The Awesome II

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Prince posted this 20 November 2016

Awesome II Gods Mistake

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 3132
Cost: 18,014,375 C-Bills
Battle Value: 2,145

Chassis: Unknown Standard
Power Plant: Unknown 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h (86.4 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
3 Light PPC + PPC Capacitors
2 Light PPCs
1 Radical Heat Sink
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

The "all or nothing" upgrade package for the Awesome is exactly what it sounds
like- a battlemech built specifically for risky, high damage manuvers.

Using stripped AWS-8D chassis, the rebuild kit rienforces the origional
structure and overhauls the reactor in both coolant and electrical systems. All
told, the term "kit" is an understatement, with 80% of the origional wiring
being replaced with higher stress-rated strands and the coolant system
recieving a massive upgrade to double heat exchangers and a prototype
refrigerant system. And the alterations don't end there- a powerful combination
of MASC and a fusion engine supercharger make the Awesome capable of reaching
medium-'mech speeds.

Weaponry also sees an interesting boost- while it still uses nothing but
particle weaponry, the battlemech has very specific weapons for it's use. As
the 'mech was meant to suddenly deal huge amounts of damage at high speeds, the
rebuild has specific weapon "groups", witth each pro and con weighed. During
normal operations, the "all or nothing" can call on 5 light particle guns and
one standard, with the heat sinks to walk without deficit. However, when an
opening is spotted, this Awesome can double it's heat capacity and almost
triple it's speed- and finally, increase it's damage by nearly 60%. Each gun
was specifically chosen for the largest amount of damage that can be dealt in a
30-second period, and the vaunted heavy PPC was not used for the sake of saving
weight for more heat exchangers.

Equipment Type Rating Mass
Internal Structure: Standard 130 points 8.50
Engine: Fusion Engine 255 13.00
Walking MP: 3
Running MP: 5 (8)
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 3 LT, 1 RT, 1 LA, 1 RA
Gyro: Compact 4.50
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Light Ferro-Fibrous AV - 245 14.50
Armor Locations: 1 RT, 1 LA, 1 RA, 2 LL, 2 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 38
Center Torso (rear) 10
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 26
L/R Leg 18 32

Equipment Location Heat Critical Mass
C3 Computer (Slave) HD 0 1 1.00
Radical Heat Sink CT 0 3 4.00
Supercharger CT - 1 1.50
Light PPC + PPC Capacitor RT 10 2 3.00
Light PPC + PPC Capacitor RT 5* 1 1.00
MASC RT - 4 4.00
PPC LT 10 3 7.00
Light PPC + PPC Capacitor RA 10 2 3.00
Light PPC + PPC Capacitor RA 5* 1 1.00
Light PPC RA 5 2 3.00
Light PPC + PPC Capacitor LA 10 2 3.00
Light PPC + PPC Capacitor LA 5* 1 1.00
Light PPC LA 5 2 3.00
Free Critical Slots: 1

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 21
5 2 3 3 0 4 1 Structure: 7
Special Abilities: C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA

Order By: Standard | Newest | Votes
Thunder posted this 23 November 2016

I like it.  Only inclination is to move a capacitor to the PPC just for the headcapping / thresholding ability.

Prince posted this 24 November 2016

Oh man, I wanted to but it was too hard; I wanted it to be able to force a PSR at range without cap's, and that was the only way to. I hope the fluff alluded to it- there were like, 3 versions with heavy PPCs before I got this one I actually liked.

Donteras posted this yesterday

What's a radical heat sink and where can I find the rules for it?

Prince posted this yesterday

What's a radical heat sink and where can I find the rules for it?

Ohhh fuck, start with Interstellar Ops for all the new goodies. RHS is a game-changer; It adds another 50% heat sink dissipation when used, weighing 4 tons at 3 crits. It has failure rolls like MASC, but if it fails it only adds +1 heat on ALL heat-generating things- you can still use the damn thing! It's wonderful and I use it too much.