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JR7-MRM Jenner
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Kraken
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PostPosted: 24-Sep-2009 19:49    Post subject: JR7-MRM Jenner Reply to topic Reply with quote

               BattleMech Technical Readout

Type/Model:    Jenner JR7-MRM
Tech:          Inner Sphere / 3062
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          35 tons
Chassis:       Diplan Scout-A Endo Steel
Power Plant:   280 Magna XL Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets:     8 Smithson Lifters Standard Jump Jets
Jump Capacity: 240 meters
Armor Type:    Starshield Standard
Armament:      
  4 Medium Lasers
  1 MRM 10
Manufacturer:  Diplan Mechyards
  Location:    Ozawa
Communications System:  Dawson III
Targeting & Tracking System:  Bk-309

------------------------------------------------------------------------------
==Overview:==
This somewhat curious Jenner has been spotted undergoing trials within Combine
space. While it has some alarming improvements over other models, on paper at
least no one should really be surprised by it. 

By all appearances, it looks like the DCMS started with a regular 7-D model
and began a heavy tinkering job. Endo Steel was used to replace the old
structure, and the engine was redone as an XL model so as to make the until
much faster. Double heat sinks were utilized to compensate for the increased
heat.

In place of the SRM 4, the mech now boasts an MRM 10. As the MRM appears to be
the new missile system of choice among the Combine, it only makes sense to try
and standardize the forces this way. CASE is added to protect the ammo (long a
concern of Jenner pilots), and an additional half-ton of armor has been
installed as well. 

--------------------------------------------------------
Type/Model:    Jenner JR7-MRM
Mass:          35 tons

Equipment:                                 Crits    Mass
Int. Struct.:  58 pts Endo Steel            14      2.00
 (Endo Steel Loc: 2 LA, 2 RA, 3 LT, 3 RT, 2 LL, 2 RL)
Engine:        280 XL Fusion                12      8.00
   Walking MP:   8
   Running MP:  12
   Jumping MP:   8
Heat Sinks:     12 Double [24]               3      2.00
 (Heat Sink Loc: 1 LA)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA    R: Sh+UA             12       .00
Armor Factor:   72 pts Standard              0      4.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          8      
   Center Torso:             11         10      
   Center Torso (Rear):                  4      
   L/R Side Torso:            8        7/7      
   L/R Side Torso (Rear):              2/2      
   L/R Arm:                   6        7/7      
   L/R Leg:                   8        9/9      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
2 Medium Lasers          LA      6           2      2.00
1 MRM 10                 CT      4   24      3      4.00
  (Ammo Locations: 1 RT)
CASE Equipment:          RT                  1       .50
8 Standard Jump Jets:                        8      4.00
 (Jump Jet Loc: 4 LT, 4 RT)
--------------------------------------------------------
TOTALS:                         16          66     35.00
Crits & Tons Left:                          12       .00

Calculated Factors:
Total Cost:        6,508,125 C-Bills
Battle Value:      1,025
Cost per BV:       6,349.39
Weapon Value:      580 / 580 (Ratio = .57 / .57)
Damage Factors:    SRDmg = 20;  MRDmg = 4;  LRDmg = 0
BattleForce2:      MP: 8J,  Armor/Structure: 2/1
                   Damage PB/M/L: 3/2/-,  Overheat: 0
                   Class: ML;  Point Value: 10

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Karagin
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PostPosted: 24-Sep-2009 19:50    Post subject: JR7-MRM Jenner Reply to topic Reply with quote

Yay...uhmm...wouldn't the MRM change the profile of the mech to one of line mech versus a hit and run?
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Karagin
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Kraken
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PostPosted: 24-Sep-2009 20:04    Post subject: JR7-MRM Jenner Reply to topic Reply with quote

Picture this.

You have a mech that's running along at 80 MPH.

Said mech has the ability to hurl rockets nearly half a klick downrange.

And because it's twice as fast as your average unit, running it down is out of the question.
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Karagin
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PostPosted: 24-Sep-2009 20:08    Post subject: JR7-MRM Jenner Reply to topic Reply with quote

Minefields...Thunder LRMs...it is fast, but those will stop it. Granted the pilot would have the chance to run away from them.

Still I would have to give the mech a run to see if can still do the hit and run with the new missile system.
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Sleeping Dragon
Draconis Combine
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PostPosted: 07-Oct-2009 15:42    Post subject: JR7-MRM Jenner Reply to topic Reply with quote

Well, you can certainly do that without it.

The new missiles just give you the ability to tickle and run even if the enemy has weapons that would make standard Jenners go away (Who exactly wants to close on the Fortune wheeled assaul gun?). My only concern would be the loss of crit seeking power.
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