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Project Searam
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Vagabond
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PostPosted: 01-Jun-2003 18:22    Post subject: Project Searam Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Searam SRE-1
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 3, Custom design

Mass:          35 tons
Chassis:       Earthwerk SRE Standard
Power Plant:   105 General Motors I.C.E.
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    StarSlab/1 Standard
Armament:      
  2 Sperry Browning Machine Guns
  1 Armstrong J11 Autocannon/5
Manufacturer:  Majesty Metals and Manufacturing
  Location:    Canopus IV
Communications System:  Duotech 65
Targeting & Tracking System:  O/P 911

==Overview:==
All nations seek to increase there strengths, either technologicly, finacialy
or militarily. This was the reason the Searam Project was created.

==Capabilities:==
Since the fall of the Star League all who saught power knew one simple fact
Battlemechs where both a means and an end. Even small nations from far off 
places have dreams, one such nation is the Magistracy of Canopus. 

With hopes of creating jobs, increasing there technology, and reinforcing there
military the government established the Searam Project. A project that would
allow them to build larger battlemechs for there forces. The project hinged
around three things. cost, constructability, and maintainability.

This why the core of the Searam is an ICE Engine. Using the few long used 
Industrial Mechs they could aquire the government retro-engineered how the 
machines where powered, opperated, and constructed. These features form the
basic concept of the Searam.

Powered by a 105 GM ICE then 35 ton Searam is capable of speeds up to 54kph
Seen by some as to slow when compared against the Searams primary mission is
adiquete. The primary armerment is a left arm mounted Class 5 Auto-Cannon, 
co-axialed by a high speed Machine Gun. The seconday armerment is the right
mounted high speed Machine Gun.

In addition to 4 tons of Starslab/1 armor, the internal temperature is 
regulated by 3 tons of cooling equipment. This has shown to be enough to handle
the heat generated by the engine and main cannon.

Overall the Searam Project is a bold move by a nation with so few battlemech
construction factories.

AFTER ACTION NOTES:

The Searam has been a definate failure. Being outmanuvered by even light 
vehicles, and with armor to thin to stop anything heavier then a large laser
the project has been written off as a minuscual failure. All mechwarriors who
pilot the machine remark that it was a nice simple machine to opperate and 
maintain. But the vehicle couldn't stop even light fire without blowing up.
This when added to sub-standard weaponry for a battlemech this size results
an out matched unit.

Even thou these deficencies have been made clear, at less then 2 million each,
production pressess forward. With it's simplicity as its remaining advantage the
government is pushing forward with production at a rate up to 3 times that 
an equaly sized battlemech. Evidently the military plans to work on upgrading
the Searam while producing large quantities planning out number any invader
willing to attack them with mass formations, where the units deficencies can be
overcome.


==Variants:==
There are several field refits known at this time. This first is the removal
the right arm mounted machine gun and ammo for a flamer and ammo. Designate
the SRE-1F.

Another removes the co-axial machine gun and ammo for armor. This one has been
well recieved, do to the increased protection. Designated the SRE-1 Plus.

Another removes a ton of Auto-Cannon ammo for armor. This one has also been
well recieved, but reduces the types of munition types the unit can wield. 
Designated the SRE-1 Plus 2.

Another field refit is very rairly used, this one removes the Class 5 AC for a 
Class 2 AC. In addition the weapons ammo load is lightened by 2 tons. Easily
doubling the armor on the unit. Designated the SRE-1 Lite.

Several factory designs are being worked on. Like a version that uses a Class
10 AC, another imploying CASE, another using imported DHS. All trying to 
reduces the deficencies and make the Searam Successful.

--------------------------------------------------------
Type/Model:    Searam SRE-1
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Standard               0      3.50
Engine:        105 I.C.E.                    6      7.00
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:      3 Single                    3      3.00
 (Heat Sink Loc: 1 LT, 1 RT, 1 CT)
Gyro:                                        4      1.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA+H     15       .00
Armor Factor:   64 pts Standard              0      4.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             11          8      
   Center Torso (Rear):                  2      
   L/R Side Torso:            8        8/8      
   L/R Side Torso (Rear):              2/2      
   L/R Arm:                   6        5/5      
   L/R Leg:                   8        8/8      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 Machine Gun            RA      0  300      3      2.00
  (Ammo Locations: 1 LA, 1 RA)
1 Autocannon/5           LA      1   60      7     11.00
  (Ammo Locations: 3 LA)
1 Machine Gun            LA      0           1       .50
--------------------------------------------------------
TOTALS:                          1          44     35.00
Crits & Tons Left:                          34       .00

Calculated Factors:
Total Cost:        1,348,718 C-Bills
Battle Value:      301
Cost per BV:       4,480.79
Weapon Value:      95 / 95 (Ratio = .32 / .32)
Damage Factors:    SRDmg = 4;  MRDmg = 3;  LRDmg = 1
BattleForce2:      MP: 3,  Armor/Structure: 2/3
                   Damage PB/M/L: 1/1/1,  Overheat: 0
                   Class: ML;  Point Value: 3



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[ This Message was edited by: Vagabond on 2003-06-20 17:22 ]
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Vagabond
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PostPosted: 20-Jun-2003 04:36    Post subject: RE: Project Searam Reply to topic Reply with quote

not a single comment?

i thought i'd get atleast one or two.

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Jade_Dragon
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PostPosted: 20-Jun-2003 12:22    Post subject: RE: Project Searam Reply to topic Reply with quote

Missed the original post somehow...Good fluff!

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Sir Henry
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PostPosted: 20-Jun-2003 15:24    Post subject: RE: Project Searam Reply to topic Reply with quote

I like the Ac/2 Version the Best. I don't like using Clan Tech without an ample supply of replacements.

Maybe an LB-2X...



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Vagabond
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PostPosted: 20-Jun-2003 17:23    Post subject: RE: Project Searam Reply to topic Reply with quote

darn HMPro and it trimming text...

that should read Class 10 AC, not Cla 10 AC.

this mech in no way uses Clan Tech. I just use Class to make things sound better.

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one must work hard to cultivated the mind and body. and one must always cultivate the mind.
vagabond- the one armed mechwarrior

[ This Message was edited by: Vagabond on 2003-06-20 17:24 ]
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The Wrath
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PostPosted: 22-Jun-2003 15:37    Post subject: RE: Project Searam Reply to topic Reply with quote

I like the AC2 design. Of course, I have always prefered armor over firepower. Armor is what keeps you alive...

I like this though. The story was pretty cool.
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Vagabond
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PostPosted: 22-Jun-2003 17:30    Post subject: RE: Project Searam Reply to topic Reply with quote

Why thank you.

Ya, armor is good. The down side is lack of firepower to stop even very light vehicles. But ya get range.

Pack Hunters for sure.



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Sir Henry
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PostPosted: 23-Jun-2003 07:28    Post subject: RE: Project Searam Reply to topic Reply with quote

And using a LB-2X you can Crit hunt at Range....



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Vagabond
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PostPosted: 23-Jun-2003 15:46    Post subject: RE: Project Searam Reply to topic Reply with quote

yup, that would make an effective vehicle hunter cannon, but the only down side.... it would need to be imported.

so its a matter of will they or will they not. part of the project is the fact its all localy made, except for certain part imports for upgraded versions.

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Jade_Dragon
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PostPosted: 23-Jun-2003 17:50    Post subject: RE: Project Searam Reply to topic Reply with quote

Mixing the upgrade units with standard would be a good idea, even in small numbers, keeps the enemy guessing.

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Vagabond
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PostPosted: 24-Jun-2003 00:15    Post subject: RE: Project Searam Reply to topic Reply with quote

thats the plan. mass formations that make u go 'What?'

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Nightmare
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PostPosted: 24-Jun-2003 01:05    Post subject: RE: Project Searam Reply to topic Reply with quote

Weapons of Mass Annoyance

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PostPosted: 24-Jun-2003 02:12    Post subject: RE: Project Searam Reply to topic Reply with quote

I like that this design is under 2 million. Swarms of these mother****ers can be made.

I like the LB-X idea. Even my heavy would eventually fall to a swarm or crit seekers. Shudder. I hate crit seekers. They take all the fun out of having butt loads of armor.

On a side note, how much would you have to drop to mount TAG? I don't know how much TAG weighs in tonnage, so...
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Vagabond
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PostPosted: 24-Jun-2003 02:51    Post subject: RE: Project Searam Reply to topic Reply with quote

a single ton for tag.

lol.... WMA.

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PostPosted: 24-Jun-2003 03:03    Post subject: RE: Project Searam Reply to topic Reply with quote

Okay then, instead of that extra ton of armor on the AC2 version, my unit would mount TAG. We have 4 Arrow IV, and are going to add a 5th when the 2nd in command gets $40,000 for a King Crab.

I should show you my Crab variant. 'Tis a custom that mounts 2 Gauss, 1 Clan PPC and 1 Arrow IV. Maximum Armor. It's only a 3/5, but I've used it before. It's nasty because it can shoot when your out of Gauss range (Ala Arrow IV) and when you get close enough it can unload. 65 damage is nothing to laugh at. (45 from the 2 Gauss and PPC, 20 from the Arrow IV)
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