Suncrusher

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  • Last Post 05 December 2017
Thunder posted this 29 November 2017

Suncrusher SNC-O

Rules Level: Experimental Tech

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 0

Earliest Production Year: 3067

Extinct By: Never


Chassis: Unknown Endo-Steel

Power Plant: Unknown 250 Fusion Engine

Cruising Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: Unknown

     Jump Capacity: 0 meters

Armor: Unknown Standard Armor

Armament:

     20.00 tons of pod space.

Manufacturer: Unknown

     Primary Factory: Unknown

Communications System: Unknown

Targeting and Tracking System: Unknown


Overview
Designed in Lyran space as an Omni-mech replacement for the Starslayer, the Suncrusher fell on hard times much as the better known Thanatos did when the quarter master determined that Omni-mechs were too expensive. Unlike the Thanatos, funding was not available to redesign it as a standard battlemech. The company went under and the design languished for years until the rights were bought by a Cappellen manufacturer.

Capabilities
Limited use of advanced technology provides a cheap, robust trooper mech. Use of Endosteel and XL Gyro's frees up a reasonable amount of tonnage for pod space, while the 250 rated Magna engine provides reasonable speeds allowing the Suncrusher to keep up with line forces. Maximum levels of armor protection provide 16% more durability then the majority of mechs in the same weight class.

The Prime configuration combines a Plasma Rifle with an MML-7 for a reasonable one two punch at short to medium range. Backing up these weapons are a Medium laser and Extended focus Flamer to deal with lighter targets.

The A Configuration Mounts matching ER Large lasers for a consistent long range punch, and a slew of Rocket Launchers to either initiate an engagement, or to exploit holes opened up by sniping.

The B Configuration copies the capabilities of the Dire Skunk, an ancient mech design long thought lost. It is a brutal short ranged fighter utilizing Smoke to cover it's approach and a Massive bank of small lasers to dissect its target.

C Configuration is a missile support platform that seems most reminiscent of the old arctic wolf, but downgraded to Inner Sphere tech levels of nearly a century ago.


Deployment
Despite being designed nearly 75 year ago, and manufacture not beginning until almost 20 year ago, Sales and export of the Suncrusher have been steady. To date nearly 500 Suncrushers have been manufactured. 50% of that number are found within the armies of house Liao, while They Lyran Alliance and Draconis Combine have acquired the rest.


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Thunder posted this 29 November 2017


Technology Base: Inner Sphere 50.00 tons

Chassis Config: Biped Cost: 5,059,375 C-Bills

BV2: 809 Tech Rating/Era Availability: E/X-X-E-A


Equipment     Mass

Internal Structure: Endo-Steel 2.50

Internal Locations: 1 HD, 6 LT, 3 RA, 2 LL, 2 RL

Engine: 250 Fusion Engine 12.50

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks: 10 (20) - Double (10 in engine) 0.00

Gyro: XL 1.50

Cockpit: Standard 3.00

Actuators: L: SH+UA    R: SH+UA

Armor: 168 points - Standard Armor 10.50

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 16 24

Center Torso (rear):   7

R/L Torso: 12 20

R/L Torso (rear):   4

R/L Arm: 8 16

R/L Leg: 12 24

 

 


Configuration Prime Cost: 6,668,125 C-Bills

BV2: 1,545 Tech Rating/Era Availability: E/X-X-F-A

 

Weapons and Ammo Location Heat Criticals Tonnage

MML-7 RT 4 4 4.50

Medium Laser LT 3 1 1.00

ER Flamer LT 4 1 1.00

Plasma Rifle LA 10 2 6.00

@Plasma Rifle (20)

RT

2 2.00

@MML-7 (LRM) (17)

RT

1 1.00

@MML-7 (SRM) (14)

RT

1 1.00

 

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Heat Sinks: 10 (20) 0.00

Jumping MP: 5 Standard

Jump Jet Locations: 2 LT, 3 RT 2.50

CASE II Locations: 1 RT 1.00

 

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 15

5j 3 3 1 0 2 0 Structure: 4  

Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA

 


Configuration A Cost: 6,589,375 C-Bills

BV2: 1,608 Tech Rating/Era Availability: E/X-X-E-A

 

Weapons and Ammo Location Heat Criticals Tonnage

ER Large Laser RT 12 2 5.00

2 Rocket Launcher 10s RT 6 2 1.00

ER Large Laser LT 12 2 5.00

3 Rocket Launcher 10s LT 9 3 1.50

2 Rocket Launcher 10s RA 6 2 1.00

2 Rocket Launcher 10s LA 6 2 1.00

 

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Heat Sinks: 13 (26) 3.00

Heat Sink Locations: 1 RT, 1 LA, 1 RA

Jumping MP: 5 Standard

Jump Jet Locations: 1 LT, 4 RT 2.50

 

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 16

5j 3 3 3 0 2 0 Structure: 4  

Special Abilities: OMNI, SRCH, ES, SEAL, SOA

 


Configuration B Cost: 6,306,250 C-Bills

BV2: 1,323 Tech Rating/Era Availability: E/X-X-E-A

 

Weapons and Ammo Location Heat Criticals Tonnage

2 SRM-6s RT 8 4 6.00

SRM-6 LT 4 2 3.00

10 Small Lasers LA 10 10 5.00

@SRM-6 (30)

RT

2 2.00

 

Equipment     Mass

Actuators: L: SH+UA    R: SH+UA+LA+H

Heat Sinks: 11 (22) 1.00

Heat Sink Locations: 1 RT

Jumping MP: 5 Standard

Jump Jet Locations: 3 LT, 2 RT 2.50

CASE Locations: 1 RT 0.50

 

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 13

5j 6 3 0 0 2 0 Structure: 4  

Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, SRM 2/2/0

 


Configuration C Cost: 6,461,875 C-Bills

BV2: 1,264 Tech Rating/Era Availability: E/X-X-F-A

 

Weapons and Ammo Location Heat Criticals Tonnage

6 MML-3s RT 12 12 9.00

2 MML-3s LT 4 4 3.00

Light PPC LT 5 2 3.00

TAG LA 0 1 1.00

@MML-3 (SRM) (99)

RA

3 3.00

 

Equipment     Mass

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Heat Sinks: 10 (20) 0.00

CASE II Locations: 1 RA 1.00

 

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 6 Points: 13

5 4 3 3 0 2 0 Structure: 4  

Special Abilities: OMNI, TAG, CASEII, SRCH, ES, SEAL, SOA, SRM 3/1/0, LRM 0/1/2, IF 2

 

What?  A Perfectly normal mech with just a bit of fluff. How odd.

Solaris Skunk werks

Thunder posted this 29 November 2017

Suncrusher PrimeSuncrusher A

Suncrusher BSuncrusher C

Attached Files

Thunder posted this 29 November 2017

Suncrusher D

7 improved Jump Jets
3 ER Medium lasers
Narc Missile beacon (2 tons ammo)
Guardian ECM
Beagle Active Probe
Small Shield

Attached Files

Prince posted this 04 December 2017

Judging by the AS cards, I feel like this 'mech is made for for alpha strike and not "standard" battletech play so any review I can give will be altered by that fact.

The torso rear armor is a big contention of mine- I see the problem you faced of either being able to tank an AC/20 without internal damage, but I feel like shifting that all-important 5th point to the rear outweighs that until the thunderbolt 20/Heavy PPC + Capacitor becomes more normal. And unless it would mess with the Alpha Strike heat scale, B really needs to upgrade to ER Smalls.

But I adore the A variant. RL 10s are, in my opinion, a better "go away" bubble weapon than the AC/20 since you can slap them on anything.

Thunder posted this 05 December 2017

Its actually more TW then AS, though there is definitely a AS component to anything I make these days.

The main story is someone posted a similar workhorse design on one of the Facebook pages concerning some heavygears he wanted to use.  Trading out the UAC-5 for a plasma rifle and more stuff just led to one thing after another...

As to ways Alpha strike influences design...  Prime configuration stared out with 2 medium lasers.  But the Plasma Rifle by itself isn't enough to get a heat special ability.  Trade out the laser for the ER flamer, and now it qualifies for the Heat special ability.  Minor tweaks for the most part that lend themselves to diversity of unit capabilities.

 

The B configuration.  aka The Dire Skunk, Based on... The Dire Skunk.  Named after The Dire Skunk of what ever planet it came from.  Also known as, My Medium entry in the last nuts and bolts challenge.  10 small 4 SRM-4, some spare heat sinks.  The idea was to use the SRM's to generate Smoke everywhere, at which points the small lasers have just as much range as every other weapon in the game, because LOS is limited to 3.  This strategy does not actually translate to Alpha Strike very well.  The Smoke rules are more limited.  On the other hand I'm still happy with the Card, it does make a nice ambusher type unit.

As per your suggestions.  Yep. switching to ERSmalls would mess with the heat badly.  I think the weapons would change to 4/4/0 OV 2.  Also, I'm not sure it would be the right move in any case.  With Small lasers you can add in the SRM's and still not overheat.  ERsmalls, and you can really only pick one or the other.  Range advantage is weighted against that Smoke Smoke everywhere strategy.

Rocket Launchers.  Always a fun weapon.  Terrible stats in Alpha strike, but if you stack enough of them together eventually you get some firepower out of them.  In this case they pushed the damage up just enough to get a 3/3/3 instead of a 2/2/2 damage profile.  Also I decided that stylistically being able to unleash a macross missile storm won rule of cool points.

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