This is an attempt to explore some alternate heat sink rules. Please see
this topic for more.
Thunderbolt TDR-5S
Base Tech Level: Special HS Rules
Weight: 65 tons
BV: 1,335
Cost: 5,413,760 C-bills
Source: TRO 3039 - Age of War
Role: Brawler
Movement: 4/6
Engine: 260
Heat Sinks: 15
Gyro: Standard Gyro
Internal: 104
Armor: 208/211
Internal Armor
----------------------------------------
Head 3 9
Center Torso 21 30
Center Torso (rear) 11
Right Torso 15 24
Right Torso (rear) 6
Left Torso 15 24
Left Torso (rear) 6
Right Arm 10 20
Left Arm 10 20
Right Leg 15 29
Left Leg 15 29
Weapons Loc Heat
-------------------------
Machine Gun LA 0
Machine Gun LA 0
Large Laser RA 8
Medium Laser LT 3
Medium Laser LT 3
Medium Laser LT 3
LRM 15 RT 5
SRM 2 RT 2
Ammo Loc Shots
------------------------------
Machine Gun Ammo LA 200
SRM 2 Ammo RT 50
LRM 15 Ammo CT 8
LRM 15 Ammo CT 8
Heat Sinks Loc
----------------------
2 Heat Sinks RA
2 Heat Sinks LA
4 Heat Sinks RT
2 Heat Sinks LT
2 Heat Sinks RL
2 Heat Sinks LL
Heat Sink H
It's a brawler, so it's gonna get in close. HS placement was across the board to help pad things out, especially the ammo - the LA has a 1/9 chance of striking the ammunition, while the RT has the same. As well, a couple extra HS pad out the lasers, giving the LT a little more structure to absorb crits from going inwards. It doesn't do much that's special, since it's SHS only, but filling it all the HS definitively improves survival without changing numbers at all. Perhaps BV will need to be adjusted slightly, because of that survival change, but that would apply to all designs.
Introducing XL HS instead of the much larger DHS changes things for 3050 drastically.
Thunderbolt TDR-7M
Base Tech Level: Special HS Rules
Weight: 65 tons
BV: 1,495
Cost: 6,093,560 C-bills
Source: Clan Invasion
Role: Brawler
Movement: 4/6
Engine: 260
Double Heat Sinks: 15 [30]
Gyro: Standard Gyro
Internal: 104
Armor: 206/211 (Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 21 30
Center Torso (rear) 11
Right Torso 15 24
Right Torso (rear) 6
Left Torso 15 24
Left Torso (rear) 6
Right Arm 10 20
Left Arm 10 20
Right Leg 15 28
Left Leg 15 28
Weapons Loc Heat
---------------------------
Machine Gun LA 0
Machine Gun LA 0
ER Large Laser RA 12
Medium Laser LT 3
Medium Laser LT 3
Medium Laser LT 3
Streak SRM 2 LT 2
LRM 15 RT 5
Ammo Loc Shots
-------------------------------
LRM 15 Ammo LT 8
LRM 15 Ammo LT 8
Machine Gun Ammo LT 200
Streak SRM 2 Ammo RT 50
Equipment Loc
----------------
CASE LT
CASE RT
Heat Sinks Loc
----------------------
5 Heat Sinks LA
6 Heat Sinks RT
3 Heat Sinks LT
Heat Sink CT
Pulling the 5 DHS from the TDR-7M is easy enough. It's got a total of 16 critical slots left over, which is enough for 15 of its SHS, or 14 plus two XLFE. You'd have to pull the FF armor to get extra crit slots, which cuts you down 1.5 tons for the same protection with standard plate. But, if you switch to all-XLFE, you can just barely cram in 30 of them for some pretty solid heat dissipation - there's 16 crits before you remove the 14 for FF, and it just nicely fits the original profile as well as ends up with 208 points of armor and being fully critpacked.
I should fill out some blank RS to really show how this works.