Author Topic: Bane 3S  (Read 262 times)

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Bane 3S
« on: 17 January 2024, 09:08:58 »
The Bane 3S is a straightforward Streak refit of the Bane 3 as mentioned here.  It can deal up to 100 points of damage at long range, substantially superior to the Bane 3's expected ~72.  Primarily, this is an illustration of the Streak-5, which can be thought of a double weight long range clan ERSL.

Note also that there is room for improvement---there are 10 free criticals left.

Code: [Select]
Kraken (Bane) 3S

Mass: 100 tons
Chassis: Type AXT, Mk. XX
Power Plant: Fusion 300 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Forging C745
Armament:
     20 Streak LRM 5
     1 Streak SRM 2 (I-OS)
Manufacturer: Tokasha MechWorks Alpha, Olivetti Weapons
     Primary Factory: Tokasha, Sudetan
Communication System: JNE Integrated
Targeting & Tracking System: Series VI TTS
Introduction Year: 3060
Tech Rating/Availability: F/X-X-F-E
Cost: 24,344,000 C-bills

Overview
The Bane is a BattleMech that is based upon a Star League prototype that was never put into production. Tagged the Kraken by Inner Sphere forces who opposed it.

Capabilities
The Bane was first built in 2827. It was originally a significant part of many Clan toumans, but was gradually relegated to second-line status following the introduction of the OmniMech. As such, it is still critical to many defensive units. The design uses a lightweight XL Engine so that it can mount the arsenal that it does. Nineteen tons of armor protects this venerable assault 'Mech.

Deployment
This design changes the weapons configuration totally. Twenty Streak-5 provide fire support, while ten tons of ammunition proves sufficient for the design. A One-Shot Streak SRM-2 provides one-time close support. Fifteen double heat sinks are up to the task of keeping the design cool with typical rates of Streak fire.

Type: Kraken (Bane)
Technology Base: Clan (Standard)
Tonnage: 100
Battle Value: 3,115

Equipment                                          Mass
Internal Structure                                   10
Engine                        300 XL                9.5
Walking MP: 3
Running MP: 5
Jumping MP: 0
Double Heat Sink              15 [30]                 5
Gyro                                                  3
Cockpit                                               3
Armor Factor                  304                    19

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            31        46   
     Center Torso (rear)               13   
     R/L Torso               21        32   
     R/L Torso (rear)                  10   
     R/L Arm                 17        34   
     R/L Leg                 21        42   


Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                  Location  Critical   Heat    Tonnage
Double Heat Sink             CT        2        -       1.0   
Streak LRM 5 Ammo (120)      RT        5        -       5.0   
CASE                         RT        0        -       0.0   
Double Heat Sink             RT        2        -       1.0   
10 Streak LRM 5              LA        10       2       20.0 
Streak LRM 5 Ammo (120)      LT        5        -       5.0   
CASE                         LT        0        -       0.0   
Double Heat Sink             LT        2        -       1.0   
2 Standard                   HD        0        -       0.0   
Streak SRM 2                 HD        1        2       0.5   
10 Streak LRM 5              RA        10       2       20.0 

Features the following design quirks: Extended Torso Twist, Protected Actuators

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6959
Re: Bane 3S
« Reply #1 on: 17 January 2024, 12:15:52 »
I gave it a TC'd ERLL. If the LRMs have a TN of 8+ the expected heat (and given the number of launchers the number of locks will be pretty consistent) is low enough to fire the ERLL with no trouble.

Code: [Select]
Bane SLRM

Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3070
Cost: 24,470,000 C-Bills
Battle Value: 3,393

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    1  ER Large Laser
    20  Streak LRM-5s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   152 points                5.00
    Internal Locations: 2 LT, 1 RT, 2 LL, 2 RL
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 1 CT, 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 296                 18.50
    CASE Locations: LT, RT                                                 0.00
    CASE II Locations: 1 LT, 1 RT                                          1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           46       
                                 Center Torso (rear)                  15       
                                           L/R Torso     21           32       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     17           34       
                                             L/R Leg     21           37       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               HD        12        1         4.00
Targeting Computer                           RT        -         1         1.00
10 Streak LRM-5s                             RA        20        10       20.00
10 Streak LRM-5s                             LA        20        10       20.00
@Streak LRM-5 (120)                          RT        -         5         5.00
@Streak LRM-5 (120)                          LT        -         5         5.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 34
3          8       8       8       0      4     4   Structure:  5
Special Abilities: CASEII, CASE, SRCH, ES, SEAL, SOA

Lagrange

  • Lieutenant
  • *
  • Posts: 1419
Re: Bane 3S
« Reply #2 on: 17 January 2024, 13:32:45 »
I gave it a TC'd ERLL. If the LRMs have a TN of 8+ the expected heat (and given the number of launchers the number of locks will be pretty consistent) is low enough to fire the ERLL with no trouble.
Endo+ERLL+TC, very nice.  That's 110 damage (10 with a TC) at long range with expected heat 0 if you stand still.

Other options:
Endo+2 Streak-5s + Ammo.  Another path to 110 damage at long range.

You could probably even get away with +Endo-3 DHS+4 Streak 5s. That would leave you with 24 Streak 5s vs 12 DHSs.  The ammo would be a little light but inflicting 1200 damage before you go dry is ok in most circumstances.  That would be 120 damage at long (and short) range and not overheat on an 8+ target number.  My favorite way to create a larger target number at short range is to add +3 via Called Shot[High] which puts damage on the shot from above table.

I'm not sure you can reasonably go above 120 damage/round?