OBT Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to OurBattleTech.com - A BattleTech Fan Site

Pages: 1 2 [3] 4   Go Down

Author Topic: Optimizing the Quickdraw  (Read 19376 times)

0 Members and 2 Guests are viewing this topic.

fabulousorcboy

  • Fanjunkare
  • *
  • Offline Offline
  • Posts: 226
Re: Optimizing the Quickdraw
« Reply #30 on: March 09, 2021, 07:44:31 AM »

...says the guy running the contest to populate his own BTech universe and coming up with the rules  ;D ;D ;D

Do you need a full write-up of the "production version" that I outlined above for the contest?  Consider that my 'official' entry.  And glad you got the Benkei reference.

As for the hardened armor thing, it's entirely in character with the DCMS of the 32nd millennium (they really love themselves that hardened armor), and I was always a bit surprised that it took until 3145 for them to come out with production 'Mechs with that kind of armor.  As for the contest, I'm happy with an honorable mention for the hardened armor variant.  Heck, it's happened so often in the contest that it might be worth going back and retroactively handing out a couple to those designs that you liked that weren't era or tournament legal.
« Last Edit: March 09, 2021, 07:45:54 AM by fabulousorcboy »
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #31 on: March 09, 2021, 10:08:04 AM »

If you could write up a full production version of it that would be most helpful. The greater detail will help me put things together far easier than trying to piece it together later.

Hardened armor is kind of cool as it takes so much damage but I wonder on fast moving designs like this if that -1 max speed isn't a massive disadvantage. Ideally I'd take something like the Hellstar or Awesome which could bang away at range and never fall thanks to this hardened protection.
Logged

fabulousorcboy

  • Fanjunkare
  • *
  • Offline Offline
  • Posts: 226
Re: Optimizing the Quickdraw
« Reply #32 on: March 09, 2021, 10:28:41 AM »

Type: QKD-6K Quickdraw “Iaijutsu”
Production: Draconis Combine (Luthien Armor Works, Luthien)
Combat Value: 1456 BV
Total Cost: 7,541,760 C-Bills (including x1.6 tonnage premium)

EQUIPMENT
Tonnage: 60
Internal (Standard): 6t
Engine: Vlar 300: 19
  Walking: 5 (6)
  Running: 8 (9)
  Jumping: 5               :5t
Heat Sinks:   10 Singles: 0t
Gyro (Standard): 3t
Cockpit (Standard): 3t
Armor (Ferro): 11.5t
Head: 3/9
Center Torso: 20/30/10
R/L Torso: 14/20/8
R/L Arm: 10/20
R/L Leg: 14/28

Quirks: Hyper-Extending Actuators, Exposed Actuators

WEAPONS INVENTORY (12.5t)
1x Hatchet (4cr, 4t) RA
–  Triple-Strength Myomer (6cr), 3RT/3LT
1x Guardian ECM Suite (2cr, 1.5t), RT
1x C3 Slave (1cr, 1t) H
4x Medium Lasers (4cr, 4t), 2RT/2LT
2x Small Laser (2cr, 1t), LA
1x Flamer (1cr, 1t) CT

As part of the response to the Clan Invasion, the Draconis Combine’s weapons manufacturers were sent scrambling for an edge – any edge – against the superior technology of the Clans.  One of the very few innovations pioneered by the Combine was their C3 Network – and Luthien Armor Works put their most out-of-the-box thinkers into a skunk work to develop as many potential uses for the C3 system as possible.

The engineers of Skunk work Team “Raiden” coupled the Combine’s C3 systems with gifted (and/or reverse-engineered) Federated Commonwealth technology, melded to one of LAW’s already-existing, and somewhat underwhelming, production lines: the Quickdraw-5K, a medium-laser-heavy design packed to the gills with (at the time scarce) double heat-sinks and covered with “Durallex Super Medium” branded Ferro-Fibrous armor, shipped in from Independence Weaponry on Quentin.

The prototype initially produced by the Quickdraw-6K featured a Vlar 300XL engine, imported (once again) from Independence Weaponry on Quentin – that firm having over-produced engines for their Atlas upgrade that had suffered numerous shakedown delays during the hectic early days of the Invasion – but substituted the “Durallex Super Medium” for a prototype “Extra Super Dura-ferrite” hardened armor, a near replica of the designs being tested by the Federated Commonwealth.  Over 40% of the weight of the prototype was allocated to the heavy armored carapace, giving the 6K unmatched protection on the battlefield, exceeding by a third the effective armor of even the legendary Atlas.  Although the prototype “ESD” hardened armor severely hampered the mobility of the 6K and limited its acceleration and top speed, but the QKD chassis was chosen by the design team precisely because of its highly articulated actuators – the hope was that the Quickdraw’s inherent limberness would help offset the stiffness and sluggishness that a heavy layer of Hardened Armor would impose.  Unfortunately, the multiple layers of armor resulted in heavy spalling near every actuator, with the armor turning brittle very quickly, requiring either constant maintenance and replacement, or risking the unexpected loss of entire facings of protection with a single enemy attack.

As a result, LAW senior designers tabled the Hardened Armor concept, instead relying on an over-abundance of the Durallex Super Medium, which they were planning on starting to produce in-house on Luthien anyway.  Without the need for additional free weight for the prototype "ESD", the engine was left a standard Vlar 300 fusion, which was not only cheaper than the Extralight version and manufactured in-house, but also offered far greater battlefield durability over the bulky Inner Sphere extra-light engines. 

The 86kph top speed of the 'Mech (comparable to Clan 'cavalry' heavies) is central to its core mission: to get its C3 node into point-blank range with the enemy as quickly as possible, and its Chilton 460 jumpjets give it excellent mobility over broken and dense terrain.  Once there, the maxed-out armor shell gives the Quickdraw solid staying power.  And, to protect the integrity of the C3 system against the occasional Clan ECM system, as well as to potentially disrupt Clan C&C, the Quickdraw is fitted with an in-house “Sipher Commsys” brand communications system with integrated Guardian ECM Suite.

In keeping with the 6K’s close-in mission, the ‘Mech carries no long-range weapons at all, trading out ammunition-dependent (and explosion-prone) missile racks for more lasers, a very Kuritan philosophy.  A brace of in-house “Victory” brand medium and small lasers give the 6K a nasty short-to-mid range punch, a flamer gives it a modicum of anti-infantry capability, as well as the ability to create its own 'cover' in urban or dense environments, and the ‘Mech is deliberately designed with single heat sinks, in recognition of the Combine’s massive shortage of double heat sinks in the years immediately after the Clan Invasion.  In fact, suggested OP is to ‘turn off’ one or two of the ten integral sinks, the faster to activate (and maintain) the heat-sensitive Triple-Strength Myomer bundles, another Federated Commonwealth innovation that helps increase the closing speed of the design, and the first Combine ‘Mech to be so out-fitted.  To take advantage of yet another Inner Sphere innovation, the design team added a close-combat weapon; a heavy four-ton hatchet, echoing the fearsome Hatchetman that had terrorized Combine units for the prior few decades – representing one final Inner Sphere advantage over their Clan opponents.

LAW conceptual artists found fertile ground to add stylized samurai motifs to the excessive quantities of Ferro-Fibrous armor, adding sode-style spaulders to protect the shoulder actuators, kote-style gauntlets to reinforce the hand and wrist actuators for combat, and a redesigned kabuto-style helmet.  The brutally functional hatchet was shaped like a broad-leafed Japanese-style masakari axe, a sly dig at Clan Smoke Jaguar and their distinctive assault ‘Mech that had caused so much devastation among DCMS forces.

Intended primarily for heavy C3 companies, the Quickdraw-6K saw limited but steady production throughout the 3050s, with its speed, mobility, solid armor, and brutal melee ability endearing it to many Combine pilots.  With its Japanese iconography, the Quickdraw-6K was frequently nicknamed the “Iaijutsu” (for a classical pre-spaceflight quick-draw technique), but traditionalists complained that a true Samurai ‘Mech would be quick-drawing a sword, not a peasant farmer’s hatchet.  When Cosby Battlemechs released their competitor 70-ton No-Dachi in 3058, complete with a TSM-powered ‘Mech sword, LAW bowed to pressure and offered their own a katana-stylized variant (assigned the 7K designation) a few years later.  Ever-responsive to procurement fads,  LAW also began offering field upgrades to DCMS units that wanted to equip ER medium and ER small lasers on their Quickdraw 6K or 7K, shortly before the start of the Jihad.  It was part of a kit that also allowed a ‘Mechbay upgrade of the engine-integral single heat sinks to double-strength freezers – allowing even faster ‘heat-up’ of the Triple-Strength Myomers with one or more of the double heat sinks turned off, but also making for an incredibly cool-running ‘Mech at full dump, short of a full alpha combined with jumpjets.

Note that LAW engineers eventually did solve the Hardened Armor's spalling issue during the Jihad, developing a flexible, super low-friction coating which was applied after fabrication -- they began producing the Hardened Armor Quickdraw (designated the 9K) in the 3080s, as well as a upgrade kit, and as a result the 9K quickly became the preferred variant, seeing widespread use in C3 companies.  Combined with the Mace-armed variant (styled in the form of a massive Japanese tetsubo) that was released at the same time, the new Hardened Armor variant was heavily marketed under the designation “Benkei”, named for a legendary nigh-unkillable warrior-priest from Japanese folklore.

Decades later, in the Republic era, the continued success of their hardened-armor melee ‘Mech inspired a new generation of LAW engineers to design the 35t Rokurokubi and 75t Shiro in 3135 as home-grown complements to their venerable Quickdraw design.
« Last Edit: March 10, 2021, 12:19:30 AM by fabulousorcboy »
Logged

fabulousorcboy

  • Fanjunkare
  • *
  • Offline Offline
  • Posts: 226
Re: Optimizing the Quickdraw
« Reply #33 on: March 09, 2021, 10:41:43 AM »

Cut-and-paste completed.

At 5/7 speed (6/8 with TSM active), and with jumpjets for some extra versatility, I think my Hardened Armor Quickdraw concept is just barely viable -- particularly since the hatchet is just so that people don't ignore it, and its primary purpose is to be a C3 carrier.  But yes, I think Hardened Armor melee 'Mechs would probably be better at 6/8 (7/10 with TSM active) or faster.

As for their utility, I admit to being initially skeptical myself, but Hardened Armor makes fast lights and mediums sooooooo damn hard to kill, and makes even 60t heavies tougher than an Atlas.  But no point on putting on a speed 4 'Mech, I agree.  That just makes it a 4/5 speed, which is slow as beans, might as well just be 3/4 speed and save the tonnage for more pew pew.

I don't know if hardened armor is worth putting on Assault 'Mechs, though.  You effectively downgrade your offensive firepower by an entire weight class when you do this, the trade-off is considerable.  See the Great Turtle for an example: it has a paltry 13t of weapons (still just 23 tons even if you recover the jumpjets and additional heat sinks of weight).  Even other defensive systems like compact engines (Gotterdammerung and Archangel) just aren't major offensive threats because they spend so much on defense, and don't have the speed to really get close enough to punk you in melee.  Yes, neither use hardened armor, and the Gotti is a 75t heavy, and they're "zombie" Mechs that you have to actually put into the ground, but the point still stands.  The Viking II kind of works, but mostly because of the magic of Clan missiles; I don't think the Inner Sphere could create a hardened-armor Longbow the same way.
« Last Edit: March 09, 2021, 10:53:55 AM by fabulousorcboy »
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #34 on: March 09, 2021, 05:47:41 PM »

Very nice!

Yeah I hear ya, hardened armor would work on lighter faster units I suppose. I am thinking of a siege Mech like the 200 tonners of the far future. Pitifully slow but a pain to take a out.
Logged

Bradshaw

  • General
  • *
  • Offline Offline
  • Posts: 1,253
  • Expect it most when you expect it least
Re: Optimizing the Quickdraw
« Reply #35 on: March 10, 2021, 09:18:23 AM »

Never read construction rules for super heavies but the whole critical space issue would make them useless unless they had more.

Always thought critical space should be determined by tonnage of design
Logged
NEVER trust a man who scratches his chin

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #36 on: March 10, 2021, 09:50:46 AM »

A little of topic answer for Bradshaw - since Super Heavies are twice as big they have twice as many critical spaces.
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #37 on: March 11, 2021, 06:16:14 PM »

QKD-5W QUICKDRAW

Mass: 60 tons
Chassis: Technicron Type E
Power Plant: Vlar 300 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Chilton 460
   Jump Capacity: 150 meters
Armor: Kallon FWL Special Ferro-Fibrous
Armament:
2 Blankenburg Extended Range Large Lasers
8 Omicron 4000 Medium Lasers
1 Diverse Optics Type 10 Small Laser
Manufacturer: Blackwell Industries   
Primary Factory: Outreach (refits only)
Communications System: Garret T12E
Targeting and Tracking System: Dynatec 2180

Overview:
   Cooperation of any sort between ComStar and the Wolf Dragoons was unthinkable prior to the Clan Invasion. The mysterious origins of the Dragoons led the Order to intensely scrutinize them for more than forty years provoking a number of incidents which built up a natural antipathy over time. The Return of the Warriors of Kerensky changed a great many things including this tense relationship among these high-tech rivals. Now faced with a technologically superior foe both erstwhile enemies have put aside their differences for the greater good. As part of the new Martial Accords the Dragoons, as loyal Federated Commonwealth employees, invited designers from the reformed ComStar to Outreach to research new concepts that could help defeat the Clans. The flexibly armed QKD-5W Quickdraw featuring an all-energy arsenal is one of these innovative joint creations.

Capabilities:
   Both ComStar and Wolf Dragoons technicians felt the cold improve on Technicron’s QKD-5M lostech refit of the Quickdraw. Much of the original design like the chassis, myomer, jump jets, electronics and even some of the weaponry still remains unchanged in this extensive refit.  Building directly on the 5M model they agreed to include ComStar’s favorite model Vlar 300 XL Engine which was proven in battle versus the Clans on Tukayyid. This upgrade would allow nine and a half tons of additional weaponry and equipment to be added to the design even though it would make the final product much more expensive. The vulnerability of this bulky power plant was covered by an extra three tons of Kallon FWL Special Ferro-Fibrous. This enhancement simply utilized more armor from the existing 5M upgrade packages and provided close to near total protection for this sixty-ton BattleMech. The Delta Dart LRM-10 Rack along with the Hovertec SRM Quad were removed to make way for two Blankenburg Extended Range Large Lasers most recently used on the Grim Reaper were added to the two Omicron 4000 Medium Lasers placed in the BattleMech’s arms to take advantage of Quickdraw’s upper limb flipping ability. Four additional Omicron 4000 Medium Lasers were mounted in the side torso which really supply the true firepower of this design. Together with the original two now all mounted forward they can devastate any mid to short range target which is foolish enough to test it in combat. Finally, a Diverse Optics Type 10 Small Laser was added to the center torso to provide point defense. These eleven lasers compose an impressive long duration weapons array which can remain in the field indefinitely. However, the massive heat bloom they generate has to be carefully managed by Mechwarriors who are advised to bracket fire this massive laser arsenal. Please note that alternating movement must also be employed to successfully avoid constant overheating which could result during improper use. To help disperse all of this heat generated by weapon heat and movement a fourteenth Double Heat Sink was also added allowing the Mechwarrior to carefully balance their fire.

Deployment:
   The first models of this all-energy variant went to Brion’s Legion and the rebuilding Wolf Dragoons. While they were being tested on Terra and Outreach their reputation as an ideal Heavy raider bought it into higher demand. Ultimately going into service with mercenary groups serving in the 3rd Marik Civil War who prized its low logistical concerns it performed admirably as long as used properly. Instances of foolish or desperation Alpha Strikes have been noted as customer failures more often by a few than not but continued manufacturer’s warnings seem to have been ignored in all cases. Some in the Free Worlds League used these incidents as proof of flawed foreign mercenary designs used by pretenders to the throne.

Type: Quickdraw
Technology Base: Inner Sphere - Level 2
Tonnage: 60

Equipment                        Mass
Internal Structure:                     6
Engine:            300 XL         9.5
Walking MP:         5
Running MP:         8
Jumping MP:         5            
Heat Sinks:            14 (28)            4
Gyro:                           3
Cockpit:                         3
Armor Factor:            197            11

Internal Structure   Armor Value
Head            3         9
Center Torso         20         27 / 9
R/L Torso         14         20 / 8
R/L Arm         10         20
R/L Leg         14         28

Weapons and Ammo      Location      Critical   Tonnage
ER Large Laser      Right Arm      2      5
Medium Laser         Right Arm      1      1
ER Large Laser      Left Arm      2      5
Medium Laser         Left Arm      1      1
3 Medium Lasers      Right Torso      3      3
3 Medium Lasers      Left Torso      3      3
Small Laser          Center Torso      1      .5
Jump Jet         Center Torso      1      1
2 Jump Jets         Right Leg      2      2
2 Jump Jets         Left Leg      2      2


Cost = 12,190,160 C-bills
« Last Edit: March 12, 2021, 02:19:55 PM by Takiro »
Logged

fabulousorcboy

  • Fanjunkare
  • *
  • Offline Offline
  • Posts: 226
Re: Optimizing the Quickdraw
« Reply #38 on: March 11, 2021, 09:54:57 PM »

Takiro-san, when you alpha and jump with that energy beast, you're at +26 on the heat scale.... so a "mere" 10+ on the shutdown roll.  Ouch!

That said, if you shut-down, you're only immobilized for one turn, because the 14 freezers have you back below zero right away.  Plus no explosive components.  I used to play with Rifleman variants waaaaay back in the day that were designed the same way, just to discourage ASF strafing attacks: massive alpha, plus if you shut down and survive the strafing run, you're back up again before the ASF can loop around for another attack.

I know your fluff has six medium lasers in the torsos, but your write-up has all the lasers in the arms.  Given that this machine is best at brawling range, keeping the bulk of your weapons in the torsos (and crit-packing with double heat sinks) is probably ideal -- you can afford to lose the ER Lasers first.  That said, given how you want to get close in this 'Mech, I would shift armor out of the legs and maximize the CT, but that's just a preference.

I don't think the small laser counts as true point defense in the current iteration of the rules, but other than maxing the armor out completely, I'm not sure how else to use the half-ton efficiently in 3053.  The Inner Sphere developed Light TAG in 3053, and that matches the Medium Laser range bracket perfectly, but it's not in production 'Mechs until 3063.
« Last Edit: March 11, 2021, 10:05:16 PM by fabulousorcboy »
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #39 on: March 12, 2021, 07:29:52 AM »

Damn I screwed up on the placement again!  :-[ I will fix it up. The arms are the key with the Quickdraw as they are meant to flip. However, 6 Mediums are in the side torsos and 2 are in the arms along with the ER Larges.

This entry was supposed to be a bracket fire beast which is often an Ice Hellion staple, I'll get back to him soon. Here is relevant quote from my entry which was supposed to explain all of that. Admittedly perhaps it fell short.

The Delta Dart LRM-10 Rack along with the Hovertec SRM Quad were removed to make way for two Blankenburg Extended Range Large Lasers most recently used on the Grim Reaper were added to the two Omicron 4000 Medium Lasers placed in the BattleMech’s arms to take advantage of Quickdraw’s upper limb flipping ability. Four additional Omicron 4000 Medium Lasers were mounted in the side torso which really supply the true firepower of this design. Together with the original two now all mounted forward they can devastate any mid to short range target which is foolish enough to test it in combat. Finally, a Diverse Optics Type 10 Small Laser was added to the center torso to provide point defense. These eleven lasers compose an impressive long duration weapons array which can remain in the field indefinitely. However, the massive heat bloom they generate has to be carefully managed by Mechwarriors who are advised to bracket fire this massive laser arsenal. Please note that alternating movement must also be employed to successfully avoid constant overheating which could result during improper use. To help disperse all of this heat generated by weapon heat and movement a fourteenth Double Heat Sink was also added allowing the Mechwarrior to carefully balance their fire.

So if your at long range your 24 heat weapon option is the ER Larges closer and you can utilize the 8 Medium Lasers or 4 Mediums and an ER Large. Obviously if your the opponent you want to stay out at long range where it can do the least damage (16 vs 40). 
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #40 on: March 12, 2021, 07:30:49 AM »

Today is the last day for entries folks except for Ice Hellion who is still unable to log on.
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #41 on: March 12, 2021, 02:19:19 PM »

QKD-5N QUICKDRAW

Mass: 60 tons
Chassis: Technicron Type E
Power Plant: Vlar 300 XL
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Chilton 460
   Jump Capacity: 150 meters
Armor: Kallon FWL Special Ferro-Fibrous with CASE
Armament:
   2 Holly-6 Short Range Missile Racks
4 Omicron 4000 Medium Lasers
1 Octagon Missile-Magnet Narc Beacon
1 Diverse Optics Type 10 Small Laser
Manufacturer: Technicron Manufacturing 
Primary Factory: Savannah
Communications System: Garret T12E with Guardian ECM Suite
Targeting and Tracking System: Dynatec 2180 with Beagle Active Probe

Overview:
   While the many Provinces of the Free Worlds League were all different in some ways, they had one thing in common. An abundance of Octagon Missile-Magnet Narc Beacons made possible a new tactical doctrine that encouraged teamwork when it came fire support missions. During the 3rd Marik Civil War this led to the introduction of new variants featuring smaller LRM racks which were more mass efficient and a new wave of fast NARC assets. The large size of the Quickdraw combined with its fast speed and high mobility made it an ideal platform for NARCs which several factions seized on. While Technicron eventually endorsed this official 5N variant it really began all over the Free Worlds League as various rivals for the Atrean throne searched for the ultimate NARC BattleMech.

Capabilities:
   Built upon the largely unsatisfactory 5M lostech upgrade this new variant drops the Delta Dart LRM-10 Rack and the Hovertec SRM Quad Pack in favor of a shorter-range arsenal. Ample supplies of the 300 XL Engine (six manufacturers in the Free Worlds) made possible even more tonnage for weaponry and equipment. The relatively common twin Holly-6 Short Range Missile Racks became the main punch for the QKD-5N which combined with the Octagon Missile-Magnet Narc Beacon made for a deadly close in opponent. With all four Omicron 4000 Medium Lasers now placed in the arms this Quickdraw, which reminds many of a super 5A version, can dominate short range engagements even without long range fire support. A Diverse Optics Type 10 Small Laser was a final addition to make up for unused tonnage and help dispatch any point-blank survivors. A dozen Double Heat Sinks disperse all but a jumping Alpha Strike without much difficulty resulting in few, if any, overheating effects. Three additional tons of Kallon FWL Special Ferro-Fibrous were also included to maximize armor protection. A Guardian ECM Suite and Beagle Active Probe were also mounted in the right torso further enhancing this heavy vanguard’s impressive capabilities.

Deployment:
Widely available to many different factions during the 3rd Marik Civil War this hard charging Quickdraw model became a high priority target. Not only did the different factions seek to have one in their own regiments but opponents would most often target their enemies Quickdraw for destruction fearing its potential missile force augmentation. Fortunately, many different contractors picked up the refit package quickly resulting in a pretty large number of these refits being present across the Free Worlds League.

Type: Quickdraw
Technology Base: Inner Sphere - Level 2
Tonnage: 60

Equipment                        Mass
Internal Structure:                     6
Engine:            300 XL         9.5
Walking MP:         5
Running MP:         8
Jumping MP:         5            
Heat Sinks:            12 (24)            2
Gyro:                           3
Cockpit:                         3
Armor Factor:            197            11

Internal Structure   Armor Value
Head            3         9
Center Torso         20         27 / 9
R/L Torso         14         20 / 8
R/L Arm         10         20
R/L Leg         14         28

Weapons and Ammo      Location      Critical   Tonnage
SRM-6            Right Torso      2      3
Ammo (SRM) 15      Right Torso      1      1
SRM-6            Left Torso      2      3
Ammo (SRM) 15      Left Torso      1      1
2 Medium Lasers      Right Arm      2      2
2 Medium Lasers      Left Arm      2      2
Narc Missile Launcher   Left Torso      2      3
Ammo (Narc) 6      Left Torso      1      1
Guardian ECM Suite      Right Torso      2      1.5
Beagle Active Probe      Right Torso      2      1.5
Small Laser          Center Torso      1      .5
Jump Jet         Center Torso      1      1
2 Jump Jets         Right Leg      2      2
2 Jump Jets         Left Leg      2      2
Logged

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #42 on: March 12, 2021, 02:21:45 PM »

Okay folks, those are my three and Ice Hellion has told me that no extension is necessary with a midnight deadline. I will probably post his and Bradshaw's joint design by this evening. So, nine and a half hours to go!
Logged

Abele

  • General
  • *
  • Offline Offline
  • Posts: 1,093
  • A Man in a Tin Suit
Re: Optimizing the Quickdraw
« Reply #43 on: March 12, 2021, 04:57:47 PM »

Once the Clan Invasion has stopped at Tukayyid by the ComGuards most of the the Draconis Combine's defense contractor began to assess the performance of their products against the invaders and make changes to those Battlemechs that performed poorly. The QKD-5K was one of those. Over-sinked, under-gunned and poorly armored, it suffered against all of the machinery that the Clans fielded. To fix this problem, the engineers at Luthien Armor Works chose to switch over to an extra-light fusion engine. When it came to weaponry, they chose to use the original QKD-4G layout as a template for this re-design. The missile battery consists of Artemis IV FCS-equipped Shigunga LRM-15 and Ayukawa SRM-6 launchers with an adequate supply of ammunition for both. Rather than using modern pulse technology, the design mounts five standard Angra 3L medium lasers. To bring it more in line with the newest 'Mechs being fielded by the DCMS a Tanadi Citizen C3 slave has been also mounted for better battlefield communications and situational awareness. With the change to ferro-fibrous armour, the 10.5 tons mounted on the Quickdraw has increaed overall armor protection by thirty percent.

Initial battlefield testing has shown that the long-range weaponry has led to better survival rates for the Quickdraw and new production will go to major frontline units while existing QKD-5K will be re-assigned to less reliable units.

Code: [Select]
Quickdraw QKD-5KC

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3054
Dry Cost: 12,583,360 C-Bills
Total Cost: 12,757,360 C-Bills
Battle Value: 1,642

Chassis: Technicron Type E Standard
Power Plant: Vlar 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Chilton 460
    Jump Capacity: 150 meters
Armor: Protec 12 Ferro-Fibrous w/ CASE
Armament:
    1 Shigunga LRM-15 w/ Artemis IV FCS
    1 Ayukawa "Slapper' SRM-6 w/ Artemis IV FCS
    5 Angra 3L Medium Lasers
    1 Tanadi Citizen C3 Computer (Slave)
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Garrett T12E
Targeting and Tracking System: Dynatec 2180 w/Artemis IV FCS

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                6.00
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   5.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 188                 10.50
    Armor Locations: 2 RT, 4 LA, 4 RA, 2 LL, 2 RL
    CASE Locations: 1 LT, 1 RT                                             1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           27       
                                 Center Torso (rear)                  10       
                                           L/R Torso     14           20       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     10           18       
                                             L/R Leg     14           25       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
C3 Computer (Slave)                          HD        0         1         1.00
(R) Medium Laser                             CT        3         1         1.00
SRM-6                                        RT        4         2         3.00
    Artemis IV FCS                           RT        -         1         1.00
LRM-15                                       LT        5         3         7.00
    Artemis IV FCS                           LT        -         1         1.00
2 Medium Lasers                              RA        6         2         2.00
2 Medium Lasers                              LA        6         2         2.00
@SRM-6 (Artemis) (15)                        RT        -         1         1.00
@LRM-15 (Artemis) (16)                       LT        -         2         2.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 16
5j         4       5       2       0      3     0   Structure:  3
Special Abilities: C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA, IF 1

« Last Edit: March 12, 2021, 04:58:07 PM by Abele »
Logged
The Honor of Men cannot be bound by the words of Fools- Marco Hietala
I hear and I forget. I see and I remember. I do and I understand. - Confucius
May God defend me from my friends; I can defend myself from my enemies. - Voltaire
Chaos doesn't need a recipe, just a list of ingredients. - Drakensis
Kachi ni Fushigi no Kachi Ari. Make ni Fushigi no Make Nashi
Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

  • General
  • *
  • Offline Offline
  • Posts: 10,181
  • For the Last Cameron!
Re: Optimizing the Quickdraw
« Reply #44 on: March 12, 2021, 05:01:04 PM »

Good to see you Abele! Hope your feeling better.
Logged
Pages: 1 2 [3] 4   Go Up