Author Topic: Earthbreaker "Mobile" Turret  (Read 2153 times)

Caedis Animus

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Earthbreaker "Mobile" Turret
« on: 26 March 2017, 02:09:50 »
Less an ultraheavy Tank and more a design made for being an implacable assault vehicle, the Earthbreaker is designed for extreme firepower at range with ammo-fed weapons in all variants. Due to the extreme size and cost, the Earthbreaker also has the dubious honor of being made to order, with the presence of an Earthbreaker all but unheard of outside of extremely well-defended bases, where the Earthbreaker's firepower can be moved to other locations where defenses may, or have, been breached.

Version 1

The current rumor around many locations is that the Earthbreaker SPF-V1 was produced solely to give Defiance Industries a place to put all of their spare Ultra AC/20s for safekeeping. While the actual accuracy of this statement is dubious at best, the obscene firepower of the Earthbreaker SPF-V1 is sure to quiet nay-sayers... By deafening them. And likely sundering any and all forces they bring into the small parking lot this machine is hiding in, thanks to ECM.

Oh, and as a side note; "At Range" doesn't necessarily mean long range.

Code: [Select]
Earthbreaker Self-Propelled Fortress V1
IS experimental
175 tons 
BV: 2,745
Cost: 34,756,333 C-bills

Movement: 1/2 (Tracked)
Engine: 175 XL

Internal: 126
Armor: 496 (Heavy Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Front                      18       90
Front Right                18       70
Front Left                 18       70
Rear Right                 18       70
Rear Left                  18       70
Rear                       18       56
Turret                     18       70

Weapon                         Loc  Heat
----------------------------------------
Ultra AC/20                     TU     8
Ultra AC/20                     TU     8
Ultra AC/20                     TU     8
Ultra AC/20                     TU     8
Medium Laser                    FR     3
Medium Laser                    FR     3
Medium Laser                    FR     3
Machine Gun                    FRRS     0
Machine Gun                    FRRS     0
Machine Gun                    FRLS     0
Machine Gun                    FRLS     0
Machine Gun                    RRRS     0
Machine Gun                    RRRS     0
Machine Gun                    RRLS     0
Machine Gun                    RRLS     0
Machine Gun                     RR     0
Machine Gun                     RR     0
Machine Gun                     FR     0
Machine Gun                     FR     0

Ammo                           Loc Shots
----------------------------------------
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Ultra AC/20 Ammo                BD     5
Machine Gun Ammo                BD   200
Machine Gun Ammo                BD   200

Equipment                      Loc
----------------------------------
C3 Slave                        BD
CASE                            BD
Angel ECM Suite                 BD










Version 2

Do you like expensive LRM spam to be mobile in your base, with enough long-range missiles crammed on to make a Kraken 3 blush and maybe poop a little in terror? Well, look no further than the V2. Mounting a staggering 8 LRM-20 Launchers, making for a total of 160 tubes firing and recycling every 10 or so seconds. Oh, and we added C3 Slave, so that your turret can take advantage of the C3 Remote Launcher munitions you surely had a scout VTOL fire around the perimeter earlier, right?

Oh, and do be sure to have a munitions truck or three follow this thing around. Thanks to a well-designed mechanism (The fast reload quirk), the Earthbreaker V2's ammo can be restored quickly, but that two minutes of fire may get spent pretty quickly. And once that's gone, the Earthbreaker V2's existence is more of 175 tons of paperweight than an actually effective fighting vehicle.

Rumor has it that the three designs ordered by the Kell Hounds and Wolf-In-Exiles had the LRM-20 racks replaced with 16 Clanspec LRM-20s once they arrived. While we here at Overengineer Enterprises don't normally condone such modifications, the holovid footage of some 320 missiles hitting a Wolf Empire Tomahawk II in ten seconds was one of the most entertaining things seen this side of Solaris.

As a sidenote, the Earthbreaker SPF-V2-IIC is now available for purchase to enterprising defense coordinators who have more money to burn and a lot of enemies.
Code: [Select]
Earthbreaker Self-Propelled Fortress V2
IS experimental
175 tons 
BV: 2,241
Cost: 32,344,583 C-bills

Movement: 1/2 (Tracked)
Engine: 175 XL

Internal: 126
Armor: 357 (Heavy Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Front                      18       62
Front Right                18       51
Front Left                 18       51
Rear Right                 18       51
Rear Left                  18       51
Rear                       18       40
Turret                     18       51

Weapon                         Loc  Heat
----------------------------------------
LRM 20                          TU     6
LRM 20                          TU     6
LRM 20                          TU     6
LRM 20                          TU     6
LRM 20                          TU     6
LRM 20                          TU     6
LRM 20                          TU     6
LRM 20                          TU     6

Ammo                           Loc Shots
----------------------------------------
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6
LRM 20 Ammo                     BD     6

Equipment                      Loc
----------------------------------
C3 Slave                        BD
CASE                            BD










Version 3

For suicidally defensive units, where four head-cap capable shots wait until guns go dry and the engine can be detonated. On occassion, the MG ammo of this unit is halved in order to mount a C3 Slave; While such custom ordering is normally frowned upon by OE, the popularity of the C3S alteration allows for some extra wiggle room for production-level reproductions of that field refit.

(Note;An alternate, less insane, version of the V3 exists, which replaces the booby trap for yet another Gauss Rifle.)
Code: [Select]
Earthbreaker Self-Propelled Fortress V3
IS experimental
175 tons 
BV: 2,367
Cost: 29,290,708 C-bills

Movement: 1/2 (Tracked)
Engine: 175 XL

Internal: 126
Armor: 426 (Heavy Ferro-Fibrous)
                     Internal    Armor
--------------------------------------
Front                      18       78
Front Right                18       60
Front Left                 18       60
Rear Right                 18       60
Rear Left                  18       60
Rear                       18       48
Turret                     18       60

Weapon                         Loc  Heat
----------------------------------------
Gauss Rifle                     TU     1
Gauss Rifle                     TU     1
Gauss Rifle                     TU     1
Gauss Rifle                     TU     1
Machine Gun                    FRRS     0
Machine Gun                    RRRS     0
Machine Gun                    FRLS     0
Machine Gun                    RRLS     0
Machine Gun                     RR     0
Machine Gun                     FR     0
Machine Gun                     FR     0
Machine Gun                     RR     0
Machine Gun                    FRRS     0
Machine Gun                    FRLS     0
Machine Gun                    RRRS     0
Machine Gun                    RRLS     0

Ammo                           Loc Shots
----------------------------------------
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Gauss Ammo                      BD     8
Machine Gun Ammo                BD   200
Machine Gun Ammo                BD   200

Equipment                      Loc
----------------------------------
CASE                            BD
Booby Trap                      BD








« Last Edit: 26 March 2017, 02:11:34 by Caedis Animus »

Siegfried Marcus

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Re: Earthbreaker "Mobile" Turret
« Reply #1 on: 27 March 2017, 20:10:33 »
I think I'd prefer a U-AC/LRM mix to the pure U-AC model.  Or, heaven forbid, a smaller U-AC model. 
Here is my AU story set in the Free Rasalhague Republic.
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worktroll

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Re: Earthbreaker "Mobile" Turret
« Reply #2 on: 27 March 2017, 21:01:28 »
I'd strongly consider replacing the MGs with a mix of flamers, and AMS. Yes, you can't shoot down artillery, but being able to limit missile damage might just prevent one of those awkward mobility crits.

As for use, I'd put one underground at each major starport. "Illegal Union landing on platform seven ... " BOOOM "... cleanup to platform seven ..."
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Cryhavok101

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Re: Earthbreaker "Mobile" Turret
« Reply #3 on: 27 March 2017, 22:11:46 »
I like the idea. If you don't mind, I have a fourth variant to add to this:

SPF-V4
Code: [Select]
SPF-V4
IS experimental
175 tons 
BV: 2,322
Cost: 34,739,833 C-bills

Movement: 1/2 (Tracked)
Engine: 175 XL

Internal: 126
Armor: 320 (Vehicular Stealth)
                     Internal    Armor
--------------------------------------
Front                      18       59
Front Right                18       45
Front Left                 18       45
Rear Right                 18       45
Rear Left                  18       45
Rear                       18       36
Turret                     18       45

Weapon                         Loc  Heat
----------------------------------------
Long Tom Cannon                 TU    20
Long Tom Cannon                 TU    20
Long Tom Cannon                 TU    20
Long Tom Cannon                 TU    20
Vehicle Flamer (Sponson)       FRRS    3
Vehicle Flamer (Sponson)       FRRS    3
Vehicle Flamer (Sponson)       FRRS    3
Vehicle Flamer (Sponson)       FRLS    3
Vehicle Flamer (Sponson)       FRLS    3
Vehicle Flamer (Sponson)       FRLS    3

Ammo                           Loc Shots
----------------------------------------
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Long Tom Cannon Ammo            BD     5
Vehicle Flamer (Inferno) Ammo   BD    20
Vehicle Flamer (Inferno) Ammo   BD    20

Equipment                      Loc
----------------------------------
CASE                            BD
C3 Slave                        BD
Angel ECM Suite                 BD
Vehicular Stealth               BD
Vehicular Stealth               BD
Sponson Turret                 FRRS
Sponson Turret                 FRLS


Lower armor thickness than even the -V3, but having it fully converted to stealth, paired with a quartet of Long Tom Cannons, will give anyone a bad day. This one also replaces the machine gun arsenal with dual sponsons that have a trio of vehicular flamers in each.

Red Pins

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Re: Earthbreaker "Mobile" Turret
« Reply #4 on: 27 March 2017, 23:36:17 »
Hmm.  I'm not against the idea of slow, well protected defensive hardpoints, but the range has to be long enough to remain effective.  Have you considered a TAG on each facing and a set of Arrow IV launchers besides the direct fire?

Personally, I have a homebrew system of mobile turrets, using vehicles to prep a site and re-position them.  (A tow vehicle with a crane arm lifts it up off the ground onto a trailer.)  Infantry use 5-10 ton turrets, anti-Mech or vehicle turrets are 15-20.
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Siegfried Marcus

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Re: Earthbreaker "Mobile" Turret
« Reply #5 on: 28 March 2017, 00:36:12 »
I just noticed the C-bill cost on that thing is outrageous.  Compare to:

Code: [Select]

100 tons tracked
1 movement
19 tons armor
F 74, R/L 60, R 50, T 60

(2x) U-AC 20 (8 tons ammo) (turret)
LRM 20 (3 tons ammo) (turret)
(4x) MGs (0.5 tons ammo)
CASE
C3 slave

Cost: 4,113,333
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DOC_Agren

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Re: Earthbreaker "Mobile" Turret
« Reply #6 on: 28 March 2017, 16:16:19 »
I'd strongly consider replacing the MGs with a mix of flamers, and AMS. Yes, you can't shoot down artillery, but being able to limit missile damage might just prevent one of those awkward mobility crits.

As for use, I'd put one underground at each major starport. "Illegal Union landing on platform seven ... " BOOOM "... cleanup to platform seven ..."
shouldn't that BOOOOOOOOOOOOOOOOOM be longer..  I mean 4 Ultra AC20 will take a moment for the Banging to stop and the look for salvage to begin.  Just remember to let them land 1st.  Otherwise a horrible mess occurs
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Caedis Animus

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Re: Earthbreaker "Mobile" Turret
« Reply #7 on: 28 March 2017, 19:55:15 »
I just noticed the C-bill cost on that thing is outrageous.  Compare to:

Code: [Select]

100 tons tracked
1 movement
19 tons armor
F 74, R/L 60, R 50, T 60

(2x) U-AC 20 (8 tons ammo) (turret)
LRM 20 (3 tons ammo) (turret)
(4x) MGs (0.5 tons ammo)
CASE
C3 slave

Cost: 4,113,333
But it doesn't mount quad U-AC20s.

See the point of this is having maybe one or two per engagement of a highly fortified position; Like a Starbase. And to do that, it needed to mount a *lot* of gun. Two UAC20s and an LRM-20 is great, but 8 LRM-20s or 4 UAC20s is even better. Or the Four Gauss+Bomb.

Feign

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Re: Earthbreaker "Mobile" Turret
« Reply #8 on: 28 March 2017, 20:22:17 »
I absolutely love the Long Tom Cannon version, specifically for the indirect fire it can pour on enemies while parked somewhere safe.  And that much AE damage simply evaporates the average scout, no matter how fast it runs.

But aside from sending out faster units to chase down the enemy artillery while the Earthbreaker hides in a cave, your best defense against artillery is counter-battery fire.  Which is exactly why the Earthbreaker needs to tow a Long Tom trailer. :D
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Feign

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Re: Earthbreaker "Mobile" Turret
« Reply #9 on: 22 April 2017, 18:51:08 »
Why settle for long range when you can get an Earthbreaker that has long range? ;D
This thing can walk fire onto a spotted target or even as counter-battery fire with pretty frightening speed.
Sure, it only does 90 damage per turn, but it can keep up a barrage for 20 turns.
Also, it can dig emplacements for smaller tanks and house a small community of combat engineers.  Because why not? :D

Earthbreaker Mobile Emplacement
IS experimental
200 tons 
BV: 1,426
Cost: 11,816,000 C-bills

Movement: 1/2 (Tracked)
Engine: 200 Fuel Cell

Internal: 140
Armor: 320 (Vehicular Stealth)
                     Internal    Armor
--------------------------------------
Front                      20       52
Front Right                20       43
Front Left                 20       43
Rear Right                 20       43
Rear Left                  20       43
Rear                       20       36
Turret                     20       60

Weapon                         Loc  Heat
----------------------------------------
Thumper                         TU     5
Thumper                         TU     5
Thumper                         TU     5
Thumper                         TU     5
Thumper                         TU     5
Thumper                         TU     5

Ammo                           Loc Shots
----------------------------------------
Thumper Ammo                    BD    20
Thumper Ammo                    BD    20
Thumper Ammo                    BD    20
Thumper Ammo                    BD    20
Thumper Ammo                    BD    20
Thumper Ammo                    BD    20

Equipment                      Loc
----------------------------------
Vehicular Stealth               BD
Vehicular Stealth               BD
Guardian ECM Suite              BD
Field Kitchen                   RR
Bulldozer                       FR


Carrying Capacity:
Troops - 8.0 tons
All that is born dies,
All that is planned fails,
All that is built crumbles,
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And that is beautiful.

Red Pins

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Re: Earthbreaker "Mobile" Turret
« Reply #10 on: 22 April 2017, 19:18:30 »
...you do remember Thumpers can fire specialty ammo, right?  This thing is scary.
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TRO: 3176 Hegemony Refits - the 30-day wonder

Feign

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Re: Earthbreaker "Mobile" Turret
« Reply #11 on: 22 April 2017, 20:52:57 »
specialty ammo
Oh yes, a ton of FASCAM and a ton of Cluster are pretty much all you need.  I do like Thermobaric ammo, but it's supposed to be very rare, so I'd only justify a single ton of it at most.  A good tactic might be to fire FASCAM ammo in the first round of fire, to sight in a target hex, and then hammer that hex with hits at a -6 difficulty to hit (or whatever the maximum for walking fire is) the next round.  The scatter doesn't have as much of a chance of harming your spotters that way.

I dislike the damage reduction of Copperhead ammo, but with that many tubes in a single volley it hardly matters.
All that is born dies,
All that is planned fails,
All that is built crumbles,
But memories continue on,
And that is beautiful.

Siegfried Marcus

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Re: Earthbreaker "Mobile" Turret
« Reply #12 on: 24 April 2017, 17:25:11 »
Do extra large vehicles take crits normally?  Can the whole thing be taken out by one inferno SRM?
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http://bg.battletech.com/forums/index.php?topic=52953.0