Page 1 of 1

Unguided + Close Combat Heavy

Posted: Wed Oct 15, 2003 4:49 am
by rosary
Here's an Unguided + close combat heavy with some nice systems.
One drawback is its low ammunition stock but two vibra claws allow it to keep fighting if it runs out. Does well on short missions or those with ammunition supplies along the way.

Posted: Sat Oct 18, 2003 2:58 pm
by Thorgrim
There's unnecessary armor mms in almost all locations. CBT armor can be increased to 26 if you use T (there's enough free weight). You can overcome the ammo thing by adding a ML to the LOT if you lower its armor by 1 slot to 55 (another skill, but well worth it IMO - to be used just as a backup/igniter). The engine will not support the shield at max setting at full run.
You could probably go for a heavier chassis with all the free weight. That would give you more internal struct, and the chance to increase external armor a bit - the loss in handling is marginal for a H3.
Those systems could use some swapping around. An ECM in the head, that's a first :D

Posted: Sat Oct 18, 2003 5:27 pm
by Thorgrim
A little more expensive, 1 less jump sec, but faster on the ground, here's the H3 version. Didn't touch systems, only improved armor. Added ML.
(BTW, a CC titan with only 20 APs in the CBT where it houses the engine and LS seems dangerous to me)


Titan Name: Pelter Short Range Heavy Titan
Chassis: Durania H3 Design: Rosary
----------------------------------------------------------------------
Weight: 140.0t (140t maximum) Height : 13 [meter]
Bmt : 30 (40 kph) Reduce Heat: -3.45C/sec.
Jmt : 10 (120 kph) for 53 secs Cost : 313127($)


Equipment:
----------------------------------------------------------------------
Component/Type/Location

Engine : CyberSys [Engine 3] [CBT ]
HeatReg.: Delinit H6 [Heat 6]
Flares : FL Large [Flare2] [CBT ]
Shield : Sharidan [Shld2] [RT ]
D.C.S. : S.A.W.Fast [D.C.S.6] [CT ]
LifeSup.: B.M.I. [Life 3] [Head]
Scanner : Mark M-S [Scan. 5] [Head]
Computer: Triton TC [Comp. 4] [RT ]
E.C.M. : TraCop [E.C.M. 5] [LT ]
JumpPort: Mark MJ-I [Jump 6]


Weapons:
----------------------------------------------------------------------
Location/Weapon/Ammunition/Slots

[RA ] N.M. 7 RACK (020) [1]
[LA ] N.M. 7 RACK (020) [1]
[RT ] S.R.M. 4 RACK (022) [1]
[LT ] S.R.M. 8 RACK (011) [1]
[LowT] MEDIUM LASER
[RA ] VIBRA CLAW
[LA ] VIBRA CLAW


Armor:
----------------------------------------------------------------------
Loc/Internal/Armor/Status/Points/mm

[Head] (13) Dullaroy 023 [033mm]
[RT ] (25) Millenia MAX 045 [090mm]
[CT ] (25) Millenia MAX 045 [090mm]
[CBT ] (15) Titanium 026 [048mm]
[LT ] (25) Millenia MAX 045 [090mm]
[RA ] (25) Vicenium 045 [075mm]
[LA ] (25) Vicenium 045 [075mm]
[LowT] (15) Dullaroy (S) 055 [079mm]
[RL ] (21) Millenia MAX 045 [090mm]
[LL ] (21) Millenia MAX 045 [090mm]

Armor Index: 4.49 [Total APts/T]
Internal: 210 [APts]
External: 419 [APts] Max:[090mm]
Total Armor: 629 [APts]


JOCK requirements:
----------------------------------------------------------------------
Piloting: Heavy Titan incl. Jump
Weapons : N.G.M. Energy C.C.
Warfare : Defense Scanner Warfare(ECM)
Skills : D.C. Ind.Fire

Posted: Wed Nov 05, 2003 1:38 am
by Manchek
Another issue I may point out is this titan requires a jock to be preficient in three combat skills. Personally, I like to limit each jock to two combat skills to get the most bang for my buck.

But that's just me.
-Manchek

Posted: Wed Nov 05, 2003 2:03 am
by rosary
By the time your regular or higher jock can pilot this titan they should have at least 3 combat skills. Putting 90% in one skill ends up with diminishing returns on your DP investment.

Posted: Wed Nov 05, 2003 4:10 pm
by Thorgrim
Also notice that energy is one of the skills that almost every jock starts with a reasonable figure. And like I said, it requires a 3rd skill but it can be used only to ignite woods, for which you don't need a high skill. ;)

Posted: Wed Nov 12, 2003 6:47 am
by CSchack
Oops, wrong post...