ranged combat. While maintaining
the original speeds and jump distance the 2N1 upgrades its protection to 13 tons of Kallon
Unity Weave standard armor allowing this heavy to go toe to toe with many assault mechs and
survive the encounter.
Capabilities:
The 2N1 variant of the Axman, introduced in the late 3040s, has been called a mistake by
some and a stroke of genius by others. The 2N carries two LRM-15 launchers in place of the
massive Autocannon/20 as the autocannon often jammed on early models. The 2N1 substitutes
the 2 LRM 15s for 2 Streak 6 launchers and an Enhanced Guardian ECM. While this keeps the
'Mech's role as a city fighter it also allows the Axman to be a close support 'Mech that can
defend itself with its massive Hatchet at ranges where its lance mates are ineffective if an
enemy is to close.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 6.50
Engine: 260 XL 7.00
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 208 13.00
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 32
Center Torso (rear): 7
R/L Torso: 15 24
R/L Torso (rear): 6
R/L Arm: 10 20
R/L Leg: 15 30
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
2 Jump Jets CT 2 2.00
CASE RT 1 0.50
Guardian ECM Suite RT 2 1.50
Jump Jet RT 1 1.00
Streak SRM 6 RT 2 4.50
Streak SRM 6 (Ammo 30) RT 2 2.00
CASE LT 1 0.50
Jump Jet LT 1 1.00
2 Medium Lasers LT 2 2.00
Streak SRM 6 LT 2 4.50
Streak SRM 6 (Ammo 15) LT 1 1.00
Hatchet RA 5 5.00
Large Pulse Laser LA 2 7.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 37
TP: BM, SZ: 3, TMM: 1, MV: 8"j
Damage: (S) 4 / (M) 4 / (L) 0, OV: 1
Armor (A): 7, Structure (S): 3
Specials: CASE, ECM, MEL
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