Author Topic: Claymore Battle Armor  (Read 2529 times)

Black_Knyght

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Claymore Battle Armor
« on: 21 January 2018, 03:36:39 »
3075 era Inner Sphere heavy battle armor for thoughts, opinions, and constructive input.

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Claymore Heavy Battle Armor


Code: [Select]
Claymore Battle Armor
IS Heavy Battle Armor (3075/experimental)

BV: 284
Cost: 3,177,000 C-bills

Movement: 1/1
(Burdened by unjettisoned body-mounted missile launchers)

Internal: 4
Armor: 32
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8

Weapon                            Loc  Heat
-------------------------------------------
Swarm Mek                        Squad   0
Attack Swarmed Mek               Squad   0
Stop Swarm Attack                Squad   0
Leg Attack                       Squad   0
ER Small Laser (RA)              Squad   0
SRM 3 (OS) (Body)                Squad   0
SRM 3 (OS) (Body)                Squad   0
Laser Rifle (Mauser 960) (APM)   Squad   0

Ammo                           Loc Shots
----------------------------------------
BA SRM 3 Ammo                  None   1
BA SRM 3 Ammo                  None   1

Equipment                           Loc
---------------------------------------
BA Manipulators [Battle Claw] (LA) Squad
A-P Weapon Mount (LA)              Squad
BA Advanced (Body)                 Squad
BA Advanced (Body)                 Squad
BA Advanced (RA)                   Squad
BA Advanced (LA)                   Squad
BA Advanced (LA)                   Squad

Sabelkatten

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Re: Claymore Battle Armor
« Reply #1 on: 21 January 2018, 05:59:51 »
I don't have time to look up the numbers, but it seems like it should have a lot of weight left over... Have you checked everything?

Black_Knyght

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Re: Claymore Battle Armor
« Reply #2 on: 21 January 2018, 17:19:27 »
I worked it up in MegaMekLab v0.43.4, so if there's an error in the weight it's from there somewhere.  :o

Admittedly, however, I didn't personally double-check it on paper.  :-[

Ruger

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Re: Claymore Battle Armor
« Reply #3 on: 21 January 2018, 19:41:37 »
I worked it up in MegaMekLab v0.43.4, so if there's an error in the weight it's from there somewhere.  :o

Admittedly, however, I didn't personally double-check it on paper.  :-[

If I'm reading right, this is a heavy suit (1500 kg), Inner Sphere tech (300 kg chassis), ER Small (350 kg), 2 x SRM-3 (OS) (125 kg each; 250 total), AP weapon mount (5 kg), battleclaw (15 kg), 8 pts advanced armor (320 kg)...adds up to 1240 kg leaving 260 kg unused...is it supposed to have jump MP...maybe a mechanical jump booster? Whatever else it may have, it would need to be slotless as between the armor and weapons, you've used all the available slots for this size chassis...

Ruger
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Black_Knyght

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Re: Claymore Battle Armor
« Reply #4 on: 21 January 2018, 21:53:55 »
If I'm reading right, this is a heavy suit (1500 kg), Inner Sphere tech (300 kg chassis), ER Small (350 kg), 2 x SRM-3 (OS) (125 kg each; 250 total), AP weapon mount (5 kg), battleclaw (15 kg), 8 pts advanced armor (320 kg)...adds up to 1240 kg leaving 260 kg unused...is it supposed to have jump MP...maybe a mechanical jump booster? Whatever else it may have, it would need to be slotless as between the armor and weapons, you've used all the available slots for this size chassis...

Ruger

That's fairly accurate. In total I used 1490kg of the available 1500kg, with no empty slots left and no way to add armor or jump jets without going over the weight limit.

Sabelkatten

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Re: Claymore Battle Armor
« Reply #5 on: 25 January 2018, 17:51:27 »
Ah, 250 kg for the JJs explains it. Unfortunately you've got a problem - you need to make the SRM packs detachable and that weights 10 kg per, which you don't have...

OTOH the pictures don't appear to mount any battle claw, so I'd drop that for the missing 10 kg.

Black_Knyght

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Re: Claymore Battle Armor
« Reply #6 on: 26 January 2018, 13:52:01 »
Not sure how to make them detachable in MML, but I'll give it a try.

Black_Knyght

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Re: Claymore Battle Armor
« Reply #7 on: 26 January 2018, 15:28:03 »
Near as I can make out missile weapons cannot be assigned to Detachable Weapon Packs in MML. I don't know if that's still applies in general or not.

Just to experiment with DWPs I worked up this as a possible Claymore BA, but I honestly don't know how effective it'd be.

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CMX2 Prototype Battle Armor


Code: [Select]
CMX2 Prototype Armor Battle
IS advanced Mortar Armor (3075)

BV: 331
Cost: 3,229,000 C-bills

Movement: 2/2

Internal: 4
Armor: 32
                     Internal    Armor
--------------------------------------
Trooper 1                   1        8
Trooper 2                   1        8
Trooper 3                   1        8
Trooper 4                   1        8

Weapon                               Loc    Heat
------------------------------------------------
Mortar (Heavy) (DWP) (Clan)         Squad     0
Mortar (Heavy) (DWP) (Clan)         Squad     0
Small Laser (Right arm)             Squad     1
Laser Rifle (Mauser 1200 LSS) (APM) Squad     0

Equipment                           Loc
----------------------------------------
Detachable Weapon Pack (Right arm) Squad
Detachable Weapon Pack (Left arm)  Squad
A-P Weapon Mount (Left arm)        Squad
BA Stealth (Improved) (Body)       Squad
BA Stealth (Improved) (Body)       Squad
BA Stealth (Improved) (Body)       Squad
BA Stealth (Improved) (Right arm)  Squad
BA Stealth (Improved) (Left arm)   Squad
« Last Edit: 26 January 2018, 16:04:53 by Black_Knyght »

Sabelkatten

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Re: Claymore Battle Armor
« Reply #8 on: 26 January 2018, 15:41:21 »
DWP is a different tech, what you need is IIRC called "detachable missile mount". 10 kg (no slot) per launcher.

Black_Knyght

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Re: Claymore Battle Armor
« Reply #9 on: 26 January 2018, 16:11:08 »
Well damn... :o , "Detachable Missile Mount" doesn't seem to be a part of MMLs inventory options ???

Ideally I'd like to make this BA somehow match the appearance of the minis, with either 2x 3-missile launchers or a single 6-missile launcher of some kind, without defaulting to Clan tech to solve the problem. :(

Sabelkatten

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Re: Claymore Battle Armor
« Reply #10 on: 26 January 2018, 17:20:58 »
All you really need to know is that you should add 10 kg to each launcher if you want to be able to drop them so you can jump... Your OP design works fine if you drop the battle claw for a pair of basic manipulators.

Search the forums for the BA Design spreadsheet (I forgot who made it), it includes pretty much everything and (as far as I can see) calculates the values correctly.


 

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