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Author Topic: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons  (Read 3585 times)

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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #15 on: January 16, 2018, 02:46:06 PM »

Just remember Pins, Elemental carrying is a big part of Omnimechs.

Good to see u unbusy again marauder648!

Sure.  But Trueborn Clan Warriors decline to climb into unarmed  ::) BA carriers. 
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Takiro

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #16 on: January 16, 2018, 05:25:47 PM »

Just got home and wanted to check on available critical spaces for the Battle Cobra.

Quote
Weight and Space Allocation
Location         Fixed                Spaces Remaining
Head              None                       1
Center Torso   1 Endo Steel            0
                     1 Ferro-Fibrous
Right Torso     3 Endo Steel            6
                     3 Ferro-Fibrous
Left Torso       3 Endo Steel            6
                     3 Ferro-Fibrous
Left Arm         None                       8
Right Arm       None                       8
Right Leg        Double Heat Sink     0
Left Leg          None                      2

Plus it looks like it lacks hand actuators so it should be 9 and 9 available in the arms.
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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #17 on: January 16, 2018, 08:21:05 PM »

Ugh.  And that chart, right there, is why I have to make multiple drafts of everything I do, because I don't check things like that.  At least two configs of mine use the CT, so at a minimum those need to be fixed.
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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #18 on: January 17, 2018, 01:26:16 AM »

Gah.  A single (x2)HS in the leg?  CT and side torso slots for Endo- and F-F?  On a Mech by a faction that places a high priority on the survival of the MW?  It's like the designer deliberately decided to nerf it.

I'm almost done, just the deployment section and maybe a couple extra configs based on what else I missed.
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Abele

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #19 on: January 17, 2018, 08:53:18 AM »

Only Canon Battle Cobra X has a torso mounted weapon, a single heavy medium laser. So there is a canon precedent.
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Takiro

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #20 on: January 17, 2018, 09:31:51 AM »

That is the 240 Fusion Engine, it only have 9 integral heat sinks so one goes in the leg. Which is good placement in my opinion as it will more efficiently deal with heat standing in water for example.

Thanks Abele. I think that the Quicksilver Upgrades really gives the Clans a chance to resolve some fluff challenges. Just remember if u make the change justify it ur fluff.
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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #21 on: January 17, 2018, 01:04:27 PM »

Only Canon Battle Cobra X has a torso mounted weapon, a single heavy medium laser. So there is a canon precedent.

Nope.  Same thing, one Endo and F-f slot each.

That is the 240 Fusion Engine, it only have 9 integral heat sinks so one goes in the leg. Which is good placement in my opinion as it will more efficiently deal with heat standing in water for example.

Thanks Abele. I think that the Quicksilver Upgrades really gives the Clans a chance to resolve some fluff challenges. Just remember if u make the change justify it ur fluff.

Since only ONE is filled, its just annoying.  I realize its petty but it means moving JJ to the Torsos for an even distribution and with the rest of the choices made the Torsos don't have anywhere near the amount of space I prefer on a zombie.  Configs are coming along, though.
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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #22 on: January 17, 2018, 04:22:22 PM »

Ok - my entry is complete.

One of the biggest improvements over the canon unit is the use of the Mech's torsos to preserve as many expensive pieces of equipment and weapons as possible.  Arm-mounted weapons are still in some Configs but the majority are better protected and the heat burden significantly reduced to allow for high-intensity fighting without shutting down.

Please note, I threw away or lost the HMP disk and don't have SSW installed, so I have to ask somebody else to do it for me.  I've included the new weapons and equipment, tonnage, and crit spaces to make it easier to understand.

Quote
Battle Cobra

Overview
     Critiqued as a design well past its prime and with relatively few Warriors willing to endorse the design, the Viper’s Battle Cobra was seen as a poor choice for continued production despite its reputation as a well-designed OmniMech.  Seizing the opportunity to renew interest in the design, Khan Perigard Zalman ordered a series of Trials to update the Cobra’s Configurations to better reflect the experiences of Operation: Revival.
     Once the competition began, none of the entries showed a clear advantage over their opponents; each conformed to the expected pattern of Endo-Steel skeleton, Standard fusion engine, and heavy armor.  Pod space, a primary concern among most Warriors fell to comparable levels of standard BattleMechs found in the Inner Sphere, resulting in a competition focused more on Configurations and ease of maintenance rather than the durability and endurance extolled by their designers.
     Seeking to test modified Configurations against MechWarriors from other Clans, both the Goliath Scorpions and Cloud Cobras agreed to contribute resources in exchange for the right to participate in the development program.

Capabilities
     Emphasizing Medium- to Long range weapons, designers limited the Cobra to arm-mounted weapons in an attempt to simplify repair and exchanging weapons pods, but historical records analyzed by the Goliath Scorpions showed the Cobra began to suffer crippling damage to its arms after an opponent destroyed roughly 18% of the total armor.  Realizing the crucial influence of weapons placement on survivability, Scientists and Technicians worked to accommodate Torso-mounted weapons to take advantage of the more heavily protected locations while significantly reducing the design’s heat burden, essentially repudiating the Steel Viper design philosophy that led to the Battle Cobra’s design concept.

(P)
     While the existing Configurations focused on ammo independence, Warriors noted the inability of the design to contribute while out of line-of-sight to an opponent, leading to a new Primary Configuration.  Retaining an ER-PPC for long-range firepower, engineers placed a single ER-Medium and –Small Laser in each arm to provide the widest possible field of fire at Medium- and Short range.  Two additional Heat Sinks limit heat build-up, while the –P can contribute to the defense of friendly forces out of line-of-sight with a single LRM-5 placed in each of the Left- and Right Torsos.  Both launchers share a single ton of ammunition, forcing the pilot to conserve ammunition carefully.

ER-SmL     .5 ton/1 Crit     LA
ER-ML       1 ton/1 Crit     LA
ER-PPC      6 ton/2 Crit     RT
LRM-5       1 ton/1 Crit     RT
LRM-5       1 ton/1 Crit     LT
ER-ML       1 ton/1 Crit     LA
ER-SmL     .5 ton/1 Crit    LA
Ammo       1 ton/1 Crit     LT
  (LRM)24
HS(x2)       1 ton/2 Crit     LT
HS(x2)       1 ton/2 Crit     RT

(A)
     While Battlearmor transport was not a primary concern of the Clans collaborating in the creation of new Configurations due to the conflicting requirements, the basic design of the Cobra lends itself well to the practice and addresses a major concern for Clans Blood Spirit and Cloud Cobra by adding a Medium OmniMech to support Lighter Omnis in Novas.
     The standard –A Configuration, altered for it’s new role, removes the Small Pulse Lasers to free tonnage for Jump Jets in the Left- and Right Torso to facilitate its movement across the battlefield.  Placing an expensive ECM Suite in its Head with TAG in the Right Torso ensures it remains undetected while supporting the Elementals when required.  When forced to fight the MechWarrior is protected from enemy Elementals SRM by dual Anti-Missile Systems placed near the shoulder of each Arm while the Cobra’s Arm-mounted ER- and Pulse Lasers perform well against ‘Mechs or Elementals with only a slight heat burden.

MPL            2 ton/1 Crit    RA
ER-ML        1 ton/1 Crit     RA
AMS        0.5 ton/1 Crit     RA
ECM           1 ton/1 Crit      H
  Suite
TAG            1 ton/1 Crit     RT
ER-ML        1 ton/1 Crit     LA
MPL            2 ton/1 Crit     LA
AMS        0.5 ton/1 Crit     RA
Ammo        2 ton/2 Crit     LT
  (AMS)
3xJJ          1.5 ton/3 Crit    RT
3xJJ          1.5 ton/3 Crit    LT

(B)
     Alternate Configuration B, with two of the largest, most advanced energy weapons available failed to properly cool them, forcing pilots to restrict themselves to a single weapon.  Seeking to eliminate this handicap, designers once again placed a single ER-PPC in the Right Torso.  Noting the value of a fast, mobile sniper to counter Inner Sphere units that had embraced the concept, engineers fitted Jump Jets to allow it to move quickly over rough terrain.  Placing a back-up ER-Medium Laser in each arm, engineers attempted to minimize the probability of a single heavy blow leaving the Cobra unable to defend itself from the rear.  As a concession to the Scorpion Warrior Caste, both a complex Targeting Computer and TAG were added to ensure the quick destruction of the target.

ER-ML      1 ton/1 Crit     RA
ER-PPC     6 ton/2 Crit     RT
TGT           2 ton/2 Crit     LT
  Comp
TAG          1 ton/1 Crit     LT
ER-ML      1 ton/1 Crit     LA
3xJJ       1.5 ton/3Crit      RT
3xJJ       1.5 ton/3Crit      LT

(C)
     Given the lack of Aerospace Aerospace fighters outside the Cloud Cobra Touman, the –C Configuration takes responsibility for anti-aircraft support among Light- and Medium Stars when unaccompanied by purpose-built vehicles.  A versatile LB-5X mounted in the Right Arm offers a choice of ammunition suitable for use against both AeroSpace fighters and Armor units, one of the most common defensive units in the Inner Sphere, while an Active Probe detects hidden units.  A pair of Arm-mounted ER-Medium Lasers provide both ammunition independence and close-in defenses against enemy Battlearmor.  A complex Targeting Computer assists Mechwarriors accurately track incoming threats, and the low heat generated by its weapons insures this is one of the preferred Configurations in hostile environments where heat is an issue.

LB-5X         7 ton/4 Crit     RA
ER-ML        1 ton/1 Crit     RT
Active        1 ton/1 Crit     H
  Probe
TGT           2 ton/2 Crit     LT
  Comp
ER-ML       1 ton/1 Crit     LA
Ammo       2 ton/2 Crit     RT
  (LB)40

(D)
     Searching for a suitable support for the newer OmniMechs coming from the Quicksilver Trials, the new –D Configuration shared by the Cobras and Scorpions utilizes the available tonnage to place a quad-LRM-5 rack in each of the Left- and Right Torsos with two-ton ammunition bins in each Torso, allowing nearly four minutes of continuous LRM bombardment.  Once out of ammunition, MechWarriors rely on a pair of ER-Medium Lasers to ensure their ability to return to a safe location to reload.

ER-ML         1 ton/1 Crit     RA
4xLRM-5     5 ton/5 Crit     RT
4xLRM-5     5 ton/5 Crit     LT
ER-ML         1 ton/1 Crit     LA
Ammo         2 ton/2 Crit     RT
  (LRM)48
Ammo         2 ton/2 Crit     LT
  (LRM)48

(E)
     The –E Configuration provides Clan Burrock a brutal, close-assault unit eschewing attempts to improve the Cobra’s heat management in favor of high, short-range damage potential.  Installing an ER-Small Laser battery in each of the Left- and Right Torsos with a Head-mounted Targeting Computer to increase accuracy frees the design’s ‘main gun’ from ammunition requirements, while the heat burden is nearly eliminated when the other weapons are left unfired.
     Mass concerns restrict it from extending the same benefits to the Arm-mounted ER-Medium Lasers that comprise the sole anti-‘Mech weapons, but the old-fashioned twin standard SRM-4s in each arm comprise a significant threat to other units on the battlefield if the MechWarrior is willing to risk dedicating one of the two tons of SRM-4 ammunition to Inferno rounds for their efficiency against vehicles and Battlearmor.  Restricted to 270 meters, combined with the ER-Medium Lasers they provide a potent threat to larger ‘Mechs while placing only a slight stress on the cooling system.

ER-ML     1 ton/1 Crit     RA
2xSRM    2 ton/2 Crit     RA
  -4
5xER     2.5 ton/5 Crit     RT
  -SmL
TGT          1 ton/1 Crit     H
  Comp
5xER     2.5 ton/5 Crit     LT
  -SmL
2xSRM    2 ton/2 Crit     LA
  -4
ER-ML     1 ton/1 Crit     LA
Ammo     1 ton/1 Crit     RT
  (SRM)
Ammo     1 ton/1 Crit     LT
  (SRM)

(F)
     Aware of the Clan’s lack of sophisticated electronics and the need to husband resources in line with Khan Ceana Boques 2854 guidelines for BattleMech development, the Blood Spirits took notice of the –F Configuration when Clan Steel Viper approached them with an offer to join a coalition of Clans contributing resources to make their Battle Cobra OmniMechs more potent.
     Formalizing the favored Blood Spirit Configuration the Head-mounted ER-Large Laser and twin, Torso-mounted LRM-15s use the most common weapons in the Spirit Touman.  With three tons of ammunition and only slight heat concerns, Khan Zalman lured the Spirits into declaring the Battle Cobra their preferred Medium OmniMech.

LRM-15     3.5 ton/2 Crit     RT
ER-LgL          4 ton/1 Crit      H
LRM-15     3.5 ton/2 Crit     LT
Ammo          2 ton/2 Crit     RT
  (LRM)16
Ammo          1 ton/1 Crit     LT
  (LRM)8

Deployment
     Distributed among five Clans to varying degrees, contact between Clans Blood Spirit and Fire Mandrill led to the cautious adoption of the Battle Cobra by the Warrior Caste of Clan Fire Mandrill.  As the Viper-led coalition continued to refine the proposed Configurations, the Jade Falcons continued to express disdain for the possibility of being overwhelmed by dezgra Inner Sphere barbarians and ridiculed ‘lesser’ Clans for being unable to employ higher quality OmniMechs.
     Despite this haughty attitude the Kindraas adopted the Battle Cobra as their preferred Medium OmniMech soon after observing Spirit Warriors force a Coyote raiding party to request Hegira on Foster.  Merchants representing the Spirits and Fire Mandrills have recently begun inquiries to purchase the rights to produce the Battle Cobra on York, with a percentage transferred to the Kindraas choosing to contribute to the agreement.
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Takiro

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #23 on: January 17, 2018, 04:26:24 PM »

Very nice Pins!
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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #24 on: January 19, 2018, 12:39:24 AM »

First sighted by the Draconis Combine where the Battle Cobra earned the name Nozuchi, a fat snake like demon of Japanese legend for its squat, broad form and clearly cobra esque stylizing, the Battle Cobra whilst derided by some Warriors as being little more than a standard Mech became quite popular.  ComStar referred to the Battle Cobra as the Hooded Cobra for its wide shoulders and stylized hull features.

I really like this name, but I don't know if I can put it on my entry as well.

If I can, the backstory will be the encounter occurred on Tukkyyid with a former citizen of the DC coining the reporting name.

I looked for African/Islamic after finding that the SV captured Twycross and that the 'black African' Islamic group was concentrated in the area, but found nothing of note.
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Takiro

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #25 on: January 19, 2018, 08:16:58 AM »

Just a friendly reminder folks that this is the final day for entries. ;)
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Abele

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #26 on: January 19, 2018, 01:18:31 PM »


Code: [Select]
Battle Cobra

Mass: 40 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E-A
Production Year: 2873
Cost: 3,920,000 C-Bills
Battle Value: 620

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    14.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 1 CT, 3 LT, 3 RT
Engine:             Fusion Engine                240                      11.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 124                  6.50
    Armor Locations: 1 CT, 3 LT, 3 RT

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           16       
                                 Center Torso (rear)                  5         
                                           L/R Torso     10           14       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     6            11       
                                             L/R Leg     10           17       


================================================================================

This is where some really fancy fluff was supposed to go involving a detailed battle involving the Cloud Cobras taking down of a Dark Caste
encampment, but I lost track of time.


The following is a synopsis of the ten configurations.

Fang is based on the original Prime. It replaces the pulsers with ER lasers and a TComp and two more DHS.

Code: [Select]
================================================================================
Loadout Name: Fang 1                                         Cost: 4,772,950
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,724

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    Heat Sink Locations: 1 LT, 1 LL, 1 RL
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           RT        -         2         2.00
ER Large Laser                               RA        12        1         4.00
2 ER Small Lasers                            RA        4         2         1.00
ER Large Laser                               LA        12        1         4.00
2 ER Small Lasers                            LA        4         2         1.00
                                            Free Critical Slots: 19

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 17
6          4       4       2       0      2     1   Structure:  3
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA

Fang 2 is original and is dedicated scout and headhunter. The main weapon is an ER PPC and backed up by a pair of twin ER medium lasers.
The key addition is the six jump jets for added tactical mobility

Code: [Select]
================================================================================
Loadout Name: Fang 2                                         Cost: 5,948,600
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,917

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 1 LL, 1 RL
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    RT        0         1         1.00
Active Probe                                 LT        0         1         1.00
ER PPC                                       RA        15        2         6.00
2 ER Medium Lasers                           LA        10        2         2.00
                                            Free Critical Slots: 19

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

The Fang 3 is also new and features a TComp that works with a Large pulser, small pulser with two ERE medium lasers. Additional weaponry includes a Streak SRM4.

Code: [Select]
================================================================================
Loadout Name: Fang 3                                         Cost: 4,826,850
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,700

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           RT        -         2         2.00
Large Pulse Laser                            RA        10        2         6.00
Small Pulse Laser                            RA        2         1         1.00
2 ER Medium Lasers                           LA        10        2         2.00
Streak SRM-4                                 LA        3         1         2.00
@Streak SRM-4 (25)                           LA        -         1         1.00
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 17
6          4       4       2       0      2     0   Structure:  3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Fang 4 is a dedicated fire support configuration featuring twin LRM15s with four tons of ammo. Two ER medium lasers serve as backup
weapons. For added battlefield survivability, an ECM suites has been added to keep the enemy from engaging in counter battery fire.

Code: [Select]
================================================================================
Loadout Name: Fang 4                                         Cost: 5,344,500
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,641

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ECM Suite                                    HD        0         1         1.00
LRM-15                                       RA        5         2         3.50
ER Medium Laser                              RA        5         1         1.00
LRM-15                                       LA        5         2         3.50
ER Medium Laser                              LA        5         1         1.00
@LRM-15 (16)                                 RA        -         2         2.00
@LRM-15 (16)                                 LA        -         2         2.00
                                            Free Critical Slots: 22

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 16
6          4       4       2       0      2     0   Structure:  3
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, LRM 2/2/2, IF 2

Fang 5 is original and is a dedicated trooper configuration with an ER large laser and Class 5 LB-X autocannon.

Code: [Select]
================================================================================
Loadout Name: Fang 5                                         Cost: 4,843,475
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,260

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 5-X AC                                    RA        1         4         7.00
ER Large Laser                               LA        12        1         4.00
2 ER Small Lasers                            LA        4         2         1.00
@LB 5-X (Cluster) (20)                       RA        -         1         1.00
@LB 5-X (Slug) (20)                          RA        -         1         1.00
                                            Free Critical Slots: 24

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 13
6          3       3       2       0      2     0   Structure:  3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Fang 6 is a variation of the original A with jump jets and a TComp. It's a brawler and should do well against other medium Mechs
and spheroid vehicles and armored infantry.

Code: [Select]
================================================================================
Loadout Name: Fang 6                                         Cost: 5,051,375
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,837

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           RT        -         2         2.00
Medium Pulse Laser                           RA        4         1         2.00
Small Pulse Laser                            RA        2         1         1.00
ER Medium Laser                              RA        5         1         1.00
ER Small Laser                               RA        2         1         0.50
Medium Pulse Laser                           LA        4         1         2.00
Small Pulse Laser                            LA        2         1         1.00
ER Medium Laser                              LA        5         1         1.00
ER Small Laser                               LA        2         1         0.50
                                            Free Critical Slots: 17

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 18
6j         4       4       0       0      2     2   Structure:  3
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA

A variation that combines Fang 2 and Fang 3 though without any jump jets. The ERPPC is backed up by a pair of medium pulsers and a
Streak SRM6.

Code: [Select]
================================================================================
Loadout Name: Fang 7                                         Cost: 4,956,000
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,770

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: LT                                                     0.00
    Actuators:      L: SH+UA+LA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Streak SRM-6                                 LT        4         2         3.00
ER PPC                                       RA        15        2         6.00
2 Medium Pulse Lasers                        LA        8         2         4.00
@Streak SRM-6 (15)                           LT        -         1         1.00
                                            Free Critical Slots: 27

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 18
6          4       4       2       0      2     1   Structure:  3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Fang 8 is another fire support configuration with a single LRM20 and a pair of ER medium lasers, The two advantages it has are a deep
ammo bin and a sextet of jump jets.

Code: [Select]
================================================================================
Loadout Name: Fang 8                                         Cost: 5,243,000
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,612

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 1 LL, 1 RL
    CASE Locations: LT                                                     0.00
    Actuators:      L: SH+UA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 ER Medium Lasers                           RA        10        2         2.00
LRM-20                                       LA        6         4         5.00
@LRM-20 (18)                                 LT        -         3         3.00
                                            Free Critical Slots: 17

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

A big gun carrier, Fang 9 comes equipped with Ultra AC10 and a battery of ER lasers as backup. During testing this was the least favorite
among the warriors involved with the program.

Code: [Select]
================================================================================
Loadout Name: Fang 9                                         Cost: 4,750,375
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,268

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE Locations: RA                                                     0.00
    Actuators:      L: SH+UA+LA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Ultra AC/10                                  RA        3         4        10.00
ER Medium Laser                              LA        5         1         1.00
2 ER Small Lasers                            LA        4         2         1.00
@Ultra AC/10 (20)                            RA        -         2         2.00
                                            Free Critical Slots: 25

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 13
6          4       4       2       0      2     0   Structure:  3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA

Fang 10 is another jump jet-equipped variation and is used as a brawler and anti-vehicle specialist In a pinch it could be used against
conventional or armored infantry.

Code: [Select]
================================================================================
Loadout Name: Fang 10                                        Cost: 5,287,625
Tech Rating/Era Availability: F/X-E-E-A                       BV2: 1,907

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 6  (Standard)
    Jump Jet Locations: 3 LT, 3 RT                                         3.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    Heat Sink Locations: 1 LT, 1 LL, 1 RL
    CASE Locations: LA, RA                                                 0.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           RT        -         1         1.00
2 ER Medium Lasers                           RA        10        2         2.00
ER Small Laser                               RA        2         1         0.50
Streak SRM-2                                 RA        2         1         1.00
2 ER Medium Lasers                           LA        10        2         2.00
ER Small Laser                               LA        2         1         0.50
2 Machine Guns                               LA        0         2         0.50
@Streak SRM-2 (50)                           RA        -         1         1.00
@MG (1/2) (100)                              LA        -         1         0.50
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
6j         5       4       0       0      2     1   Structure:  3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


Note: I did eliminate two the configs I came up with as they were very close to some of those listed above. The only config
I did not put together was  dedicated SRM carrier.

Logged
The Honor of Men cannot be bound by the words of Fools- Marco Hietala
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Wielder of the Ferro-Carbide Bat of Doom™®©

Takiro

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #27 on: January 19, 2018, 01:58:58 PM »

Fantastic, four design entries for the Battle Cobra! Pretty awesome gang. Abele you still have ten hours to get a little in more for overview. Would like to hear about the Dark Caste some. ;)
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Red Pins

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #28 on: January 20, 2018, 10:13:06 PM »

Ugh.  Bored now.  Which one is next?
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Takiro

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Re: Quicksilver Upgrades #9: Battle Cobra (??) 40 tons
« Reply #29 on: January 20, 2018, 11:08:50 PM »

The next one is a surprise Pins, seriously. Give me 24 hours and I'll get it on here!
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