Author Topic: Early Clan Improved Refits  (Read 301 times)

Maingunnery

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Early Clan Improved Refits
« on: 25 May 2024, 18:33:41 »

I imagine that very early on the history of the Clans there would be a brief period in where existing BattleMechs would be heavily upgraded with their improved series of weapons. So I took some regular SLDF 'Mechs (highly available) and upgraded them with SL Ferro and SL DHS, just to max out what can be refitted easily (thus no Endo or XL fusion). Then I mounted some appropriate improved weapons.


Rifleman
I kinda took inspiration from the RFL-4D, with it using 2 Improved PPCs and 2 Improved Large Lasers.
Code: [Select]
Rifleman RFL-3N2

Type: Rifleman
Technology Base: Mixed (Experimental)
Tonnage: 60
Battle Value: 1,525

Equipment                                          Mass
Internal Structure                                    6
Engine                        240 Fusion           11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              15 [30]                 5
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          188                  10.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         8     
     Center Torso            20        30   
     Center Torso (rear)               10   
     R/L Torso               14        20   
     R/L Torso (rear)                  6     
     R/L Arm                 10        20   
     R/L Leg                 14        24   


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

Weapons
and Ammo               Location  Critical   Heat    Tonnage
2 Double Heat Sink        RT        6        -       2.0   
Small Laser               RT        1        1       0.5   
Double Heat Sink          LA        3        -       1.0   
Improved PPC              LA        2        10      6.0   
Improved Large Laser      LA        1        8       4.0   
2 Double Heat Sink        LT        6        -       2.0   
Small Laser               LT        1        1       0.5   
Double Heat Sink          RA        3        -       1.0   
Improved PPC              RA        2        10      6.0   
Improved Large Laser      RA        1        8       4.0   

Features the following design quirks: Anti-Aircraft Targeting, Improved Communications, Searchlight, Ubiquitous (Clans)


Archer
Now for the Archer I went with "why not both?", with 2 Improved LRM 20s and 2 Improved Large Pulse Lasers.
Code: [Select]
Archer ARC-2R2

Type: Archer
Technology Base: Mixed (Experimental)
Tonnage: 70
Battle Value: 1,738

Equipment                                          Mass
Internal Structure                                    7
Engine                        280 Fusion             16
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              11 [22]                 1
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          215                    12

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            22        34   
     Center Torso (rear)               10   
     R/L Torso               15        24   
     R/L Torso (rear)                  6     
     R/L Arm                 11        22   
     R/L Leg                 15        29   


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

Weapons
and Ammo                     Location  Critical   Heat    Tonnage
Improved LRM 20 Ammo (12)       RT        2        -       2.0   
CASE                            RT        1        -       0.5   
Improved LRM 20                 RT        4        6       5.0   
Improved Large Pulse Laser      LA        2        10      6.0   
Improved LRM 20 Ammo (12)       LT        2        -       2.0   
CASE                            LT        1        -       0.5   
Improved LRM 20                 LT        4        6       5.0   
2 Small Laser                 CT(R)       2        1       1.0   
Improved Large Pulse Laser      RA        2        10      6.0   

Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Command Mek, Stable


Feel free to show your own ideas, those were wild times so likely lots of experimentation.
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme & Nebula Confederation

Hazard Pay

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Re: Early Clan Improved Refits
« Reply #1 on: 25 May 2024, 19:10:58 »
An Awesome that gets more awesome. Thought of putting the third iPPC in the CT and giving it a Right Hand, but it wouldn't be very Clanner, transitional or no.

Code: [Select]
Awesome  AWS-8Q-EC

Mass: 80 tons
Chassis: Standard Biped
Power Plant: 320 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     3 Improved PPC
     1 Medium Pulse Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2822
Tech Rating/Availability: F/X-X-X-X
Cost: 8,121,720 C-bills

Type: Awesome
Technology Base: Mixed (Advanced)
Tonnage: 80
Battle Value: 1,743

Equipment                                          Mass
Internal Structure                                    8
Engine                        320 Fusion           22.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              17 [34]                 7
Gyro                                                  4
Cockpit                                               3
Armor Factor                  247                  15.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            25        38   
     Center Torso (rear)               12   
     R/L Torso               17        26   
     R/L Torso (rear)                  8     
     R/L Arm                 13        26   
     R/L Leg                 17        34   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Double Heat Sink       RT        6        -       2.0   
Improved PPC             RT        2        10      6.0   
2 Double Heat Sink       LT        6        -       2.0   
Improved PPC             LT        2        10      6.0   
Medium Pulse Laser       HD        1        4       2.0   
Double Heat Sink         RA        3        -       1.0   
Improved PPC             RA        2        10      6.0   



Hellraiser

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Re: Early Clan Improved Refits
« Reply #2 on: 25 May 2024, 19:26:56 »
Rifleman
I kinda took inspiration from the RFL-4D, with it using 2 Improved PPCs and 2 Improved Large Lasers.
You know, this is actually "too good", LOL.
You should give it back the OG-Mediums at the expense of 1 DHS or some Armor.
Make it have to occasionally drop a PPC for a Large & a Medium in close, etc etc.

EDIT.  I was reading those as Enhanced-ERPPCs.
With just "Improved" its WAY overly good.
« Last Edit: 25 May 2024, 19:29:27 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Early Clan Improved Refits
« Reply #3 on: 25 May 2024, 19:39:17 »
Archer
Now for the Archer I went with "why not both?", with 2 Improved LRM 20s and 2 Improved Large Pulse Lasers.
Still not liking the downgrade to Smalls here either.
The original C's were mostly swaps for an upgrade but didn't "downgrade" at the same time.

My thoughts are I-LLs instead of LPLs.
Gives you 4 tons to play with after going I-LRM20s
Keep the Standard Armor, not Ferro & 13 (or 12, see below) DHS.
Add CASE *2
Leave the Rear MLs alone.  Or maybe use Proto-ERMLs at 1.5 Tons
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: Early Clan Improved Refits
« Reply #4 on: 25 May 2024, 19:41:17 »
An Awesome that gets more awesome. Thought of putting the third iPPC in the CT and giving it a Right Hand, but it wouldn't be very Clanner, transitional or no.
I feel the need, the need for Enhanced-ERPPCs
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hazard Pay

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Re: Early Clan Improved Refits
« Reply #5 on: 25 May 2024, 19:51:16 »
I feel the need, the need for Enhanced-ERPPCs
When I get back from my walk

Edit

Hmm, building off the AWS-9M is tricky. I'd consider this almost a spiritual predecessor to the Marauder IIC.

Code: [Select]
Awesome EC-2

Mass: 80 tons
Chassis: Technicron Type G
Power Plant: 320 Hermes XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Durallex Heavy Special
Armament:
     3 Enhanced PPC
     2 Medium Pulse Laser
Manufacturer: Irian BattleMechs Unlimited,Technicron Manufacturing
     Primary Factory: Irian,Savannah
Communication System: Garrett T19-G
Targeting & Tracking System: Dynatec 2780
Introduction Year: 3049
Tech Rating/Availability: F/X-X-X-F
Cost: 18,756,120 C-bills
Type: Awesome EC-2
Technology Base: Mixed (Advanced)
Tonnage: 80
Battle Value: 2,303

Equipment                                          Mass
Internal Structure                                    8
Engine                        320 XL               11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              20 [40]                10
Gyro                                                  4
Cockpit                                               3
Armor Factor                  247                  15.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            25        30   
     Center Torso (rear)               20   
     R/L Torso               17        24   
     R/L Torso (rear)                  10   
     R/L Arm                 13        26   
     R/L Leg                 17        34   


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

Weapons
and Ammo               Location  Critical   Heat    Tonnage
ECM Suite                 LL        2        -       1.5   
2 Medium Pulse Laser      CT        2        4       4.0   
Enhanced PPC              RT        3        15      7.0   
2 Double Heat Sink        RT        6        -       2.0   
2 Double Heat Sink        LA        6        -       2.0   
Enhanced PPC              LT        3        15      7.0   
2 Double Heat Sink        LT        6        -       2.0   
Active Probe              RL        2        -       1.5   
Enhanced PPC              RA        3        15      7.0   
2 Double Heat Sink        RA        6        -       2.0   

Features the following design quirks: Battle Fists (LA)

« Last Edit: 25 May 2024, 20:17:51 by Hazard Pay »

RifleMech

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Re: Early Clan Improved Refits
« Reply #6 on: 26 May 2024, 00:33:19 »
I imagine that very early on the history of the Clans there would be a brief period in where existing BattleMechs would be heavily upgraded with their improved series of weapons. So I took some regular SLDF 'Mechs (highly available) and upgraded them with SL Ferro and SL DHS, just to max out what can be refitted easily (thus no Endo or XL fusion). Then I mounted some appropriate improved weapons.

Feel free to show your own ideas, those were wild times so likely lots of experimentation.


Ditto. It makes me sad that Improved Weapons saw so little use and were retconned as being extinct by the time the Clans invaded the Inner Sphere.

My Rifleman doesn't go as far as yours does. Both are based on the 3N. One version replaces the AC/5s with IAC/5s and replaces the LLs with IPPCs. The other also uses IAC/5s and ILLs. It also adds a ton of ammo so it can carry Flak and Standard rounds. Ammo is in a side torso with the DHS and is protected by CASE. A Guardian ECM Suite is in the other torso. FF improves the armor a little and DHS keep it cool or mostly so.

For the Jagermech, one variant replaces the Standard ACs with Improved versions. Ammo is doubled for standard and flak, CASE is added to each torso. The other variant skips CASE, adds 3 tons of armor instead of more ammo and upgrades the Medium Lasers to Prototype ERML.

For the Locust 1V. One variant replaces each of the IS MGs with 2 Clan MGs doubling the number. I reduce the ammo to .5 tons and add a Recon Camera mounted in the head.
The other has 2 Clan MGs with .5 tons of ammo,  a prototype ER Medium Laser and Recon Camera mounted in the head. Both get upgraded to when Clan ERMLs become available to have a C ERML, 4 C MGs with .5 tons of ammo, and a Recon Camera.
The Locust 1M and 1S simply swap standard weapons for improved. When full Clan tech is available they get upgraded and the freed up weight goes to increasing the armor.





DevianID

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Re: Early Clan Improved Refits
« Reply #7 on: 26 May 2024, 03:30:10 »
I kinda would like a source book bringing the improved to light.  So post ilclan maybe have the improved PPC finally overtake the standard PPC, instead ofnjust light or heavy PPCs, and make the designs in this book compatable for early clans and then also refits for the post ilclan imnersphere.  Especially with precision ammo and such, iAC5s/10s/20s would be nice to see.

Like, a kintaro would be a cool model to have for improved missiles in early clan conflicts/vs clan wolverine, and then later in like 3155 to usher in the next tech era for inner sphere without adding a weapon that isn't in print somewhere.

Maingunnery

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Re: Early Clan Improved Refits
« Reply #8 on: 26 May 2024, 05:34:13 »
You know, this is actually "too good", LOL.
You should give it back the OG-Mediums at the expense of 1 DHS or some Armor.
I will remove a DHS, to return those MLs.

Still not liking the downgrade to Smalls here either.
The original C's were mostly swaps for an upgrade but didn't "downgrade" at the same time.
What about exchanging that pair of Smalls for one Medium? Like the ARC-2Rb Archer.



I have also been thinking on how to exploit the Improved SRM6, and these are my current ideas:

Crusader
With improved launchers and Ferro so that weight is freed up for: doubled ammo, SPL, DHS, CASE, ECM.
Code: [Select]
Type: Crusader
Technology Base: Mixed (Experimental)
Tonnage: 65
Battle Value: 1,700

Equipment                                          Mass
Internal Structure                                  6.5
Engine                        260 Fusion           13.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              12 [24]                 2
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          206                  11.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            21        31   
     Center Torso (rear)               10   
     R/L Torso               15        23   
     R/L Torso (rear)                  7     
     R/L Arm                 10        20   
     R/L Leg                 15        28   


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

Weapons
and Ammo                    Location  Critical   Heat    Tonnage
Improved SRM 6                 LL        2        4       3.0   
ECM Suite                      CT        2        -       1.5   
CASE                           RT        1        -       0.5   
Improved SRM 6 Ammo (15)       RT        1        -       1.0   
Double Heat Sink               RT        3        -       1.0   
Medium Laser                   LA        1        3       1.0   
Improved LRM 15                LA        2        5       3.5   
Small Pulse Laser              LA        1        2       1.0   
Improved LRM 15 Ammo (16)      LA        2        -       2.0   
Improved SRM 6 Ammo (15)       LT        1        -       1.0   
CASE                           LT        1        -       0.5   
Double Heat Sink               LT        3        -       1.0   
Improved SRM 6                 RL        2        4       3.0   
Medium Laser                   RA        1        3       1.0   
Improved LRM 15                RA        2        5       3.5   
Small Pulse Laser              RA        1        2       1.0   
Improved LRM 15 Ammo (16)      RA        2        -       2.0   

Features the following design quirks: Easy to Maintain, Rugged (1 Point), Ubiquitous (Inner Sphere), Ubiquitous (Clans)



Stalker
Mounting six iSRM 6s is a bit extreme way to exploit the I-SRM 6, but along with the pair of ERLLs it should work just fine.
Code: [Select]
Type: Stalker
Technology Base: Mixed (Experimental)
Tonnage: 85
Battle Value: 1,881

Equipment                                          Mass
Internal Structure                                  8.5
Engine                        255 Fusion             13
Walking MP: 3
Running MP: 5
Jumping MP: 0
Double Heat Sink              14 [28]                 4
Gyro                                                  3
Cockpit                                               3
Armor Factor                  263                  16.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            27        41   
     Center Torso (rear)               13   
     R/L Torso               18        27   
     R/L Torso (rear)                  9     
     R/L Arm                 14        28   
     R/L Leg                 18        36   


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

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
CASE                          RT        1        -       0.5   
Improved SRM 6 Ammo (30)      RT        2        -       2.0   
Improved SRM 6                RT        2        4       3.0   
Double Heat Sink              RT        3        -       1.0   
ER Large Laser                RT        2        12      5.0   
Improved SRM 6 Ammo (30)      LA        2        -       2.0   
2 Improved SRM 6              LA        4        4       6.0   
Double Heat Sink              LA        3        -       1.0   
CASE                          LT        1        -       0.5   
Improved SRM 6 Ammo (30)      LT        2        -       2.0   
Improved SRM 6                LT        2        4       3.0   
Double Heat Sink              LT        3        -       1.0   
ER Large Laser                LT        2        12      5.0   
Improved SRM 6 Ammo (30)      RA        2        -       2.0   
2 Improved SRM 6              RA        4        4       6.0   
Double Heat Sink              RA        3        -       1.0   

Features the following design quirks: Combat Computer, Ubiquitous (Inner Sphere), No/Minimal Arms
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

The Society:Fan XTRO & Field Manual
Nebula California: HyperTube Xtreme & Nebula Confederation

Hazard Pay

  • Warrant Officer
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  • Posts: 507
Re: Early Clan Improved Refits
« Reply #9 on: 26 May 2024, 07:33:45 »
Like, a kintaro would be a cool model to have for improved missiles in early clan conflicts/vs clan wolverine, and then later in like 3155 to usher in the next tech era for inner sphere without adding a weapon that isn't in print somewhere.

Code: [Select]
Kintaro KTO-19b-EC

Mass: 55 tons
Chassis: Technicron-1
Power Plant: Core Tek 275
Cruising Speed: 54 kph
Maximum Speed: 108 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Leopard V Ferro-Fibrous
Armament:
     1 Narc
     2 Improved SRM 6
     1 Improved LRM 15
     2 Prototype ER Medium Laser
Manufacturer: General Mechanics
     Primary Factory: Mars
Communication System: OmniComm 3
Targeting & Tracking System: Starbeam 3000
Introduction Year: 2822
Tech Rating/Availability: F/X-X-X-X
Cost: 11,972,407 C-bills
Type: Kintaro
Technology Base: Mixed (Experimental)
Tonnage: 55
Battle Value: 1,616

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 XL                  8
Walking MP: 5
Running MP: 8(10)
Jumping MP: 0
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          185                  10.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        27   
     Center Torso (rear)               9     
     R/L Torso               13        20   
     R/L Torso (rear)                  6     
     R/L Arm                 9         18   
     R/L Leg                 13        26   


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

Weapons
and Ammo                                 Location  Critical   Heat    Tonnage
Narc                                        CT        1        0       2.0   
SRM 6 Narc-capable Ammo (15)                RT        1        -       1.0   
Improved SRM 6                              RT        2        4       3.0   
CASE                                        RT        1        -       0.5   
Narc Pods (12)                              RT        2        -       2.0   
Improved SRM 6                              LA        2        4       3.0   
Improved LRM 15                             LA        2        5       3.5   
SRM 6 Narc-capable Ammo (15)                LT        1        -       1.0   
CASE                                        LT        1        -       0.5   
Improved LRM 15 Narc-capable Ammo (16)      LT        2        -       2.0   
ECM Suite                                   LT        2        -       1.5   
2 Prototype ER Medium Laser                 RA        2        5       3.0   
MASC                                        RA        2        -       2.0   

Features the following design quirks: Rugged (1 Point)


S.gage

  • Lieutenant
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  • Posts: 973
  • The Nova Cat is a subtle hunter.
Re: Early Clan Improved Refits
« Reply #10 on: 26 May 2024, 15:55:08 »
I had about three dozen of these I shared some years back here.
« Last Edit: 26 May 2024, 15:56:43 by S.gage »
"WHO PUT 6 ARMOR ON THE RIFLEMAN'S HEAD?!?" - Peter S., while marking damage from a PPC, 1994.
"Ich bin Jadefalke!!!! Ich bin MechKrieger!!!!" - German students on their field trip to Leipzig, 1998.
Until the next Clan Invasion or Jihad, Clan Schrödinger's Cat is and is not Annihilated. :)
Early Clan Refit BattleMechs, Novel Clan Golden Century BattleMechs, Early Clan Refit Combat Vehicles, 1st & 2nd Generation Clan OmniMechs.

Hazard Pay

  • Warrant Officer
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  • Posts: 507
Re: Early Clan Improved Refits
« Reply #11 on: 26 May 2024, 18:11:14 »
Royal Thug w/Enhanced PPCs and Improved SRMs. Basic swap, but much more potent.

Code: [Select]
Thug THG-11Eb-EC

Mass: 80 tons
Chassis: Earthwerks VOL Endo Steel
Power Plant: Pitban 320
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Mitchell Argon with CASE
Armament:
     2 Improved SRM 6
     2 Enhanced PPC
Manufacturer: Maltex Corporation, Earthwerks Incorporated
     Primary Factory: Errai, Keystone
Communication System: Colmax 90
Targeting & Tracking System: TharHes Ares-5
Introduction Year: 2822
Tech Rating/Availability: F/X-X-X-X
Cost: 8,792,040 C-bills

Type: Thug
Technology Base: Mixed (Experimental)
Tonnage: 80
Battle Value: 2,035

Equipment                                          Mass
Internal Structure            Endo Steel              4
Engine                        320 Fusion           22.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              18 [36]                 8
Gyro                                                  4
Cockpit                                               3
Armor Factor                  247                  15.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            25        34   
     Center Torso (rear)               16   
     R/L Torso               17        25   
     R/L Torso (rear)                  9     
     R/L Arm                 13        26   
     R/L Leg                 17        34   


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

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
CASE                          RT        1        -       0.5   
Improved SRM 6 Ammo (15)      RT        1        -       1.0   
Improved SRM 6                RT        2        4       3.0   
2 Double Heat Sink            RT        6        -       2.0   
Enhanced PPC                  LA        3        15      7.0   
Double Heat Sink              LA        3        -       1.0   
CASE                          LT        1        -       0.5   
Improved SRM 6 Ammo (15)      LT        1        -       1.0   
Improved SRM 6                LT        2        4       3.0   
2 Double Heat Sink            LT        6        -       2.0   
Enhanced PPC                  RA        3        15      7.0   
Double Heat Sink              RA        3        -       1.0   

Features the following design quirks: Rugged (1 Point)


Edit: I found this Highlander in the rafters I must've written for the thread.

 
Code: [Select]
Highlander HGN-732b-EC

Mass: 90 tons
Chassis: Star League XT
Power Plant: GM 270
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: HildCo Model 10
     Jump Capacity: 90 meters
Armor: Grumman-3 Ferro Fibrous with CASE
Armament:
     1 Improved SRM 6
     1 Improved Gauss Rifle
     2 Improved Large Laser
     1 Improved LRM 20
Manufacturer: StarCorps Industries, Field Refits
     Primary Factory: Son Hoa, Various
Communication System: Hector VII
Targeting & Tracking System: Starlight LX-1
Introduction Year: 2822
Tech Rating/Availability: F/X-X-X-X
Cost: 10,592,880 C-bills
Type: Highlander
Technology Base: Mixed (Experimental)
Tonnage: 90
Battle Value: 2,600

Equipment                                          Mass
Internal Structure                                    9
Engine                        270 Fusion           14.5
Walking MP: 3
Running MP: 5
Jumping MP: 3
Double Heat Sink              11 [22]                 1
Gyro                                                  3
Cockpit                                               3
Armor Factor (Ferro)          278                  14.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            29        43   
     Center Torso (rear)               14   
     R/L Torso               19        29   
     R/L Torso (rear)                  9     
     R/L Arm                 15        30   
     R/L Leg                 19        38   


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

Weapons
and Ammo                                    Location  Critical   Heat    Tonnage
Jump Jet                                       CT        1        -       2.0   
Improved Gauss Rifle Ammo (16)                 RT        2        -       2.0   
Jump Jet                                       RT        1        -       2.0   
2 Improved Large Laser                         RT        2        8       8.0   
ECM Suite                                      RT        2        -       1.5   
Improved SRM 6                                 LA        2        4       3.0   
Artemis IV FCS                                 LA        1        -       1.0   
Jump Jet                                       LT        1        -       2.0   
CASE                                           LT        1        -       0.5   
Improved SRM 6 Artemis-capable Ammo (15)       LT        1        -       1.0   
Improved LRM 20 Artemis-capable Ammo (18)      LT        3        -       3.0   
Artemis IV FCS                                 LT        1        -       1.0   
Improved LRM 20                                LT        4        6       5.0   
Double Heat Sink                               RL        2        -       1.0   
Improved Gauss Rifle                           RA        6        1       13.0 

Features the following design quirks: Command Mek, Cowl, Reinforced Legs, Difficult Ejection

« Last Edit: 12 June 2024, 22:58:55 by Hazard Pay »

 

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