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Conta Puddlejumper http://forums.heavymetalpro.com/viewtopic.php?f=22&t=23572 |
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Author: | Goose [ Thu Mar 21, 2019 12:27 pm ] |
Post subject: | Conta Puddlejumper |
Code: AeroTech 2 Vessel Technical Readout * CUSTOM WEAPON Class/Model/Name: Contra Puddlejumper Tech: Inner Sphere / 3067 Vessel Type: Conventional Fighter Rules: Level 3, Standard design Rules Set: AeroTech2 Mass: 20 tons Length: 11 meters Power Plant: 160 Turbine Safe Thrust: 8 Maximum Thrust: 12 Armor Type: *Laser Refctive* Armament: 2 Heavy MG* ------------------------------------------------------------------------------ Class/Model/Name: Conta Puddlejumper Mass: 20 tons Construction Options: Fractional Accounting Equipment: Mass Power Plant: 160 Turbine 12.00 Thrust: Safe Thrust: 8 Maximum Thrust: 12 Structural Integrity: 8 .00 VSTOL Equipment: 1.00 Total Heat Sinks: 0 Single .00 Fuel: 1.00 Cockpit, Avionics & Attitude Thrusters: 2.00 Armor Type: *Laser Refctive* (20 total armor pts) 1.25 Standard Scale Armor Pts Location: L / R Nose: 11 Left/Right Wings: 3/3 Aft: 3 Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass ------------------------------------------------------------------------------ 2 Heavy MG* Nose 3 -- -- -- 0 2.00 Ammo (HMG) 25 --- .25 1 C.A.S.E. Equipment Body .50 ------------------------------------------------------------------------------ TOTALS: Heat: 0 20.00 Tons Left: .00 Calculated Factors: Total Cost: 249,132 C-Bills Battle Value: 125 Cost per BV: 1,993.05 Weapon Value: 106 (Ratio = .85) Damage Factors: SRV = 6; MRV = 0; LRV = 0; ERV = 0 BattleForce2: MP: 8, Armor/Structure: 1 / 0 Damage PB/M/L: 1/-/-, Overheat: 0 Class: FL; Point Value: 1After years of development, and hours of drinking, we have the final, flying, line of defense. Plenty of firepower to tumble the fancy torch-jobs, enough armor to keep a match going into it's third turn*, and VSTOL-capability like any good defence force needs on The Day After. It pains me to have to use external fuel like this, but conventional fighters do get double-range, out'a the box. *Don't kid yourself: Torch-jobs carry lasers, and you won't last two turns if you bring the wrong armor. |
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