Question: why no AMS?
Missile hits are one of the major sources of mobility kills; if you're going the quality route, why not add one in? Maybe drop the two ERMLs for an MPL, and can the extra heat sinks?
W.
an excellent point...
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Nirrti
Tech: Clan / 3060
Config: Tracked Vehicle
Rules: Level 3, Standard design
Mass: 55 tons
Power Plant: 330 XXL Fusion
Cruise Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Armor Type: Ferro-Fibrous
Armament:
1 LB 10-X AC
2 Small Pulse Lasers
1 Anti-Missile System
1 Adv. Tact. Msl. 3
1 Active Probe
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Nirrti
Mass: 55 tons
Equipment: Items Mass
Int. Struct.: 30 pts Standard 0 5.50
Engine: 330 XXL Fusion 2 8.50
Shielding & Transmission Equipment: 0 4.50
Cruise MP: 6
Flank MP: 9
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 3.00
Crew: 4 Members 0 .00
Turret Equipment: 0 1.50
Armor Factor: 211 pts Ferro-Fibrous 1 11.00
Internal Armor
Structure Value
Front: 6 50
Left / Right Sides: 6 42/42
Rear: 6 27
Turret: 6 50
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 LB 10-X AC Turret 0 30 2 13.00
2 Small Pulse Lasers Turret 4 2 2.00
1 Anti-Missile System Body 0 24 2 1.50
1 Adv. Tact. Msl. 3 Turret 0 40 2 3.50
1 Active Probe Front 0 1 1.00
1 C.A.S.E. Equipment Body 0 .00
--------------------------------------------------------
TOTALS: 4 12 55.00
Items & Tons Left: 4 .00
Calculated Factors:
Total Cost: 39,575,375 C-Bills
Battle Value: 841
Cost per BV: 47,057.52
Weapon Value: 759 / 759 (Ratio = .90 / .90)
Damage Factors: SRDmg = 16; MRDmg = 9; LRDmg = 3
BattleForce2: MP: 6T, Armor/Structure: 0 / 8
Damage PB/M/L: 3/2/1, Overheat: 0
Class: GM; Point Value: 8
Specials: prb
Unlike my horrifically expensive take on assault tanks, this horrrifyingly expensive tracked tank can actually play offense. Worktroll's recommendation of an AMS installation, plus the ground speed and weapons fit, improves survivability on the offensive while granting better terrain handling than other extant Clan designs.
The choice of armament gives fairly weak long-range capability, but the plating thickness is within the same realm as that of the Inner Sphere heavies in the tracked ranges, but falls short of assault class protection. Turret mounting most of the weapons makes sense mainly in that when a vehicle loses a section, it's dead-dead in the game (and presumably the setting), so hull-mounted weapons with fixed arcs mean little in terms of operations.
LBX-good for almost everything that ails you-while there are tanks like the Oro that sport a class-20 of this type, the 10 class has a slight range advantage and more shots per tonne. For anti-infantry protection, it's hard to beat small pulse lasers, and Clan pulse lasers are at least reasonable for shots beyond point blank (also, uses the 'free' heat sinks!), the choice of an ATM-3 with two tons of ammo grants the ability to fire at ranges beyond the main gun, or inflicting heavy damage at close ranges with, or without, the main gun. The active probe is, of course, pretty useful in double-blind or urban campaign scenarios, and pairs well with the tank's speed and terrain handling.
Of course, it shouldn't be arted to look like some mutation of skateboard art like the Ares.