Having fun with the Charger

Nov 14, 2011 00:07

The Charger is a funny Battlemech. Way too big for its speed or its role, but modern technology can help make it into something kind of scary. With an infinite budget, this is probably what I'd do to the Charger:

  • Make it faster. (TSM and a Supercharger for emergencies)
  • Slap in an XXL Engine. Less survivable and way more expensive, but it gives us lots of room for...
  • A Mace: when TSM is active that's a 40 point whack on someone's head.
  • A Heavy PPC: 15 point lovetaps at 18 hexes.
  • A whole brace of lasers. ERML's to scourge enemies and SLs for crit seeking/heat management
  • A comprehensive electronic warfare suite.
  • A Laser AMS system to help swat down missiles as it dashes around the battlefield.

I would have liked to have squeezed a TAG in there, but I need all those lasers for heat reasons, and I don't want to lower the armor any.

This turns the Charger from being a total gimp to a light mech hunter-killer. Its HPPC can severely wound, if not outright cripple the common 20-ton scout mechs like the Locust or Wasp. Its Mace can ... do more damage than some Mechs have armor. The brace of ERMLs give it a good chance of getting at least *one* hit on its prey. The SLs mostly exist to push the design high enough on the heat scale to get to TSM activation, and then micromanage the heat by a few points here and there. With its active probe and ECM system, it can help with basic scouting duties too, so feel free to attach it to a lance of scout mechs. And in a pinch, it can hit its Supercharger to suddenly lurch into motion and run down unwary scouts (to then pulverize the crap out of). Granted, for the cost of this monstrosity, I could purchase two companies of something sensible like PHX-1 Phoenix Hawks, which probably would in general do the scout hunting job better by simply being in more places at once...



Charger CGR-9X1

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: F/X-X-F
Production Year: 0
Cost: 92,269,470 C-Bills
Battle Value: 2,452

Chassis: Unknown Standard
Power Plant: Unknown 400 XXL Fusion Engine
Walking Speed: 54.0 km/h (64.8 km/h)
Maximum Speed: 86.4 km/h (129.6 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Heavy PPC
4 ER Medium Lasers
1 Mace
3 Small Lasers
1 Beagle Active Probe
1 Guardian ECM Suite
1 Laser Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 122 points 8.00
Engine: XXL Fusion Engine 400 17.50
Walking MP: 5 (6)
Running MP: 8 (12)
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
TSM Locations: 1 CT, 1 LT, 2 LA, 1 LL, 1 RL
Armor: Standard Armor AV - 247 15.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 25 38
Center Torso (rear) 12
L/R Torso 17 26
L/R Torso (rear) 8
L/R Arm 13 26
L/R Leg 17 34

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser HD 5 1 1.00
Supercharger CT - 1 2.00
Beagle Active Probe RT 0 2 1.50
Guardian ECM Suite RT 0 2 1.50
2 ER Medium Lasers RT 10 2 2.00
Laser Anti-Missile System LT 7 2 1.50
3 Small Lasers LT 3 3 1.50
Mace RA - 8 8.00
Heavy PPC LA 15 4 10.00
ER Medium Laser LA 5 1 1.00
Free Critical Slots: 4

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 25
6 3 3 1 0 4 0 Structure: 4
Special Abilities: TSM, MEL, PRB, RCN, ECM, AMS, ENE, SRCH, ES, SOA

battletech

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