Supernova

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SNV-1
Supernova.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 90T
Stock Role Assault Sniper
Stock Specifications
Hardpoints
Speed 3/5/3
Firepower Max Damage: 330
Max Stability: 0
Max Heat: 0
Durability Armor: 1160
Structure: 691
Heat Efficiency Sinking: 156
Alpha: 180
Melee Kick: 90
Punch: 45
Stock Equipment
Engine Standard Engine
Core 270
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling None
Gyro Standard Gyro
Structure Standard Structure (Fixed)
Armor Standard Armor (C)
Center Torso Jump Jet (A)
Left Torso Jump Jet (A)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Right Torso Jump Jet (A)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Left Arm ER L Laser (C)
ER L Laser (C)
ER L Laser (C)
Heat Sink Double (C)
Heat Sink Double (C)
Right Arm ER L Laser (C)
ER L Laser (C)
ER L Laser (C)
Heat Sink Double (C)
Heat Sink Double (C)
Left Leg Heat Sink Double (C)
Right Leg Heat Sink Double (C)


Description

A second-line Clan 'Mech feared by many Inner Sphere pilots. Plans to replace the King Crab's loadout with clusters of Large Lasers grew from a shortage of autocannon ammunition and gave rise to a lighter and leaner new design, the Supernova. With average assault mech mobility enhanced by a trio of jump jets, the Supernova uses cheap components to maximum effect. The Supernova's only armaments are six Clan ER Large Lasers. While this is a fair amount of firepower for a 'Mech of its size, it has a severe overheating problem. After firing no more than a few full consecutive salvos the Supernova will force an automatic shutdown, so MechWarriors must carefully manage their heat.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -8 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Command Unit

Gains +1 initiative


Factions

Factions


Stock Loadout
Stock Loadout
SNV-2
Supernova.png
General Data
'Mech Type BattleMech
Class ASSAULT
Weight 90T
Stock Role Assault Sniper
Stock Specifications
Hardpoints
Speed 3/5/3
Firepower Max Damage: 398
Max Stability: 72
Max Heat: 0
Durability Armor: 1360
Structure: 691
Heat Efficiency Sinking: 102
Alpha: 148
Melee Kick: 90
Punch: 45
Stock Equipment
Engine Standard Engine
Core 270
Heat Sinks Engine Sink Kit (CDHS)
E-Cooling None
Gyro Standard Gyro
Structure Endo-Steel Structure (C) (Fixed)
Armor Standard Armor (C)
Head FCS Precision Computer
Center Torso Jump Jet (A)
Left Torso Jump Jet (A)
ATM 9 (C)
ATM 9 (C)
Heat Sink Double (C)
Right Torso Jump Jet (A)
ATM 9 (C)
ATM 9 (C)
Heat Sink Double (C)
Left Arm Ammo ATM
ER L Laser (C)
Heat Sink Double (C)
Heat Sink Double (C)
Heat Sink Double (C)
Right Arm Ammo ATM
ER L Laser (C)
Heat Sink Double (C)
Heat Sink Double (C)
Left Leg Ammo ATM ER
Ammo ATM HE
Right Leg Ammo ATM ER
Ammo ATM HE


Description

A second-line Clan 'Mech feared by many Inner Sphere pilots. Plans to replace the King Crab's loadout with clusters of Large Lasers grew from a shortage of autocannon ammunition and gave rise to a lighter and leaner new design, the Supernova. With average assault mech mobility enhanced by a trio of jump jets, the Supernova uses cheap components to maximum effect. Created by Clan Nova Cat after their Abjuration, this variant uses Endo Steel and increased armor protection. The first variant replaces four of the ER Large Lasers and many of their attendant heat sinks with four ATM 9s, six tons of ammunition, and adds an advanced Targeting Computer to guide the remaining pair of lasers.


Bonuses

Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -8 heat at the end of the turn, -30 melee accuracy


Pilot Affinity: Command Unit

Gains +1 initiative


Factions

Factions


Stock Loadout
Stock Loadout