Author Topic: Strange Days for a Heavy Mech  (Read 676 times)

wesharrisb

  • Lieutenant
  • *
  • Posts: 920
  • 8-Bit Battletech
Strange Days for a Heavy Mech
« on: 03 August 2017, 03:59:19 »
The STRNJ is something that doesn't quite fit in with most modern heavy designs, it lacks effective head dissipation while simultaneously having several high heat generating weapons. It also lacks effective speed to deal with faster mediums or heavies, while it can keep up with most heavies and assaults.
It has effective firepower, and a flexible weapons suite, but it lacks effective heat dissipation to survive the usage of all of the available weaponry.
Staggered firing patterns and limited usage of the available TSM will help to prevent most heat related issues from becoming terribly heavy.

Code: [Select]
SiTiReiNiJi STRNJ-0

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 15,186,500 C-Bills
Battle Value: 2,006

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Light Fusion Engine
Walking Speed: 43.2 km/h (54.0 km/h)
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    1  ER PPC
    1  Plasma Rifle
    1  LB 10-X AC
    1  MML-7
    1  Small X-Pulse Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 1 CT, 1 LT, 4 RT, 3 RA, 2 LL, 2 RL
Engine:             Light Fusion Engine          300                      14.50
    Walking MP: 4 (5)
    Running MP: 6 (8)
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
    TSM Locations: 2 LT, 2 RT, 2 RA
Armor:              Standard Armor               AV - 224                 14.00
    CASE II Locations: 1 LT                                                1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           25       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     12           23       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        3         7.00
LB 10-X AC                                   LA        2         6        11.00
Plasma Rifle                                 RT        10        2         6.00
MML-7                                        LT        4         4         4.50
Small X-Pulse Laser                          CT        3         1         1.00
@LB 10-X (Slug) (10)                         LA        -         1         1.00
@LB 10-X (Cluster) (10)                      LA        -         1         1.00
@Plasma Rifle (20)                           RT        -         2         2.00
@MML-7 (SRM) (14)                            LT        -         1         1.00
@MML-7 (LRM) (17)                            LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 20
4          3       3       2       0      3     1   Structure:  4
Special Abilities: TSM, CASEII, SRCH, ES, SEAL, SOA, FLK 0/0/0


Feign

  • Warrant Officer
  • *
  • Posts: 697
Re: Strange Days for a Heavy Mech
« Reply #1 on: 06 August 2017, 21:07:08 »
I gotta say, I really like this.  A good generalist without being completely overpriced, and it has some good firing options for going from cold to +9 heat in one turn.  5/8 with the bulk it can throw around is pretty respectable, and if it gets overheated, the slowing isn't really crippling.  The one criticism I might have is that with ERPPC in the arm, you can't punch with both hands and still keep heat up...  On the other hand, if you're punching, it's for 15 damage, which is better than the PPC would have given you, and the heat from the Plasma Rifle might be preferable when that close anyway.

To sum up, 10 out of 10, I'd pilot it but it's not unrealistic. ;D
All that is born dies,
All that is planned fails,
All that is built crumbles,
But memories continue on,
And that is beautiful.

wesharrisb

  • Lieutenant
  • *
  • Posts: 920
  • 8-Bit Battletech
Re: Strange Days for a Heavy Mech
« Reply #2 on: 08 August 2017, 00:09:09 »
Appreciated. It's something I'd been playing with in my head all summer. Works well enough in MM.
I generally didn't use it for punching, more along the lines of staying within the SR bracket of the main weaponry.