|
Mordel's Bar & Grill |
|
|
» |
View previous topic :: View next topic |
Author |
Message |
Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 206
|
Posted: 11-Mar-2024 05:34 Post subject: Drudge E6(ER Large Pulse) |
|
|
TRO: Drudge E6(ER Large Pulse) | BattleMech Technical Readout
Name/Model: Drudge E6(ER Large Pulse)
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: F
Tonnage: 100
Configuration: Biped OmniMech
Era/Year: Star League / 2780
Rules (Current): Experimental (Extinct)
Rules (Era): Unavailable
Rules (Year): Unavailable
Total Cost: 15,127,500 C-Bills
Battle Value: 2,420
Chassis: Standard
Power Plant: 300 Fusion
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
1 Large X-Pulse Laser
2 ER Large Lasers
2 Medium X-Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown with Advanced Targeting Computer
================================================================================================
Overview:
Do you ever look at a configuration and ask, "Who hurt you?" The E6 can be included in
that category. It's fairly obvious that the commander was done with dodgy fast things
existing near their battle lines.
Capabilities:
The E6 (ER Large Pulse) is several things. An example of stacking technology to achieve a
desired effect. Proof that sometimes it's better to tap into better quality tech. And a
Configuration that still falls short compared to other solutions to the same problem.
The effect to be achieved of course is enhanced accuracy as a counter to evasive targets.
The combination of pulse technology backed by a targeting computer is a well known solution.
What makes the E6 stand out is the use of Pulse Module technology to combine the benefits
of pulse technology with the performance enhancing benefits of longer range weapons.
Backing up the ER Large lasers is a set of Xpulse lasers. This beefs up the firepower as
the range closes and insures that the mechs firepower can't be totally neutered by the pulse
module's lower then preferred system reliability. TAG is included to assist in calling down
artillery on the targets position. Finally a C3 slave is included for the accuracy
improvement of a network.
The problem of course is that "Clan Tech" Large Pulse lasers exist. For less heat they get
more range and damage. You can even fit more of them on the mech. And they have the added
bonus of not breaking down randomly when you try to use them. Sure the resources required
to incorporate Pulse Module's is less, but the basic level of manufacturing tech is the same
either way.
Finally there is effectiveness. The alternative to accurate fire is "Dear gridsquare."
Filling the area an evading target is in with so much overpreasure and shrapnel they can't
hope to avoid it. Using artillery to invalidate subtlety is so ingrained in our doctrine
that even this configuration mounts a TAG, in the head as the final resort weapon, to direct
copperhead barrages. Or in dirrect fire a B1 (Thumper) configuration is expected to output
more damage over time in a longer range engagement. This number does start to shift if
combat becomes more of a medium range brawl, and there are times when the cost of collateral
damage is high enough it pays to bring the ammo home. So there is a niche for this
configuration. It's just rarely the first choice.
================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 10.00
Engine: 300 Fusion 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks (Double): 21 [42] 11.00
Gyro: XL 1.50
Cockpit: Standard 3.00
Armor Factor: 296 18.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (rear): 15
R/L Torso: 21 32
R/L Torso (rear): 10
R/L Arm: 17 34
R/L Leg: 21 37
================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
TAG H 1 1.00
Targeting Computer LT 6 6.00
2 ER Large Lasers w/ RISC LPM RA 6 12.00
Large X-Pulse Laser LA 2 7.00
2 Medium X-Pulse Lasers LA 2 4.00
C3 Slave RL 1 1.00
Jump Jet RL 1 2.00
2 Jump Jets LL 2 4.00
================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 53
TP: BM, SZ: 4, TMM: 1, MV: 6"j
Damage: (S) 4 / (M) 4 / (L) 2, OV: 1
Armor (A): 10, Structure (S): 8
Specials: C3S, ENE, MHQ1, OMNI, TAG
|
|
|
Back to top |
|
|
|
» |
All times are GMT-05:00 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|
|
|
|