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Technical Readouts » View All » Custom »
Panther PNT-12W
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| Designer: |
Winters |
| Technology Base: |
Level 2, Inner Sphere / 3050 |
| Mass: |
35 Ton Custom |
| Configuration: |
Biped BattleMech |
| Total Cost: |
2,915,910 C-Bills |
| Battle Value: |
1,007 |
| Internal Structure: |
Endo Steel |
2 |
|
| Engine: |
175 Fusion |
7 |
|
| Walking MP: |
5 |
|
|
| Running MP: |
8 |
|
|
| Jumping MP: |
5 |
2.5 |
|
| Heat Sinks: |
10 [20] |
0 |
|
| Gyro: |
|
2 |
|
| Cockpit: |
|
3 |
|
| Armor Factor: |
116 |
6.5 |
|
| Armor Type: |
Ferro-Fibrous |
|
|
| |
Head |
3 |
9 |
|
| |
Center Torso |
11 |
17 |
|
| |
Center Torso (rear) |
|
4 |
|
| |
R/L Torso |
8 |
13 |
|
| |
R/L Torso (rear) |
|
3 |
|
| |
R/L Arm |
6 |
12 |
|
| |
R/L Leg |
8 |
15 |
|
| Large Laser |
LA |
2 |
5 |
|
| 2 Jump Jet's |
LL |
2 |
1 |
|
| Jump Jet |
CT |
1 |
0.5 |
|
| PPC |
RA |
3 |
7 |
|
| 2 Jump Jet's |
RL |
2 |
1 |
|
Conflict grows into war and war into opportunity. It's because of this thought that D. Winters started up Kishin Mech Works.
The new facility at the moment could only build mechs that weighed up to 40 tons. In order to catch the eye of the Combine, the popular Panther chassis was chosen and a licence was obtained to produce the mech. |
At the cost of less than half a million c-bills more to produce than the original, multiple aspects of the beloved Panther design were improved.
Speed and mobility were both increased by around 25%. This was achieved thanks to the weight saved by switching to an Endo Steel chassis. Further weight was saved by removing the old freezers and replacing them with the new double strength models. Because of this, designers were able to avoid the use of the expensive and often fragile XL engines.
After much debate, the old PPC was retained, passing over the new ER PPC for multiple reasons. One was the heat concern that plagued the current new Panther models. This helped to ensure that the design was able to cope with the heat burden brought about by the change in mech's secondary weapon choice.
A large laser replaced the SRM 4 rack. This was done in order to make the Panther more appealing to garrison units by ridding itself of ammo reliance. The damage potential was deemed the same, with the laser being far more consistent than the missiles. This also helped to balance the low PPC range by increasing the secondary weapons, making this model an excellent mid range fighter.
Unfortunately due to the additional jump jet added, the laser had to be located in the Panther's left arm.
With the 12W model able to fire both weapons while running at max speed without breaking a sweat, not having to worry about it's ammo bins running dry or exploding, and by switching over to the more advanced ferro fibrous armor composites, endurance and durability were both increased. |
Due to the size of the firm, only a handful of 12W models are produced each year, but with the DCMS rapidly trying to rebuild their forces after the initial clan invasion, all production runs for the Panther thus far have been purchased.
Thanks to the price tag being under 3 million, the next two slated runs have already been bought as well.
Produced units have been shipped to various garrisons on worlds near the Smoke Jaguars and Outworlds Alliance. |
| No Notable MechWarriors available |
|
| Number of Reviews: 1 |
Write Review |
| Average Member Rating: 3.50 |
|
|
| Internal Structure: |
Endo Steel (58 pts) |
56,000.00 |
|
| Engine: |
175 Fusion |
408,333.33 |
|
| Heat Sinks: |
10 Double |
60,000.00 |
|
| Gyro: |
Standard |
600,000.00 |
|
| Cockpit: |
Standard |
200,000.00 |
|
| Life Support: |
|
50,000.00 |
|
| Sensors: |
|
70,000.00 |
|
| Myomer: |
Standard |
70,000.00 |
|
| Actuators: |
|
40,600.00 |
|
| Armor: |
Ferro-Fibrous (116 pts) |
130,000.00 |
|
| Total Structural Cost: |
|
1,684,933.33 |
|
| Weapons and Equipment: | Large Laser |
100,000.00 |
|
| PPC |
200,000.00 |
|
| 5 Jump Jets |
175,000.00 |
|
| Total Weapons and Equipment Cost: |
|
475,000.00 |
|
| Final BattleMech Cost Multipliers: |
|
1.35 |
|
| Total BattleMech Cost: |
|
2,915,910.00 |
C-bills |
| Defensive Battle Rating: |
|
|
|
|
|
|
| Total Armor Factor: |
116 x 2 |
|
232.00 |
|
|
|
| Total Internal Structure Points: |
58 x 1.5 |
(+) |
87.00 |
= |
319.00 |
|
| Total 'Mech Tonnage: |
|
(+) |
35.00 |
= |
354.00 |
|
| Maximum Potential Heat Gain: |
(23 - 20) x 5 |
(-) |
15.00 |
= |
339.00 |
|
| Defensive Movement Factor: |
+3 |
(*) |
1.30 |
= |
440.70 |
|
| Final Defensive Battle Rating: |
|
|
|
|
440.70 |
|
| Ossensive Battle Rating: |
|
|
|
|
|
|
| BV of Offensive Equipment: | Large Laser |
|
124.00 |
|
|
|
| PPC |
(+) |
176.00 |
= |
300.00 |
|
| Heat Efficiency Ajustment: |
( 20 x 300.00 ) / 23 |
= |
260.87 |
|
| 260.87 + ( ( 300.00 - 260.87 ) / 2 ) |
= |
280.43 |
|
| Offensive Movement Factor: |
8 (Run) + 5 (Jump) |
(*) |
2.02 |
= |
566.48 |
|
| Final Offensive Battle Rating: |
|
|
|
|
566.48 |
|
| Total Battle Value: |
440.70 (Defensive) + 566.48 (Offensive) |
= |
1,007.18 |
|
| Final BattleMech Battle Value: |
|
|
|
|
1,007 |
|
|
|
 |
|
 |
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Member Review - Centurion13 : 2009-12-09 08:30 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.50 |
| Comment: |
The 3050 PNT-10K was a Panther intended to take advantage of the latest PPC technology, as well as Artemis Guidance systems. Unfortunately, they neglected to install double heat sinks and the result was a machine which went from a workable design - a pilot had to watch his heat, but it could be managed with care - into a heat beast with few equals. Simply firing the main gun put the PNT-10K into the red, and with jump jets, it was easy to see why this would not be popular.
This variant has no such issues - it breaks even on heat after firing both main guns and running. Using jump jets might prove to be an issue, but overall it is hard-hitting and for the most part, 'rookie-proof'. The price is right, the combination of nearly maximum armor and fusion engine make for a tough 'Mech, and it really does not involve any cutting edge technology even in 3050.
However... the mission profile for the original Panther was (and is) quite a bit more varied than the one I forsee for the PNT-12W. Those 'puny' SRMs were capable of using a fair selection of ammunition, even CS gas if the Panther was assigned to garrison duty or occupation security patrols - something quite likely, given this machine's tonnage. Furthermore, while it is good on the ground, jump jets add quite a bit of heat and given its warload, the PNT-12W is likely to be using them a lot. The weapons are strongly oriented towards combat with other 'Mechs, combining good range with equally good damage. This is NOT a good thing for a light 'Mech!
Why? Well, as with the Hitman, this machine is too heavily armed for its pilot's own good. These hard-hitting weapons require no reloads and little dependence on supply lines. Unfortunately, it is every green Kuritan 'Mechwarrior's dream, and also his downfall. Yes, he packs an enormous amount of firepower. It encourages many new pilots - and older ones who should know better - to go out on their own and get into more trouble than they can get out of. This is why the Hitman is manned exclusively by seasoned pilots who know their limit - and know when to run.
In combat, despite its armor, this machine will probably have heat issues as hits go internal - only seven of the ten double heat sinks are in the engine. The rest are in vulnerable three-crit slots, presumably in the torsos, which are well-protected but statistically the most likely places for a hit.
The result? If the Panther takes internal hits, there is a good chance the pilot will lose his heat sinks. When they go, the thermal signature of an all-energy big weapon suite will begin to take its toll. If the PNT-12W takes an engine hit, forced withdrawal is probably the wisest option.
Good idea, and a fairly decent writeup, but you need to read up on the deployment and mission profile of the original, and think twice about creating a machine with a fairly narrow application. Is this really what you want a Panther to do? I have no solid suggestions, but if you wanted to keep things neat, lose the jump jets and add MASC. It will give you the speed you need, while keeping the heat reasonable even after taking significant damage.
Steve Satak
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