Author Topic: Scarabus- Heavy Laser refit  (Read 550 times)

mbear

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Scarabus- Heavy Laser refit
« on: 10 January 2020, 10:28:14 »
I'm not sure if I want to use Double Heat Sinks on this or not. As it stands firing one medium will allow the TSM to activate, but 20 heat from firing all the weapons will be a pain if you want to manage the TSM.


Scarabus SCB-9Thr

Mass: 30 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 3054
Dry Cost: 6,176,820 C-Bills
Total Cost: 6,176,820 C-Bills
Battle Value: 994

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
    2  (CL) Heavy Medium Lasers
    2  (CL) Heavy Small Lasers
    1  Hatchet
    1  Guardian ECM Suite
    1  TAG
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
This Dark Age refit of the 9T replaces the standard IS lasers with Heavy Lasers sourced
from Clan Sea Fox. The relative inaccuracy of the lasers is offset by the close range
needed to operate the TSM and Hatchet.

To make room for the bulkier lasers, engineers had to replace the Ferro-Fibrous armor
with Light Ferro-Fibrous armor. Though this reduces protection slightly, it allows the
Scarabus to retain its extensive electronics suite.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    51 points                1.50
    Internal Locations: 4 LT, 4 RT, 1 LA, 1 RA, 2 LL, 2 RL
Engine:             XL Engine                    300                       9.50
    Walking MP: 10
    Running MP: 15
    Jumping MP: 0
Heat Sinks:         (IS) Single Heat Sink        10                        0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA+LA+H
    TSM Locations: 2 LT, 2 RT, 1 LA, 1 RA
Armor:              Light Ferro-Fibrous          AV -  93                  5.50
    Armor Locations: 1 RT, 2 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     10           12       
                                 Center Torso (rear)                  4         
                                           L/R Torso     7            10       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     5            9         
                                             L/R Leg     7            11       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Hatchet                                      RA        -         2         2.00
2 (CL) Heavy Medium Lasers                   LA        14        4         2.00
2 (CL) Heavy Small Lasers                    LA        6         2         1.00
Guardian ECM Suite                           CT        0         2         1.50
TAG                                          HD        0         1         1.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 10
10         2       2       0       0      1     0   Structure:  1
Special Abilities: TSM, MEL, ECM, TAG, ENE, SRCH, ES, SEAL, SOA
« Last Edit: 28 October 2020, 09:04:48 by mbear »
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

 

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