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RJN101-B Raijin
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Kraken
Federated Suns
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PostPosted: 04-Oct-2009 21:50    Post subject: RJN101-B Raijin Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Raijin RJN101-B
Tech:          Inner Sphere / 3058
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          50 tons
Chassis:       Krupp 200 Endo Steel
Power Plant:   300 Vlar XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     6 Rawlings 60 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type:    Krupp 200 Standard
Armament:      
  4 Medium Lasers
  1 ER PPC
  1 Streak SRM 4
Manufacturer:  Krupp Armaments Works
  Location:    Germany, Terra
Communications System:  Exeter Longscan 200
Targeting & Tracking System:  Garret T12A

------------------------------------------------------------------------------
==Deployment==
    Most of the Raijins built so far have been shipped to ComStar's Eighth
Army and deployed in the 85th and 167th Divisions.

--------------------------------------------------------
Type/Model:    Raijin RJN101-B
Mass:          50 tons

Equipment:                                 Crits    Mass
Int. Struct.:  83 pts Endo Steel            14      2.50
 (Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Engine:        300 XL Fusion                12      9.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   6
Heat Sinks:     12 Double [24]               0      2.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:  161 pts Standard              0     10.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             16         22      
   Center Torso (Rear):                  8      
   L/R Side Torso:           12      17/17      
   L/R Side Torso (Rear):              6/6      
   L/R Arm:                   8      15/15      
   L/R Leg:                  12      23/23      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
2 Medium Lasers          LA      6           2      2.00
1 ER PPC                 RT     15           3      7.00
1 Streak SRM 4           CT      3   50      3      5.00
  (Ammo Locations: 2 LT)
CASE Equipment:          LT                  1       .50
6 Standard Jump Jets:                        6      3.00
 (Jump Jet Loc: 1 LT, 1 RT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS:                         30          64     50.00
Crits & Tons Left:                          14       .00

Calculated Factors:
Total Cost:        10,080,000 C-Bills
Battle Value:      1,392
Cost per BV:       7,241.38
Weapon Value:      1,315 / 1,245 (Ratio = .94 / .89)
Damage Factors:    SRDmg = 25;  MRDmg = 9;  LRDmg = 4
BattleForce2:      MP: 6J,  Armor/Structure: 4/2
                   Damage PB/M/L: 4/3/1,  Overheat: 1
                   Class: MM;  Point Value: 14


Nothing really behind this one; I just felt like tinkering with the design.

A pet peeve of mine in regards to BTech is the perpetual absence of hands on mechs. If a mech in question is meant to have the "stubby" arm option wherein you merely have the shoulder and upper arm actuators, that's fine as long as each arm has weapons; under the rules, the arms can be flipped to the rear. But if you've got a stub arm and no weapons, however, then IMHO unless you're critically short on crit spaces you may as well give the mech a hand in the most literal sense of the phrase.

On top of that, the Raijin had a massive heat problem and thin armor for a combat unit. With this, I added two more heat sinks and re-balanced the weapons load so that the heat issue wasn't as crippling a factor (so long as the pilot is mindful of range brackets, things will be OK) and took the armor to almost maximum.
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Karagin
Imperial Karagin Army
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PostPosted: 04-Oct-2009 23:03    Post subject: RJN101-B Raijin Reply to topic Reply with quote

Overall nice re-fit. I too have tinkered with this mech, going several different directions. I do like your brackets with this one both by having the player keep track of heat better and allowing them to do the range fire deal as well.

Nice work.
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Stinger
The Knights of Chaos
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PostPosted: 28-Oct-2009 00:20    Post subject: RJN101-B Raijin Reply to topic Reply with quote

Nice mod. I love this mech for some reason, maybe its just the look but I do usually change the weapons as well. Maybe Ill see if I can dig up my version. I had my computer with all my designs and my copy of HMPro fry after the move.
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Winters
Draconis Combine
Hojuhei


Joined: 30-Oct-2009 07:27
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PostPosted: 02-Nov-2009 02:57    Post subject: RJN101-B Raijin Reply to topic Reply with quote

A most excellent refit!
One thing though and I could be mistaken as I am a bit rusty with the game but I believe what you have down for armor is wrong.

The distribution is correct and does add up to 161 but 10.5 tons of armor should equal 168 points right? Unless you meant to put 9 tons of ferro fibrous rather than the 10.5 standard. I think that would total the 161 but in that case, both the armor weight and type would need to be changed.

That being said, I love the additional protection and agree that the heat management looks so much more attractive ^^

On a final note, I agree with your comment about mechs having hands. I bet some company could make a huge profit by designing generic arms and hands for each weight category.
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Sleeping Dragon
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PostPosted: 02-Nov-2009 14:57    Post subject: RJN101-B Raijin Reply to topic Reply with quote

He's correct. A 'Mech can have two APs per point of internal structure and three more for the head (to make it 9 total). This chassis can have only 161 APs, the remainder is simply lost. I'd rather drop 1 AP and get something more useful, like CASE.
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Kraken
Federated Suns
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PostPosted: 02-Nov-2009 22:23    Post subject: RJN101-B Raijin Reply to topic Reply with quote

I'll have to pull the specs up in the morning, but IIRC I was running a deficit on something (either heat sink capacity or crit space) and so ended up putting that little bit into armor to soak up that excess weight.
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Winters
Draconis Combine
Hojuhei


Joined: 30-Oct-2009 07:27
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PostPosted: 03-Nov-2009 02:11    Post subject: RJN101-B Raijin Reply to topic Reply with quote

Ok I see now. Thanks a bunch for the clarification.
Gives me the inspiriation for a nice C3i unit. Switch to ferro fibrousand remove both a ton of ammo and CASE to make room for the network. Hopefully the loss of that extra ammo will mitigate the loss of CASE(meaning I hope the mech will survive long enough to run it's bin dry) but the risk is always scary. Hhhhhmmmm.... I wonder if that's really a good idea. Confused
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Sleeping Dragon
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PostPosted: 03-Nov-2009 12:20    Post subject: RJN101-B Raijin Reply to topic Reply with quote

hehee... pulse lasers are always good critsoaking thingies, especially if you have the speed to use them.

My personal mod for this thing would drop the streak SRM and downgrade the SRM 6 to SRM 4. Install C3i, one ton of FF armour and perhaps drop one laser for some electro thingy like GECM or BAP...

Aside from that the Raijin II modification has been included in the TRO 3055 Upgrades. A good place to go, if you are looking for a tougher variant of this machine.
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