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KTO-22 Kintaro
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2754
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PostPosted: 21-Jun-2013 21:37    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

              BattleMech Technical Readout

Type/Model:    Kintaro KTO-22
Tech:          Inner Sphere / 3067
Config:        Biped BattleMech
Rules:         Level 2, Standard design

Mass:          55 tons
Chassis:       Technicron-1 Endo Steel
Power Plant:   275 Core Tek Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 [97.2] km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Leopard V Standard
Armament:      
  2 Medium Lasers
  1 LRM 5
  2 SRM 6s
  1 Small Laser
  1 ER Large Laser
Manufacturer:  General Mechanics
  Location:    (Unknown)
Communications System:  OmniComm 3
Targeting & Tracking System:  Starbeam 3000

--------------------------------------------------------
Type/Model:    Kintaro KTO-22
Mass:          55 tons

Equipment:                                 Crits    Mass
Int. Struct.:  91 pts Endo Steel            14      3.00
 (Endo Steel Loc: 3 LA, 3 RA, 2 LT, 2 RT, 2 LL, 2 RL)
Engine:        275 Light Fusion             10     12.00
   Walking MP:   5 [6]
   Running MP:   8 [9]
   Jumping MP:   0
Heat Sinks:     11 Double [22]               0      1.00
Gyro:                                        4      3.00
Cockpit, Life Supt.:                         5      3.00
Triple Strength Myomer:                      6       .00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  179 pts Standard              0     11.50

                          Internal    Armor
                          Structure   Value
   Head:                      3          9      
   Center Torso:             18         26      
   Center Torso (Rear):                 10      
   L/R Side Torso:           13      18/18      
   L/R Side Torso (Rear):              8/8      
   L/R Arm:                   9      18/18      
   L/R Leg:                  13      23/23      

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RA      6           2      2.00
1 LRM 5                  LA      2   24      2      3.00
  (Ammo Locations: 1 LT)
1 SRM 6                  LA      4   30      4      5.00
  (Ammo Locations: 1 LT, 1 RT)
1 SRM 6                  RT      4           2      3.00
1 Small Laser            RT      1           1       .50
1 ER Large Laser         CT     12           2      5.00
1 Targeting Computer     LT                  2      2.00
CASE Equipment:          LT     RT           2      1.00
--------------------------------------------------------
TOTALS:                         29          72     55.00
Crits & Tons Left:                           6       .00

Calculated Factors:
Total Cost:        9,583,728 C-Bills
Battle Value:      1,252
Cost per BV:       7,654.73
Weapon Value:      1,836 / 1,836 (Ratio = 1.47 / 1.47)
Damage Factors:    SRDmg = 25;  MRDmg = 11;  LRDmg = 5
BattleForce2:      MP: 5,  Armor/Structure: 4/3
                   Damage PB/M/L: 4/3/1,  Overheat: 1
                   Class: MM;  Point Value: 13



I'll be honest.

I'm not too terribly fond of the NARC Beacon, and so I strip it off and replace it whenever possible.

To me, the Kintaro was a perfect example of why NARC Beacons are so unnecessarily difficult and awkward to use. The LRM 5 shoots well beyond the range that the NARC can shoot, but without jump jets the mech doesn't have the speed to close in, tag someone, and run back to range safely. That leaves twin 6s (with only a ton of ammo per) and twin medium lasers (both of which are in the same arm), a degree of firepower hardly befitting a medium mech that is supposed to operate at such close quarters.

Instead, I yanked the NARC out and replaced it with an ER Large, thereby giving the mech a good, solid energy weapon it can use to actually fight from range with. The combination of a light engine and Endo (instead of ferro) allowed me to install a targeting computer (far better IMHO than the NARC), CASE, a small laser, and an extra double heat sink. Triple-strength myomers permit the mech to engage in maximum close-quarters combat should anyone seek to close with it.
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Karagin
Imperial Karagin Army
Imperial General
Imperial General


Joined: 04-Feb-2002 00:00
Posts: 4120
Location: United States
PostPosted: 21-Jun-2013 22:08    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

It a different take on the mech. I have found that NARCs work well when you have an oppeant who is fixed on using mechs that aren't set for the actual fight, like having weapons minimums but yet willing to engage in woods or a city.

Your variant does offer the Kintaro a nice punch.
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Vagabond
Mercenary
Mr. Referee
Mr. Referee


Joined: 04-Feb-2002 00:00
Posts: 5617
Location: United States
PostPosted: 21-Jun-2013 22:57    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

the base NARC launcher is a joke. why they designed it the way they did is beyond me. half the time i have a NARC unit, my other missile mechs have ArtemisIV. the iNARC is how the NARC should have been all along... a pod launcher. But I still have an issue with how the iNARC is under utilized for further options as in the creation of the c3 launcher vs a c3 pod for an iNARC.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 22-Jun-2013 01:05    Post subject: KTO-22 Kintaro Reply to topic Reply with quote

Heh, many designs from 2750/3050 TRO are weird. The designers had the technology and they tried to use it at all costs without much knowing what it could be good for.

This variant is closer to Kintaro from 3025, which I consider superior to the ComStar variant with Narc. Personally I think that LRMs are not meant to be used along with the Narc, which should be used along with the SRMs and with the rest of the group. Laser and TSM are a good combination, and TComp complements the design nicely.
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