Designer: Blitzkrieg / Armory: Blitz Battle Armory

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  • Last Post 22 July 2017
Lasergunner posted this 22 July 2017

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Lasergunner posted this 22 July 2017

Company President: Blitzkrieg

Planetary Location: Cerberus

Date Founded: 12/2/2004

Last Update:  

This armory is new and is owned by Blitzkrieg



BattleMech

BattleMech Name Tonnage Technology Level TRO Rvw

Hellsquirrel-HLSR-1 15 Clan 3 3067 4

Hellcat-HLCT 100 Clan 3 3067 4

Howler-HLR-1 100 Clan 3 3050 3

Livewire-LWR-iNarc 25 Inner Sphere 2 3050 3

Rabid Wolverine-RD-WR-MG5 55 Inner Sphere 1 2750 5

Firebolt-FRBT-1 100 Inner Sphere 2 3050 4

Lasergunner posted this 22 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #6272
THURSDAY, DECEMBER 02, 2004
63 DOWNLOADS

Rabid Wolverine  RD-WR-MG5

Level: Custom Level 1 / 2750

Role: Prototype

Technology: Inner Sphere Quad

Tonnage: 55 Tons

Designer: Blitzkrieg

Armory: Blitz Battle Armory

 


Equipment   Mass

Cockpit: Standard 3T

Engine: Fusion 275 15.5T

Gyro: Standard 3T

  Walk: 5 MP

  Run: 8 MP

  Jump: 2 MP

Standard Heat Sinks: 10  0T

  10 in Engine


  Internal Structure Armor

  Endo-Steel Standard

Tons 3 18.5

Head 3 9

Center Torso 18 20/7

L/R Torso 13 15/5

L/R Arm 9 18

L/R Leg 13 18

BATTLEROM IMAGE JUNE 13, 2750

* FOR WOLF'S DRAGOONS USE ONLY *

 

 


Faction Availability

Clan Wolverine Clan

 

 

Standard

Battle Value: 525

C-Bill Cost: 4,159,631

Qty Weapons and Equipment Location Critical Tonnage

1 Machine Gun LA 1 0.5

1 Medium Laser LT 1 1

1 Machine Gun RA 1 0.5

1 Machine Gun LL 1 0.5

1 Medium Laser RT 1 1

1 Machine Gun RL 1 0.5

1 Machine Gun CT(R) 1 0.5

1 Ammo (Machine Gun) 100 LL 1 0.5

1 Ammo (Machine Gun) 100 RL 1 0.5

6 Ammo (Machine Gun) 100 LT 6 3

6 Ammo (Machine Gun) 100 RT 6 3

1 Ammo (Machine Gun) 100 CT(R) 1 0.5

1 Ammo (Machine Gun) 100 RA 1 0.5

1 Ammo (Machine Gun) 100 LA 1 0.5

2 Jump Jets LT(R) 2 1

NOT VALIDATED! MECH IS 2 TONS OVERWEIGHT   Totals

26 14



Overview:

This 'mech was designed to attack in large numbers to outnumber the enemy. It is meant for non-stop shooting with it's 5 machine guns. If it runs out of ammo, it can make a quick retreat and a good amount armor to back it up if it gets caught in crossfire with no ammo.

 

Capabilities:

It's capabillities are to make quick retreats. It also will barely run out of ammo so no retreat is usually needed.

 

Configuration / Variants:

n/a

 

Battle History:

There is no history because it has not been used before.'Tis only a proto.

 

Deployment:

n/a

 

Critical Hit Table

Left Arm
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Machine Gun
6. Ammo (Machine Gun) 100
Head
1. Life Support
2. Sensors
3. Cockpit
4. Roll Again
5. Sensors
6. Life Support Right Arm
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Machine Gun
6. Ammo (Machine Gun) 100

Left Torso
1. Medium Laser
2. Ammo (Machine Gun) 100
3. Ammo (Machine Gun) 100
4. Ammo (Machine Gun) 100
5. Ammo (Machine Gun) 100
6. Ammo (Machine Gun) 100

1. Ammo (Machine Gun) 100
2. Jump Jets
3. Jump Jets
4. Roll Again
5. Roll Again
6. Roll Again

Center Torso
1. Fusion Engine
2. Fusion Engine
3. Fusion Engine
4. Gyro
5. Gyro
6. Gyro

1. Gyro
2. Fusion Engine
3. Fusion Engine
4. Fusion Engine
5. Machine Gun
6. Ammo (Machine Gun) 100

Right Torso
1. Medium Laser
2. Ammo (Machine Gun) 100
3. Ammo (Machine Gun) 100
4. Ammo (Machine Gun) 100
5. Ammo (Machine Gun) 100
6. Ammo (Machine Gun) 100

1. Ammo (Machine Gun) 100
2. Roll Again
3. Roll Again
4. Roll Again
5. Roll Again
6. Roll Again

Left Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Machine Gun
6. Ammo (Machine Gun) 100   Right Leg
1. Hip
2. Upper Leg Actuator
3. Lower Leg Actuator
4. Foot Actuator
5. Machine Gun
6. Ammo (Machine Gun) 100

 

User Reviews

User Rating Posted Updated

Ice Hellion 0 12/7/2004  

Maybe it could be interesting as an infantry/vehicle killer. However, you should try to upgrade its speed a little bit (quads are not that useful in a city where its speed would not be a problem).
Plus in 2750, there was no Clan Wolverine.

Wolfshadow 0 12/6/2004  

Hmm...55 tons, 5/8/2, couple MGs, with a lot of ammo, and some medium lasers. This Mech seems like certain death to anyone foolish enough to step up into the cockpit. 

There are other level 1 Mechs that accomplish more for less. I keep looking at the design and wondering..."where did all the tonnage go?"

Spectre 2 12/5/2004  

Okay, several things are not right in this one. 

1) The mech is for the clan Wolverine yet it is placed as an inner sphere mech. 

2) The design isnot setup as a quad mech. Quads have only two crit spaces in the left/right leg/arm. You should change the image and unit to a biped to makes things easier.

3) you are overweight by 2 tons.

4) you have no CASE to protect you from ammo explosions

5) you have just a tad too much ammo

6) and lastly,the armour is too high.
------------------------------------------------------------

To make things legal, heres what you should do:

1) change the image to something with 2 legs and change the mech type to biped.

2) change the tech base to clan. It is from the Wolverines, right?

3) change the armour to 12.5 as Warhawk explained below.

4) strip off 8 bins of MG ammo. You have too much and nomral battles don't last long enough to give this design a shot at using up all that ammo.

5) take one jump jet from the left torso and put it in the right torso (for balance).

6) add two more jump jets.

7) change the tech level to level 2 (to validate the edndo-steel....this structure came later in battletech history)

8) move the MGs and ammo to the torsoes.

9) add a clan standard CASE to the arms and torsoes (clan ones don't take up crit spaces and don't weight anything.)

10) and lastly, use whatever tonnage that is left to add a medium laser to the head and possibly an lrm/5 with one ammo pack. If the missile launcher cannot fit, add another laser.

You need to fix this before a good review can be counted.

Lord Cain 0 12/4/2004  

Basic rules...and a little trouble with the entry process here on the ol' S7 website. If you have a good concept, take the time to put it in a format we can all recognize in the system. Two jump jets in the left torso? Good design is about balance, just because a thing is in the mech somewhere does not mean that it is useful or effective. Since this machine needs speed, the image you selected for it is of a machine that was a (6) (9) mover and that was it's only saving grace. And yes "ammo go boom" literally you have a mech with the potential to explode for 1400 points of internal damage if hit in the right place!

Knightmare 0 12/3/2004  

Besides what the others said, a clear definition of this machines role would definitely help in deciding its outfit. With the 5/8 speed as a yardstick, this machine and its tonnage could be a generic harassar platform. This would dictate the removal of most of the weapons and a focus on longer ranged offensive systems like a LRM launcher. Removing the Jump Jets and the MGs should free up the necessary space for such a conversion.

Fabrizo 0 12/2/2004  

Yikes!
1st off, like Warhawk mentioned ES is a L2 item, not a L1. 2 JJ's are also worthless, better off using that ton for something else. 5/8 is also not fast for a 55 tonner, ist average for a L1 Medium so there will be no quick retreats. Warhawk also mentioned the armor thing. While they may be OK weapons in the computer game, MG's are rather useless in CBT. 
Id suggest DLing the "Drawing Board" and its update off S7 here. Its a freeware Mech design prog that is quite popular. That should help somewhat with your designs. 

Warhawk 0 12/2/2004  

A couple of problems to fix on this 'Mech.
1) If you're using lvl 1 tech, then the ES can't be carried. A moot point since you don't have enough crits to fit in the 14 needed to mount ES,
2) Max armor for a 55-ton quad is 12.5 (or 13, but that wastes 7 points for max),
3) Way, way too much ammo for the MGs. Most games you won't even use a quarter of that much ammo. Its an ammo explosion just waiting to happen,
4) You're overweight, but the excess armor would take care of that.,
5) Having only two jump jets is a waste since you're going to always produce 3 heat jumping.
The massed firepower from the MGs is nice, but you really don't have the speed to exploit it. This thing is just a target.

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