With its odd combination of good armor and mobility but "meh" main weapon, the basic Elemental always seemed to me a poorly optimized design.
This concept replaces the variety of old-style main weapons with the highly effective and versatile AP Gauss Rifle. Enough space is saved in eliminating unnecessary features to increase the SRM-2 launcher capacity from 2 salvoes to 3.
What do you think?
Code:
Classic BattleTech Battle Armor Technical Readout
* CUSTOM EQUIPMENT
Type/Model: Improved Elemental
Tech/Era: Clan / 3067 / CBT Rules
Chassis Type: Humanoid
Weight Class: Medium Battle Armor (751 - 1,000 kg)
Rules: Level 2, Standard design
Ground Speed: 10.8 km/h
Jump Capacity: 90 meters
Armor Type: Standard
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Type/Model: Improved Elemental
Equipment: Slots Mass
Chassis Type: Medium Class Humanoid with HarJel 0 250
Motive System: Ground Movement (1 MP) 0 0
Jump Jets (3 MP) 0 150
Armor Type: 10 Points Standard 0 250
Manipulators:
Left Arm: Battle Claw 0 15
Right Arm: Basic Manipulator 0 0
Weapons and Equipment Loc Shots Slots Mass
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AP Gauss Rifle* RA 20 2 200
SRM 2 Body 3 3 130
Anti-Personnel Weapon Mount LA 1 5
Rifle, Automatic LA 30 0 0
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TOTALS: 6 1,000
Slots & Mass Left: 4 0
Calculated Factors:
Total Cost: 706,952 C-Bills, Including Trooper
Training Costs of 200,000 C-bills
Battle Value: 74 (370 for 5) Weapon Value: 66 (Ratio=.89)
Cost per BV: 6,850.7 (w/o Trooper Training costs)
Damage Factors: SRDmg = 5 MRDmg = 1 LRDmg = 0
Mechanized: Can travel on OmniMechs and OmniVehicles
Attacks: Can perform Swarm and Leg attacks
BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0
Damage PB/M/L: 2/2/- Overheat: 0
Point Value: 4 Specials: mec, car5
CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 2, Target Size Modifier: -1
Movement Modifiers:
Walking: -1, Running: -2, Sprinting: -3
Jump: 90 m/turn
Attribute Modifiers: STR: +4, DEX: -1, RFL: -1
Equipment Rating: F/D/E
Created by HeavyMetal Battle Armor
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