I recently ran into two boxes of the 'assault lance' box on 50% off sale. Mine. Victor, Blackjack (In an assault box? Weird) Atlas, and ... What the heck is a Grasshopper?
A quick glance at Sarna showed both what it was, and why I didn't remember it. My first TRO was 3050, and I read that book to near-death; I never picked up 3025 (heresy, I know.) But the 3050 Grasshopper was notable only for how sub-optimal it was.
So. Starting with the 3025 version, I'll update it. Basic decisions, what do I want it to be? Lets go with a jumping zombie. That means no XL engine, and keeping the 4/6/4 movement profile. Next comes desired range band - the Penetrators I have from the '90s fill the point-blank laser-boat zombie slot in my collection, so lets give it some reach.
I'll start with the head weapon. There are five 1-crit missile weapons. I'm not putting in a single of either a srm-2 or -4, their streak versions, or LRM-5; too big an ammo bomb (In a mech without another) depleted too slow for the minimal gain in firepower. Anti-missile system it is, one ton of ammo protected by case.
So now we move on to the main weapons, four medium and one large laser, plus their supporting 12 heat-sinks. Looking at my shiny new battlemech manual, I see the light PPC. Decent range, light, moderate heat, looks like a winner. Replace the lasers in the arms with a pair. The minimum range isn't great, but it means if you get to punching distance, you don't feel bad about not firing them.
Now the big gun. Again looking at new shinies, I see the Large X-pulse laser. Fits into the center torso nicely, and good to-hits across it's avalible range. However, I gather that it is in experimental weapons. My group doesn't care, but you could replace it with a standard LPL, or a snub-nose PPC and another ER medium.
Finally the torso lasers. They get the minimal upgrade to ER version. That puts us at 34 weapon heat. Dropping five heat sinks but doubling those left matches that., and leaves us at 70 tons after ajusting the armor.
Done
Good points -
Can have both arms and side torsos shot off, but still remain a credable and mobile threat.
About as survivable as a mech it's size can get.
Relitively low BPV for it's size
Bad points -
Firepower is kinda anemic for a post-Succession-war 70 tonner, it struggles to force a PSC
AMS ammo might not be the biggest bomb, but it's still a bomb. Depending on what you face, you might want to dump it.
Dealing with movement and AMS heat means you might have to not fire a weapons a lot of turns, further reducing firepower.
No real long range weapon, and two weapons with minimum ranges.
First game was interesting. It took a couple clan PPC hits, before winding up as one of the last two mechs on the board. The other was a Phoenix Hawk (Nominal) with two SSRM-6 and an ER L Laser.
My opponent complained that he wasn't able to control the positioning as normal with that design, and the AMS wound up with only a single pip of ammo left, more than earning it's keep. If I'd had a touch more luck with the X-Pulse I might have won, (I missed three separate 5+ to hit) but the game ended with most of my remaining armor on the rear and two gyro hits spelling my defeat.
Grasshoper
Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 7,117,673 C-Bills
Battle Value: 1,661
Chassis: Unknown Standard
Power Plant: Unknown 280 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 Large X-Pulse Laser
2 Light PPCs
2 ER Medium Lasers
1 Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 107 points 7.00
Engine: Fusion Engine 280 16.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 208 13.00
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 9
Center Torso 22 32
Center Torso (rear) 9
L/R Torso 15 22
L/R Torso (rear) 8
L/R Arm 11 22
L/R Leg 15 27
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Anti-Missile System HD 1 1 0.50
Large X-Pulse Laser CT 14 2 7.00
ER Medium Laser RT 5 1 1.00
ER Medium Laser LT 5 1 1.00
Light PPC RA 5 2 3.00
Light PPC LA 5 2 3.00
@Anti-Missile System (12) RT - 1 1.00
Free Critical Slots: 14
Comments, criticizing and general kvetching appreciated