An "old" Pillager... (maybe an example of reverse engineering)

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  • Last Post 06 December 2016
JadeWolf posted this 28 November 2016

Pillager PLG-1NL

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 9.514.000 C-Bills
Battle Value: 1.977

Chassis: HildCo Heavy Type VIIOT Standard
Power Plant: Vlar 300 Fusion Engine
Walking Speed: 32,4 km/h
Maximum Speed: 54,0 km/h
Jump Jets: HildCo Model 13
Jump Capacity: 90 meters
Armor: StarSlab/9.5 Mk II Standard Armor
Armament:
1 Ceres Arms Smasher PPC
2 Armstrong J11 Autocannon/5s
5 Ceres Arms Medium Lasers
3 SperryBrowning Machine Guns
Manufacturer: HildCo Interplanetary
Primary Factory: St. Ives
Communications System: CeresCom Recon Model 12k
Targeting and Tracking System: C-Apple Churchill

Overview:
The PLG-1NL is a variant of the -1N and has therefore a slightly different
mission profile. While the -1N is something like a mobile (and brutal)
infighter, the -1NL can provide firesupport. Though sacrificing raw firepower
against range, two Class-5 autocannons and one ppc deliever notable damage -
also they match perfectly in concerning their bracket. In case of an enemy at
close range, the -1NL has five medium laser to get rid of any threat. Three
machine-guns have a devastating effect on any unarmored infantry. Beside these
guns are also able to find any weak spot in armor of mechs or vehicles.

Armor and mobility are roughly the same of the Star-League Pillager. Three
jump-jets and nineteen tons are more than sufficient to cope with any enemy.
Though an alpha-strike is not recommended, heat-management is rather easy - the
minimum range of the mainguns makes an alpha useless.



================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10,00
Engine: Fusion Engine 300 19,00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 6,00
Heat Sinks: Single Heat Sink 18 8,00
Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 304 19,00

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 48
Center Torso (rear) 13
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 17 33
L/R Leg 21 42

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
PPC RA 10 3 7,00
Medium Laser RA 3 1 1,00
2 Medium Lasers LA 6 2 2,00
3 Machine Guns LA 0 3 1,50
Autocannon/5 RT 1 4 8,00
Medium Laser RT 3 1 1,00
Autocannon/5 LT 1 4 8,00
Medium Laser LT 3 1 1,00
@MG (1/2) (100) LA - 1 0,50
@AC/5 (20) RT - 1 1,00
@AC/5 (20) LT - 1 1,00
Free Critical Slots: 16

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 20
3j 4 4 2 0 4 1 Structure: 8
Special Abilities: SRCH, ES, SEAL, SOA

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Prince posted this 03 December 2016

I like the use of the dual AC/5s, but swapping one and it's ton of ammo out for a PPC would be a straight upgrade. Otherwise I can't see any way to improve on it, though I am a weirdo who likes seeing machine guns on my assaults.

Headhunter posted this 06 December 2016

I would probably play around to get a second PPC in, but it's fine the way it is.  While it may not have the most damage for such a huge assault at range, it can deal out damage consistently without heat build up, and then slam anything getting in close with even more firepower.  Nice 3025 era retro-fit.  

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