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Author Topic: Headhunter (a Quicksilver addition)  (Read 934 times)

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Takiro

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Headhunter (a Quicksilver addition)
« on: September 05, 2015, 12:10:42 AM »

Hello gang, I along with a few others have been working on Technical Readout 3054: Quicksilver Trails as promised. Cleaning up the designs I did want to add this one. Before I did though - wanted to get your thoughts. ;)

HEADHUNTER
Mass: 60 tons
Chassis: Clan Special EndoSteel
Power Plant: 360 XL Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph, 129.6 kph with MASC
Jump Jets: Chevron II
   Jump Capacity: 180 meters
Armor: Forging MD4 Ferro Fibrous
Armament: 1 Mark XVII Extended Range Particle Projection Cannon
   2 Series PPS-XIX Medium Pulse Lasers
Manufacturer: Manzikert Fabrication & Assembly Plant Gamma
   Primary Factory: Dagda
Communications System: AR-12 Sheathed Directional Beacon
Targeting and Tracking System: DLK Type Phased Array Sensors

OVERVIEW
   While putting forth their own designs Clan Burrock was carefully observing the Quicksilver Trails. Two projects in particular, the Ice Ghost and the Kidon, caught their attention above all others. Both used Star League era stealth systems associated with the Exterminator BattleMech which intrigued their Khans who saw definite battlefield advantages. While utilizing these deceptive technologies was considered morally wrong at best to the Clans, the Burrocks had always walked a fine edge. Keeping their efforts entirely secretive scientists and technicians took liberally from the Ice Hellion and Hell’s Horse projects. Realizing the firestorm the BattleMech would bring the Burrocks decided to unveil it directly to the Grand Council on Strana Mechty. Dubbing it the Headhunter for missions conducted during Operation Revival the entire affair sparked an immediate Grand Kurultai.

CAPABILITIES
   For all intents and proposes this slightly shrunken down Exterminator IIC is essentially the ultimate sniper ‘Mech. Built to facilitate headhunter operations in future campaigns it relies on a small but powerful arsenal of energy weapons to deliver highly accurate fire with speed, and stealth when necessary. Powering the design is the 360 XL Fusion Engine which the Burrocks’ obtained from the discontinued Vandal OmniFighter. Also featured on the Ice Ferret, Hellfury, Black Mamba, and Scytha this power plant provides top end speed for this heavy ‘Mech. Combined with Myomer Accelerator Signal Circuitry (MASC) and jump jets the Headunter is highly mobile.
   The design’s armament is culled from the Marauder IIC which is still produced by the Burrocks on Albion. The Mark XVII Extended Range Particle Projection Cannon serves as the Headhunter’s main gun while two Series PPS-XIX Medium Pulse Lasers allow for close range defense if so required. These proven weapon systems are linked to a sophisticated Targeting Computer for superior accuracy. An Active Probe endows this BattleMech with advanced detection functions that insure no enemy can hide from its approach. More then ten tons of Forging MD4 Ferro Fibrous armor also from the Marauder IIC provide the maximum level of protection for this BattleMech.
   What makes the Headhunter so controversial are the stealth systems which were carefully salvaged from the Exterminator. The Null Signature System and Chameleon Light Polarization Shield were publicly condemned by Nicholas Kerensky as dishonorable. However, his brother Andery Kerensky piloted an Exterminator during Operation Klondike which featured these systems. As Clan engineers realized it would be more difficult to hit this ‘Mech with these stealth technologies as it would a Fire Moth going maximum speed the advantages were increasingly tempting. As these devices can be turned on and off it would give Mechwarriors the option to use them depending upon the situation.
   So for honorable combat trails where zellbrigen is respected only the head mounted ECM Suite would be activated. Against any dezgra opponents or InnerSphere surats the option would be available encouraging opponents to abide by Clan law. However if both stealth systems were engaged and the Mechwarrior executed a jumping alpha strike it would produce an astounding amount of waste heat which the Headhunter's cooling system would be unable to cope with. Even with these drawbacks the Khans decided to challenge the Clan status quo. Fearing the loss of any stealth capabilities the Burrocks also reclaimed the venerable electronics and jump jets from the original Exterminator.

DEPLOYMENT
   The furor caused by the appearance of the Headhunter in the closing days of the Quicksilver Trails can still be felt. Especially vehement in their opposition to the design was Clan Blood Spirit whose memory of fallen kin early in Clan history made them especially sensitive to this new “ambush killer who Nicholas Kerensky would not allow to exist.” Hell’s Horses and Ghost Bear angered by the flagrant theft of intellectual property by the Burrocks backed the Spirits call to annihilate these “rip offs”. Traditionalists like Coyote, Fire Mandrill, Jade Falcon, Smoke Jaguar, and Steel Viper all supported the “ban vote” which would bar the manufacture of such stealth systems in Clan space.
   Not every Clan was against such technological development as Wolf, Star Adder, and Goliath Scorpion all spoke in favor. Natasha Kerensky urged her fellow Khans to challenge accepted norms in order to thrive in the future. Cassius N'Buta admitted he was intrigued as to the military applications of such systems in the war to come. Other Clans like Cloud Cobra, Diamond Shark, Ice Hellion, Nova Cat, and Snow Raven all played it close to the chest. While they chastised any unClanlike behavior their personnel carefully studied the new ‘Mech for possible use. Ultimately the vote in the Grand Council was 26-8 in favor of a stealth tech ban. The Burrocks immediately called for a Trail of Refusal at 3 to 1 odds which would take place on Strana Mechty.
   A star of Headhunters awaited their opponents from Blood Spirit, Ghost Bear, and Hell’s Horses. Since their opponent fielded a BattleMech the Trinary backing the Council decision was assembled from second line forces. As the Burrocks had conscientiously chosen their finest Mechwarriors to pilot their new war machines this gave them an advantage. The battle began with both sides observing strict rules of combat until a Blood Spirit warrior was decapitated which began a Grand Melee. Surviving the Spirits initial vengeful onslaught the three remaining Burrocks switched on their stealth systems. Unable to close or hit the remaining Headhunters the decision of the Council was overturned by combat.

Type: Headhunter
Technology Base: Mixed Level 3
Tonnage: 60 tons

Equipment                        Mass
Internal Structure:       EndoSteel            3
Engine:            360 XL            16.5
   Walking MP:         6
   Running MP:      9 (12)
   Jumping MP:      6               6
Heat Sinks:            11 (22)            1
Gyro:                              4
Cockpit:                           3
Armor Factor:            201            10.5

            Internal Structure      Armor Value
   Head            3            9
   Center Torso        20            30 / 10
   R/L Torso         14            21 / 7
   R/L Arm         10            20
   R/L Leg         14            28

Weapons and Ammo:      Location      Criticals   Mass
ER PPC             Right Arm      2      6
Medium Pulse Laser      Left Arm      1      2
Medium Pulse Laser      Left Arm      1      2
ECM Suite            Head         1      1
Active Probe         Center Torso   1      1
MASC               Left Torso      2      2
Targeting Computer       Right Torso      2      2
Null Signature System      *         7      0
Chameleon LPS         **         6      0
   * occupies 1 slot in every location except the Head
   ** occupies 1 slot in every location except the HD and CT
« Last Edit: September 05, 2015, 12:15:45 AM by Takiro »
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Dragon Cat

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Re: Headhunter (a Quicksilver addition)
« Reply #1 on: September 05, 2015, 02:49:34 AM »

Seems under armed and under sinked you fire both PPC instant heat up for a 60 ton Mech throwing a single PPC down ranged before heating up is worry

Personally I like Mechs that break norm a 60 moving 12 is impressive but the heats going to cripple this Mech long before weapons fire does

I'd drop the MASC, TC and Active Probe for 5 double heats I'd also be tempted to swap the medium pulse for er mediums - that would be 4 of them not a one for one then maybe you have a half decent sinked mech with mediums that bite for back up
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Takiro

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Re: Headhunter (a Quicksilver addition)
« Reply #2 on: September 05, 2015, 11:15:30 AM »

While I agree with your tactical assessment (under armed and under sinked) I had envisioned the Headhunter as a pinpoint strike machine. Like a sniper it is meant to kill at a distance and the ER PPC/Targeting Computer allows for that. You can't aim for the head but you can aim upper body giving you a 1 in 6 chance of decapitating your opponent instantly.

Heat is a problem as I noted. The MASC (1 heat) or Running (2 heat) are pretty friendly options movement wise but activation of the stealth tech (16) and the ER PPC (15) do create a major heat problem unless you "decloak" before you fire. Pilots would have to choose their actions carefully.

The ferro fibrous, endosteel, null signature, and chameleon LPS do not make for a critical friendly design here Dragon Cat. As the design is presented there are no free critical spaces making it pretty tight to work on. The modifications you suggest added heat sinks would not be possible even if you swapped ER Mediums in and removed the lower arm and hand actuators.

Love to hear more comments especially from JP Arbiter and masterarminas whose designs begat this crazy scheme.
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Dragon Cat

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Re: Headhunter (a Quicksilver addition)
« Reply #3 on: September 05, 2015, 04:47:19 PM »

I'm away from my books (and embarrassed to say but can't remember) but a 360 rated engine should have enough space for most of those additional sinks I was on about?

I understand the sniper aspect my issue was more with the part where they miss or get caught.  In a running battle a Adder (Puma) could match that Mech at range it will suffer as bad heat build up but it's a Mech that weighs almost half that design costing a lot less to build and you get and OmniMech out of it
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Takiro

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Re: Headhunter (a Quicksilver addition)
« Reply #4 on: September 05, 2015, 05:25:09 PM »

You are quite correct Dragon Cat, after further checking this machine could mount 14 Double Heat Sinks as part of the engine. My bad on that one. Mind fart. So three additional heat sinks without critical need and then yes the changes you suggested would work.

I understand the sniper aspect my issue was more with the part where they miss or get caught.  In a running battle a Adder (Puma) could match that Mech at range it will suffer as bad heat build up but it's a Mech that weighs almost half that design costing a lot less to build and you get and OmniMech out of it

Excellent point.

I geuss we could just go with a flat out Exterminator IIC? Thoughts??
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Dragon Cat

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Re: Headhunter (a Quicksilver addition)
« Reply #5 on: September 05, 2015, 05:45:47 PM »

you could do or instead of straight switch over go with your 60 ton variant and due to lighter Clan tech match or better its firepower and back up equipment
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Takiro

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Re: Headhunter (a Quicksilver addition)
« Reply #6 on: September 05, 2015, 06:45:41 PM »

I'll have to revisit the Kidon and the Ice Ghost again.
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JPArbiter

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Re: Headhunter (a Quicksilver addition)
« Reply #7 on: September 06, 2015, 01:04:35 AM »

I hope you do, I put a lot of love in the Kidon
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Dragon Cat

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Re: Headhunter (a Quicksilver addition)
« Reply #8 on: September 06, 2015, 03:24:58 AM »

You could try this call it a build on a broken Adder (Puma) it still overheats, it only has two ER Large Lasers, but it still has Null Sig, a Chameleon system, ECM, Active Probe systems and jump jets.

Code: [Select]
Headhunter Revisit

Mass: 35 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 0
Cost: 8,898,525 C-Bills
Battle Value: 1,949

Chassis: Unknown Endo-Steel
Power Plant: Unknown 210 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
    Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous
Armament:
    2  (CL) ER Large Lasers
    1  ECM Suite
    1  Active Probe
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                2.00
    Internal Locations: 1 CT, 2 LT, 1 RT, 2 LA, 1 RA
Engine:             XL Engine                    210                       4.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         (CL) Double Heat Sink        12(24)                    2.00
    Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 105                  5.50
    Armor Locations: 3 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           14       
                                 Center Torso (rear)                  4         
                                           L/R Torso     8            13       
                                    L/R Torso (rear)                  3         
                                             L/R Arm     6            12       
                                             L/R Leg     8            11       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    HD        0         1         1.00
(CL) Targeting Computer                      RT        -         2         2.00
Active Probe                                 LT        0         1         1.00
(CL) ER Large Laser                          RA        12        1         4.00
(CL) ER Large Laser                          LA        12        1         4.00
Null Signature System                        *         10        7         0.00
Chameleon LPS                                *         6         6         0.00
                                            Free Critical Slots: 0

* The Null Signature System occupies 1 slot in every location except the HD.
* The Chameleon LPS occupies 1 slot in every location except the HD and CT.

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
6j         3       3       3       0      1     0   Structure:  2
Special Abilities: ECM, STL, PRB, RCN, ENE, SRCH, ES, SEAL, SOA

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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Takiro

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Re: Headhunter (a Quicksilver addition)
« Reply #9 on: September 07, 2015, 11:28:00 PM »

Hmm, how is this instead guys? Dropped the weight to 50 tons. Used a Gauss instead of ER PPC. Dropped the Jump Jets. Changed the secondary weaponry. Also had to remove the lower arm and hand actuators to make room for stealth systems. So it is gonna look different then the Exterminator.

HEADHUNTER
Mass: 50 tons
Chassis: Clan Special EndoSteel
Power Plant: 300 XL Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph, 129.6 kph with MASC
Jump Jets: None
   Jump Capacity: None
Armor: Forging MD4 Ferro Fibrous
Armament: 1 Gauss Rifle
   2 ER Medium Lasers
   2 ER Small Lasers
Manufacturer: Manzikert Fabrication & Assembly Plant Gamma
   Primary Factory: Dagda
Communications System: AR-12 Sheathed Directional Beacon
Targeting and Tracking System: DLK Type Phased Array Sensors

OVERVIEW
While putting forth their own designs Clan Burrock was carefully observing the Quicksilver Trails. Two projects in particular, the Ice Ghost and the Kidon, caught their attention above all others. Both used Star League era stealth systems associated with the Exterminator BattleMech which intrigued their Khans who saw definite battlefield advantages. While utilizing these deceptive technologies was considered morally wrong at best to the Clans, the Burrocks had always walked a fine edge. Keeping their efforts entirely secretive scientists and technicians took liberally from the Ice Hellion and Hell’s Horse projects. Realizing the firestorm the BattleMech would bring the Burrocks decided to unveil it directly to the Grand Council on Strana Mechty. Dubbing it the Headhunter for missions conducted during Operation Revival the entire affair sparked an immediate Grand Kurultai.

CAPABILITIES
Gotta change this

DEPLOYMENT
   The furor caused by the appearance of the Headhunter in the closing days of the Quicksilver Trails can still be felt. Especially vehement in their opposition to the design was Clan Blood Spirit whose memory of fallen kin early in Clan history made them especially sensitive to this new “ambush killer who Nicholas Kerensky would not allow to exist.” Hell’s Horses and Ghost Bear angered by the flagrant theft of intellectual property by the Burrocks backed the Spirits call to annihilate these “rip offs”. Traditionalists like Coyote, Fire Mandrill, Jade Falcon, Smoke Jaguar, and Steel Viper all supported the “ban vote” which would bar the manufacture of such stealth systems in Clan space.
   Not every Clan was against such technological development as Wolf, Star Adder, and Goliath Scorpion all spoke in favor. Natasha Kerensky urged her fellow Khans to challenge accepted norms in order to thrive in the future. Cassius N'Buta admitted he was intrigued as to the military applications of such systems in the war to come. Other Clans like Cloud Cobra, Diamond Shark, Ice Hellion, Nova Cat, and Snow Raven all played it close to the chest. While they chastised any unClanlike behavior their personnel carefully studied the new ‘Mech for possible use. Ultimately the vote in the Grand Council was 26-8 in favor of a stealth tech ban. The Burrocks immediately called for a Trail of Refusal at 3 to 1 odds which would take place on Strana Mechty.
   A star of Headhunters awaited their opponents from Blood Spirit, Ghost Bear, and Hell’s Horses. Since their opponent fielded a BattleMech the Trinary backing the Council decision was assembled from second line forces. As the Burrocks had conscientiously chosen their finest Mechwarriors to pilot their new war machines this gave them an advantage. The battle began with both sides observing strict rules of combat until a Blood Spirit warrior was decapitated which began a Grand Melee. Surviving the Spirits initial vengeful onslaught the three remaining Burrocks switched on their stealth systems. Unable to close or hit the remaining Headhunters the decision of the Council was overturned by combat.

Type: Headhunter
Technology Base: Mixed Level 3
Tonnage: 50 tons

Equipment                           Mass
Internal Structure:       EndoSteel            2.5
Engine:            300 XL            9.5
   Walking MP:         6
   Running MP:      9 (12)
   Jumping MP:      0               0
Heat Sinks:            10 (20)            0
Gyro:                              3
Cockpit:                           3
Armor Factor:         154               8

            Internal Structure      Armor Value
   Head            3            9
   Center Torso        16            20 / 7
   R/L Torso         12            16 / 6
   R/L Arm         8            15
   R/L Leg         12            22

Weapons and Ammo:      Location      Criticals   Mass
Gauss Rifle             Right Arm      6      12
Ammo (Gauss) 16         Right Arm      2      2   
ER Medium Laser         Left Arm      1      1
ER Medium Laser         Left Arm      1      1
ER Small Laser         Right Torso      1      .5
ER Small Laser         Left Torso      1      .5
ECM Suite            Center Torso   1      1
Active Probe         Head         1      1
MASC               Left Torso      2      2
Targeting Computer       Right Torso      2      2
Null Signature System      *         7      0
Chameleon LPS         **         6      0
   * occupies 1 slot in every location except the Head
   ** occupies 1 slot in every location except the HD and CT
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Dragon Cat

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Re: Headhunter (a Quicksilver addition)
« Reply #10 on: September 08, 2015, 12:01:41 AM »

I like that
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

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Re: Headhunter (a Quicksilver addition)
« Reply #11 on: September 08, 2015, 12:45:09 AM »

Yeah that's nice. Under the Quicksilver project is there access to HAG's? A HAG-20 might be a nice alternative if you can squeeze it in...?
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Re: Headhunter (a Quicksilver addition)
« Reply #12 on: September 08, 2015, 06:21:32 AM »

Thanks Dragon Cat. I guess jumping isn't all that important even though it would add to this Sniper's mobility. The Gauss and Stealth systems together generate 14 Heat so they work well together unlike my original ER PPC. Concept is basically a single big gun capable of beheading anyone linked to a targeting computer (target upper body) and use your stealth tech combined with speed. Against a Clan combatant without the tech under zell you don't have that advantage.

Unfortunately Jimmy that is not an option. The time period here is 3054 just after the Truce and the Clans here are reacting in a more unified fashion. Advancements like ATM, Heavy Lasers, HAGs, and the sort are not yet perfected. At best they are Level 3. The only reason I would consider the Hunter Level 3 is the stealth tech but as masterarminas has pointed out it is available to the Clans but not used. So should I change this to level 2??
« Last Edit: September 08, 2015, 06:34:12 AM by Takiro »
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Takiro

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Re: Headhunter (a Quicksilver addition)
« Reply #13 on: September 08, 2015, 04:22:43 PM »

Well it looks like the entire concept is flawed here folks, take a look at the Null Signature System rules below -

Code: [Select]
Game Rules

The null signature system features heat baffles that mask the 'Mech's heat sinks and reduce its infrared signature. However, the baffles restrict the normal venting of heat, meaning the 'Mech generates an additional 10 points of heat while the system is active. The null signature system also incorporates a phased-array sensor system and a sheathed directional communication beacon. Therefore, a 'Mech with this system may not mount any special Targeting and Tracking Systems (including Targeting Computers, C3 equipment, and C3i equipment) or a Satellite Uplink system.

The null signature system does not weigh a significant amount, but does take up one critical slot in each of the BattleMech's hit locations except for the head, for a total of seven critical slots. A critical hit to any of these slots will disable the entire system.


So it looks like I can not put the two (Null Signature and the Targeting Computer) together to make such an effective sniper.

Question; would the design be acceptable without the Stealth Tech??
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Jimmy the Tulip

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Re: Headhunter (a Quicksilver addition)
« Reply #14 on: September 08, 2015, 06:53:11 PM »

Ah, that's a shame! Given that the NSS is a system that can be turned on and off there should be rules (maybe optional rules) whereby those things can be mounted but simply do not work while the NSS is active.

Anyway, there's no real alternative given the time period. The best you could do would be (if your timeframe allows it) an Angel ECM which CGS developed after the Battle of Luthien, based on the DC version...
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