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Light Bringer LB-X-IPD
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 211

PostPosted: 13-May-2024 21:34    Post subject: Light Bringer LB-X-IPD Reply to topic Reply with quote

TRO: Light Bringer LB-X-IPD
                 BattleMech Technical Readout

Name/Model:         Light Bringer LB-X-IPD
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  D
Tonnage:            100
Configuration:      Biped BattleMech
Era/Year:           Star League / 2780
Rules (Current):    Introductory
Rules (Era):        Introductory
Rules (Year):       Introductory
Total Cost:         9,768,000 C-Bills
Battle Value:       2,119

Chassis:              Standard
Power Plant:          300 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            Standard
    Jump Capacity:    90 meters
Armor:                Standard
Armament:             
    20 Medium Lasers
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    One of the final designs submitted for testing in the Nuts & Bolts II trials, the light
    bringer was designed to bring maximum firepower to the field,  and not automatically shut
    down.

Capabilities:
    Twenty Medium lasers.   Three jump jets.  And just enough heat sinks that even in its most
    basic operating mode automatic shutdown can possibly be avoided.  The point where this
    capability is lacking is in armor coverage.  Only 15 tons of armor cover the frame.  Which
    gives some people a feeling of unease, and others realize is still more armor then any heavy
    mech can mount.
    
    As mentioned, in basic operating modes it can barely avoid a shutdown.  With advanced
    techniques sustained fire output can be increased dramatically with a sustained output of
    71% of the theoretical maximum while maintaining mobility.  There are two methods used to do
    this.
    
    The first is dedicated coolant circuits.  Half of the lasers are connected to dedicated
    loops.  This reduces the mechs general ability to process heat. But increases the coolant
    effect by 50% in this series of systems.
    
    The second method is to adjust the remaining lasers to be less powerful, but more efficient
    in their energy needs.  At its most efficient reducing the lasers output by 40% reduces the
    power requirements by 66%.  Better yet this method is easier to set up allowing software
    adjustments on the fly.  The dedicated heat sinks cam also be rerouted via software but is a
    slower more cumbersome process.

Deployment:
    The Light Bringer is notorious for exploding on its first full power test.  The heat sinks
    mounted in the legs were equipped with high powered fluid intakes mainly to take advantage
    of any pools of water deep enough for the mech to take advantage of.  But they also drew in
    the colder ground level air for what extra benefit could be gleaned. It also sucked up a
    rabbit.  Which temporarily clogged an intake port.  Just long enough for the heat sink
    temperature to spike.  The heatsink exploded.  The preasure wave slammed through the rest of
    the coolant system causing a cascading explosion.  Which got worse as the now low preasure
    leaking coolant encountered the now melting laser and power systems.  The steam explosion
    crumpled the reactor core allowing one more energetic release of energy within the confines
    of the mech.  Which finished the unscheduled disassembly.

Variants:
    The final Star League era Nuts and Bolts program was discontinued before the Light Bringer
    was ever field tested.  Without that feedback plans were never completed for an upgraded
    variant.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 3                                               
Heat Sinks (Single):                            34                    24.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  240                    15.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      31             40       
    Center Torso (rear):                               8       
    R/L Torso:                         21             35       
    R/L Torso (rear):                                  7       
    R/L Arm:                           17             25       
    R/L Leg:                           21             25       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Jump Jet                                                  CT                1          2.00             
4 Medium Lasers                                           RT                4          4.00             
4 Medium Lasers                                           LT                4          4.00             
6 Medium Lasers                                           RA                6          6.00             
6 Medium Lasers                                           LA                6          6.00             
Jump Jet                                                  RL                1          2.00             
Jump Jet                                                  LL                1          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 50
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"j
Damage: (S) 6 / (M) 6 / (L) 0,  OV: 4
Armor (A): 8,  Structure (S): 8
Specials: ENE
		
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ghost of Krensky
Clan Ghost Bear
Point Commander
Point Commander


Joined: 31-Jan-2024 14:57
Posts: 47

PostPosted: 14-May-2024 12:10    Post subject: Light Bringer LB-X-IPD Reply to topic Reply with quote

I would not like to face this or pilot it
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Thunder
Clan Blood Spirit
Star Captain
Star Captain


Joined: 22-Feb-2024 01:39
Posts: 211

PostPosted: 14-May-2024 19:18    Post subject: Light Bringer LB-X-IPD Reply to topic Reply with quote

I know the feeling. Have a player in the campaign I run who's using a Hunchback with 13 Medium lasers and enough heat sinks to use them. The damn thing melts. Especially now that he has an upgraded pilot and has learned about "Aim High"
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