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PostPosted: Fri Sep 01, 2017 2:20 pm 
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Joined: Wed Aug 16, 2017 10:18 pm
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More Atlas conversions from way back in the day.

BattleMech Technical Readout

Type/Model: Atlas AS7-L
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 100 tons
Chassis: Foundation Type 10X Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special Standard
Armament:
2 Defiance B3L Large Lasers
1 Defiance 'Mech Hunter Autocannon/20
1 FarFire Maxi-Rack LRM 20
1 TharHes Maxi SRM 6
2 Defiance B3M Medium Lasers
Manufacturer: Refit
Location: None
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Corporation Type 29K

------------------------------------------------------------------------------
==Overview:==
The sight of BattleMechs lumbering across the terrain is a familiar one
among the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D
Atlas still manages to make even experienced MechWarriors break out in a sweat
and brings the bitter taste of bile to their mouths.
The Atlas was designed as a last-ditch attempt to ensure the superiority
of the Star League's Regular Army over the growing armies of the House Lords.
It was an understandable reaction to the Cameron edicts passed from 2751 to
2761 by the High Council, which permitted the five Lords to double the size of
their personal armies. General Kerensky himself set down the specifications
for the Atlas. He said it should be "a 'Mech as powerful as possible, as
impenetrable as possible, and as ugly and foreboding as conceivable, so that
fear itself will be our ally."

==Capabilities:==
Ugly and foreboding are two apt descriptions for the Atlas. Though some
'Mechs might be taller and heavier, none have the Atlas' aura. Considerable
effort went into making the Atlas' weapons as visible as possible, giving an
opposing MechWarrior plenty of opportunity to see that he is outgunned and to
decide he is not being paid enough to die. Designers spent an entire year
fashioning the head and cockpit to create a perfect merging of function and
gruesomeness. The result was a complete success, and so MechWarriors nicknamed
the Atlas "Death's Head".
The Atlas was the first 'Mech to mount such a large and devastating
autocannon. Even though it carries only ten rounds for its Class 20 AC, the
mere threat of such a large autocannon is often enough to send some 'Mechs
scurrying. The weapon's only problem is that it lacks a cooling jacket and can
overheat easily.
The Atlas' long-range missile delivery system is a unique design. Upon
discovering that 20 launching tubes would not fit into the 'Mech's torso, the
designers decided to install five tubes with a feed system that can shoot four
salvos within ten seconds. The feed system is fairly reliable, and Techs need
only worry about shielding the ammo from heat emitted from the nearby reactor.
Reloading is quick, as each missile tube system has its own ammunition clip.
Completely loaded, the missile system can shoot twelve salvos of 20 missiles.
The large aperture between the two missile systems may look like another
weapon, but it is the omnicoupling, where power and coolant cables can be
attached to start up or repair the Atlas.
The 'Mech's armor is thick, and the forward torso and legs are especially
well protected. Someone once calculated that if a battalion of Stinger 'Mechs
engaged an Atlas, the Atlas would retire for repairs an hour later, leaving
only one Stinger still able to move.
The head is roomy enough to support a small disk antenna, giving the
Atlas limited surface-to-space communications. When entering battle, the pilot
can fold up the antenna and stow it in a protected portion of the Atlas'
head.
The three medium lasers and short-range missiles make the 'Mech a good
close-range fighter, while its internal structure gives the arms and hands
enormous power. This has created many horror stories concerning Atlases and
their ability to pick-up medium-sized 'Mechs with one hand and fling them to
the ground as though they were mere toys.
The main drawback of the Atlas is its slow speed. Intelligent opponents
will retreat before the forbidding machine, hoping either to draw it into
tight quarters, such as a city or woods, or sucker it into water or mud. Once
there, the Atlas' lack of mobility is compounded. If a company depends on an
Atlas for fire support, then a wily enemy will hit and run, hoping to draw the
swifter 'Mechs away from the slow Atlas.

==Battle History:==


==Variants:==
TCF experimented with several versions of the Atlas while repairing
battle damage. Besides the slower AS6-P model, a twin AC class 20 model and a
mostly missile model debuted. Similar to the AS6-P is the AS7-L also with arm
mounted large lasers. The twin PPC, AS7-E Atlas, has the same maximum and
average damage as the AS7-D but with 2 more heat sinks and less dependant on
ammunition stays in the fight much longer.

--------------------------------------------------------
Type/Model: Atlas AS7-L
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 12 Single 0 2.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 304 pts Standard 0 19.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 47
Center Torso (Rear): 14
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 41/41

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Large Laser LA 8 2 5.00
1 Autocannon/20 RT 7 10 12 16.00
(Ammo Locations: 2 RT)
1 LRM 20 LT 6 12 7 12.00
(Ammo Locations: 2 LT)
1 SRM 6 LT 4 15 3 4.00
(Ammo Locations: 1 LT)
2 Medium Lasers CT(R) 6 2 2.00
--------------------------------------------------------
TOTALS: 39 59 100.00
Crits & Tons Left: 19 .00

Calculated Factors:
Total Cost: 9,834,000 C-Bills
Battle Value 2: 1,949 (old BV = 1,407)
Cost per BV2: 5,045.66
Weapon Value: 1,307 / 1,307 (Ratio = .67 / .67)
Damage Factors: SRDmg = 17; MRDmg = 10; LRDmg = 5
BattleForce2: MP: 3, Armor/Structure: 8/8
Damage PB/M/L: 3/2/-, Overheat: 4
Class: MA; Point Value: 20
Specials: if



BattleMech Technical Readout

Type/Model: Atlas AS7-LM
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 100 tons
Chassis: Foundation Type 10X Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Durallex Heavy Special Standard
Armament:
4 Defiance B3M Medium Lasers
2 Coventry Star Fire LRM 15s
1 FarFire Maxi-Rack LRM 20
1 TharHes Maxi SRM 6
Manufacturer: Refit
Location: None
Communications System: Army Comm. Class 5
Targeting & Tracking System: Army Corporation Type 29K

------------------------------------------------------------------------------
==Overview:==
The sight of BattleMechs lumbering across the terrain is a familiar one
among the worlds of the Inner Sphere. Nevertheless, the sight of an AS7-D
Atlas still manages to make even experienced MechWarriors break out in a sweat
and brings the bitter taste of bile to their mouths.
The Atlas was designed as a last-ditch attempt to ensure the superiority
of the Star League's Regular Army over the growing armies of the House Lords.
It was an understandable reaction to the Cameron edicts passed from 2751 to
2761 by the High Council, which permitted the five Lords to double the size of
their personal armies. General Kerensky himself set down the specifications
for the Atlas. He said it should be "a 'Mech as powerful as possible, as
impenetrable as possible, and as ugly and foreboding as conceivable, so that
fear itself will be our ally."

==Capabilities:==
Ugly and foreboding are two apt descriptions for the Atlas. Though some
'Mechs might be taller and heavier, none have the Atlas' aura. Considerable
effort went into making the Atlas' weapons as visible as possible, giving an
opposing MechWarrior plenty of opportunity to see that he is outgunned and to
decide he is not being paid enough to die. Designers spent an entire year
fashioning the head and cockpit to create a perfect merging of function and
gruesomeness. The result was a complete success, and so MechWarriors nicknamed
the Atlas "Death's Head".
The Atlas was the first 'Mech to mount such a large and devastating
autocannon. Even though it carries only ten rounds for its Class 20 AC, the
mere threat of such a large autocannon is often enough to send some 'Mechs
scurrying. The weapon's only problem is that it lacks a cooling jacket and can
overheat easily.
The Atlas' long-range missile delivery system is a unique design. Upon
discovering that 20 launching tubes would not fit into the 'Mech's torso, the
designers decided to install five tubes with a feed system that can shoot four
salvos within ten seconds. The feed system is fairly reliable, and Techs need
only worry about shielding the ammo from heat emitted from the nearby reactor.
Reloading is quick, as each missile tube system has its own ammunition clip.
Completely loaded, the missile system can shoot twelve salvos of 20 missiles.
The large aperture between the two missile systems may look like another
weapon, but it is the omnicoupling, where power and coolant cables can be
attached to start up or repair the Atlas.
The 'Mech's armor is thick, and the forward torso and legs are especially
well protected. Someone once calculated that if a battalion of Stinger 'Mechs
engaged an Atlas, the Atlas would retire for repairs an hour later, leaving
only one Stinger still able to move.
The head is roomy enough to support a small disk antenna, giving the
Atlas limited surface-to-space communications. When entering battle, the pilot
can fold up the antenna and stow it in a protected portion of the Atlas'
head.
The three medium lasers and short-range missiles make the 'Mech a good
close-range fighter, while its internal structure gives the arms and hands
enormous power. This has created many horror stories concerning Atlases and
their ability to pick-up medium-sized 'Mechs with one hand and fling them to
the ground as though they were mere toys.
The main drawback of the Atlas is its slow speed. Intelligent opponents
will retreat before the forbidding machine, hoping either to draw it into
tight quarters, such as a city or woods, or sucker it into water or mud. Once
there, the Atlas' lack of mobility is compounded. If a company depends on an
Atlas for fire support, then a wily enemy will hit and run, hoping to draw the
swifter 'Mechs away from the slow Atlas.

==Battle History:==


==Variants:==
The AS7-M Atlas was first built at the Toland, Coleman and Flynn facility
when damaged AS7-D Atlas' were sent for repair and due to ComStar influence
supply problems prevented needed weapon supplies. Not wanted to default on
their contract a modified 'Mech was returned.
The AS7-M was designed to put the AS7-D Atlas back into service when no
'Mech Hunter Autocannon was available to repair damaged AS7-D's. Many wondered
if the ARC-2S Archer was the inspiration behind the idea for this variant.
The AS7-LM Atlas another choice in the lack of 'Mech Hunter Autocannons.
The AS7-LM replaces the 'Mech Hunter with two Coventry Star Fires. At
long-range many opponents dread the fall of 50 long-range missiles arriving in
one salvo.
The AS7-E Atlas replaced the 'Mech Hunter with two Parti-Kill Heavy
Cannons and two heat sinks. Few 'Mechs survive an encounter with the AS7-E.
Finally the AS7-T Atlas looks the same as its parent, the AS7-D. The
AS7-T replaces the autocannon with an artillery piece, a Thumper. The
Bithinian Ballistics Thumper Artillery Piece was chosen due to its similarity
with the 'Mech Hunter Autocannon. The AS7-T is considered an excellent fire
support 'Mech.

--------------------------------------------------------
Type/Model: Atlas AS7-LM
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 20 Single 8 10.00
(Heat Sink Loc: 2 LA, 2 RA, 2 LL, 2 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 304 pts Standard 0 19.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 47
Center Torso (Rear): 14
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 41/41

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Laser RA 3 1 1.00
1 Medium Laser LA 3 1 1.00
2 LRM 15s RT 10 16 8 16.00
(Ammo Locations: 2 RT)
1 LRM 20 LT 6 12 7 12.00
(Ammo Locations: 2 LT)
1 SRM 6 LT 4 15 3 4.00
(Ammo Locations: 1 LT)
2 Medium Lasers CT(R) 6 2 2.00
--------------------------------------------------------
TOTALS: 32 61 100.00
Crits & Tons Left: 17 .00

Calculated Factors:
Total Cost: 9,806,000 C-Bills
Battle Value 2: 1,970 (old BV = 1,587)
Cost per BV2: 4,977.66
Weapon Value: 2,190 / 2,190 (Ratio = 1.11 / 1.11)
Damage Factors: SRDmg = 27; MRDmg = 23; LRDmg = 13
BattleForce2: MP: 3, Armor/Structure: 8/8
Damage PB/M/L: 4/4/2, Overheat: 1
Class: MA; Point Value: 20
Specials: if


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