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Obsidian Idol H
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Thunder
Clan Blood Spirit
Star Commander
Star Commander


Joined: 22-Feb-2024 01:39
Posts: 149

PostPosted: 02-May-2024 07:01    Post subject: Obsidian Idol H Reply to topic Reply with quote

TRO: Obsidian Idol H
                 BattleMech Technical Readout

Name/Model:         Obsidian Idol H
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            100
Configuration:      Biped OmniMech
Era/Year:           Jihad / 3080
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         30,567,500 C-Bills
Battle Value:       3,534

Chassis:              Endo Steel
Power Plant:          300 XL
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
Armament:             
    2 Hyper-Assault Gauss 40s
    1 Hyper-Assault Gauss 30
    1 Plasma Cannon
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

================================================================================================
Overview:
    See the [BASE] configuration for the history behind this mech.  This and the following files
    will focus more on the technical capabilities of each configuration.

Capabilities:
    At first glance the Obsidian Idol is a fairly typical assault mech.
    Maneuverability is on par with almost every 100 ton mech ever made.  Armor
    coverage is actually lighter then average with only 18.5 tons of standard armor
    covering the chassis.  What truly makes this mech is the weapons capacity.  59
    tons of available pod space allows the Obsidian Idol to carry an unmatched bite.
    
    H configuration is the result of one too many bombing runs.  Dedicated to an anti-air role,
    the H configuration piles on HAGs, and then just keeps adding more.  Almost incidentally
    there is a plasma cannon giving it additional options to its tool kit.

Deployment:
    Mechwarriors rarely choose this configuration.   More often than not it is assigned to them
    for the duration of the campaign.  While it is active nothing in the air can enter its
    domain unscathed.  Even dropships must respect its "no fly zone."
    
    The problem is keeping it active.  HAGs are not exactly efficient weapons.  After adding the
    guns, and a somewhat preposterous tonnage of ammo, the Obsidian Idol H has... barely
    adequate ammo reserves.  A fact made worse by bored pilots taking pot shots at stray targets
    that get too close.

Notable MechWarriors:
    Archivist's notes:
    
    After the Dark Caste War came the Cleansing.  And while that sounds like it could be
    referring to what happened to the United Freemen population, it's actually refers to the
    Clans Assaulting Huntress to remove the SLDF from their space.  The SLDF had been more then
    happy to trade and render aid to the United Freemen, and thus the Clans moved their
    animosity to this adjacent target.
    
    The SLDF died hard, but was unprepared to face a form of the Clans not seen since the
    Pentagon wars.  Honor was still sought after, bidding was still implemented,  but the edge
    of competition had been replaced by cooperation borne of shared survival.
    
    Over the next 80 years the great refusal was not broken, but the Clans did firm their
    control of the invasion corridor.   Smoke Jaguars former occupation zone was acquired by the
    Star Adders.  Other Clans not part of the initial invasion began to declare trials of
    possession for planets captured in the invasion and basicly allowed to succeed.  The
    original invading clans knew they couldn't hold it all or exploit it fast enough.  Having
    other Clans take responsibility improved everyone's position.  The tukayyid line still
    exists,  but anything farther from earth then that,  the Clans consider to be legitimate
    targets of opertunity.  The only thing stopping them is the Star League.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                         Endo Steel                 5.00                     
Engine:                                       300 XL                   9.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         12 [24]                   2.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  296                    18.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              8       
    Center Torso:                      31             45       
    Center Torso (rear):                              15       
    R/L Torso:                         21             32       
    R/L Torso (rear):                                 10       
    R/L Arm:                           17             34       
    R/L Leg:                           21             38       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Hyper-Assault Gauss 30 (Ammo 4)                           CT                1          1.00             
Hyper-Assault Gauss 40 (Ammo 3)                           CT                1          1.00             
Hyper-Assault Gauss 30                                    RT                8         13.00             
Hyper-Assault Gauss 30 (Ammo 4)                           RT                1          1.00             
Hyper-Assault Gauss 40 (Ammo 3)                           RT                1          1.00             
Hyper-Assault Gauss 30 (Ammo 4)                           LT                1          1.00             
Hyper-Assault Gauss 40 (Ammo 15)                          LT                5          5.00             
Plasma Cannon                                             LT                1          3.00             
Plasma Cannon (Ammo 10)                                   LT                1          1.00             
Hyper-Assault Gauss 40                                    RA                10        16.00             
Hyper-Assault Gauss 40                                    LA                10        16.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 58
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 7 / (M) 6 / (L) 6,  OV: 1
Armor (A): 10,  Structure (S): 5
Specials: CASE, FLK7/6/6, HT1/1/1, OMNI, OVL
		
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