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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 13-May-2024 21:34 Post subject: Light Bringer LB-X-IPD |
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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
Joined: 31-Jan-2024 14:57 Posts: 47
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Posted: 14-May-2024 12:10 Post subject: Light Bringer LB-X-IPD |
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I would not like to face this or pilot it
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Thunder Clan Blood Spirit Star Captain
Joined: 22-Feb-2024 01:39 Posts: 211
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Posted: 14-May-2024 19:18 Post subject: Light Bringer LB-X-IPD |
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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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