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Knightmare Alt Config A
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Ruger
Lyran Alliance
Hauptmann General
Hauptmann General


Joined: 04-Feb-2002 00:00
Posts: 2039

PostPosted: 28-Jan-2024 10:01    Post subject: Knightmare Alt Config A Reply to topic Reply with quote

TRO: Knightmare Alt Config A
                 BattleMech Technical Readout

Name/Model:         Knightmare Alt Config A
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            50
Role:               Missile Boat
Configuration:      Biped OmniMech
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         14,636,094 C-Bills
Battle Value:       2,268

Chassis:              Endo Steel
Power Plant:          350 XL
Walking Speed:        75.6 kph  
Maximum Speed:        118.8 kph 
Jump Jets:            Standard
    Jump Capacity:    150 meters
Armor:                Ferro-Fibrous with CASE II
Armament:             
    2 LRM 15s
    2 ER Medium Lasers
    1 ER Small Laser
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    By 3145, the Touman of Clan Hell?s Horses had become decidedly heavyweight, as the clan was
    producing a large assortment of heavy and assault-weight ?Mechs. They still made several
    light and medium weight designs as well, but a large number of the latter were more on the
    low side of ground speed and mobility. While their forces did contain several good high end,
    highly mobile medium-weight designs, several of these had to be purchased for the likes of
    Clan Sea Fox or won through Trials of Possession. Wanting a high-end rugged, yet versatile,
    medium OmniMech to call their own, the project that would eventually culminate in the
    Knightmare was begun.

Capabilities:
    Wanting a design that was similar to, if not a virtual cross-design of the Clan Sea Fox
    Mongrel (Grendel) and Clan Fire Mandrill?s Crimson Langur, a conscious decision was made to
    base the design more on the latter, but with some design elements of the former included.
    The result was a rugged machine that is easy to maintain, and whose excellent communications
    package allows it to excel as a command machine in a battle line outfit or as a heavy recon
    unit, plus multiple roles in between. It also didn?t hurt in the minds of many that the
    general appearance of the unit hints to the ?knight? piece in the millennia old game of
    chess.
    
    Starting out with a base endo-steel framework, and wrapping it in 8.5 tons of ferro-fibrous
    armor saves as much weight as possible while also providing nearly maximum protection to the
    50 ton machine. While some armor was removed from the legs in comparison to its parent
    design, the loss was deemed acceptable to gain extra pod space. The Crimson Langur?s type
    350 extra-light engine was also retained, giving the design ground speed in excess of most
    machines above its mass, and even overmatching many below.
    
    17 tons of pod space allows for a varied payload when using clan tech, and most of the
    designed configurations reflect this. Most tend to rely on a heavy selection of energy-based
    weapons, supported by missile launchers, but there are a few models that make use of
    autocannons as well, and some even use the best weapons and equipment available from the
    Inner Sphere as the clans have learned that some advancements made by the spheroids rival,
    if not exceed their own.

Deployment:
    Beginning deployment just before Clan Hell?s Horses learned of Clan Wolf?s successful
    challenge for the title of IlClan, the Knightmare (named after both the chess piece it
    resembles and the mythological flaming equine from hell) has begun to be sent to worthy
    ristars in many units, and it seems that clan leadership intends for the design to see
    widespread deployment once more of the OmniMech is available.

Variants:
    Alternate Configuration A of the Knightmare is also a cross between its parent designs first
    alternate configurations. The primary firepower comes from two 15 packs of Long-range
    missiles, each equipped with two tons of reloads. Backing these launchers are a pair of
    extended range medium lasers, in turn backed by a smaller extended range laser mounted in
    the center torso. The ammunition is again protected by enhanced CASE systems. The jump jets
    mounted on the design do not allow leaps as far as the Grendel, but are far superior to
    their lack on the Crimson Langur.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 2.50                     
Engine:                                       350 XL                  15.00                     
    Walking MP:                                 7                                               
    Running MP:                                 11                                              
    Jumping MP:                                 5                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  163                     8.50                     
    Type:                                 Ferro-Fibrous                                         

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      16             24       
    Center Torso (rear):                               8       
    R/L Torso:                         12             18       
    R/L Torso (rear):                                  6       
    R/L Arm:                            8             16       
    R/L Leg:                           12             21       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser                                            CT                1          0.50             
Jump Jet                                                  CT                1          0.50             
CASE II                                                   RT                1          0.50             
2 Jump Jets                                               RT                2          1.00             
LRM 15 (Ammo 16)                                          RT                2          2.00             
CASE II                                                   LT                1          0.50             
2 Jump Jets                                               LT                2          1.00             
LRM 15 (Ammo 16)                                          LT                2          2.00             
ER Medium Laser                                           RA                1          1.00             
LRM 15                                                    RA                2          3.50             
ER Medium Laser                                           LA                1          1.00             
LRM 15                                                    LA                2          3.50             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 50
TP: BM,  SZ: 2,  TMM: 3,  MV: 14"/10"j
Damage: (S) 4 / (M) 4 / (L) 2,  OV: 0
Armor (A): 5,  Structure (S): 3
Specials: CASEII, IF2, JMPW1, LRM2/2/2, OMNI
		
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