Author Topic: RCT/LCT commander's 'Mech  (Read 2205 times)

mbear

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RCT/LCT commander's 'Mech
« on: 31 October 2017, 15:05:37 »
Inspired by a comment by Weirdo.


Bedevere PDG-1C

Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3083
Cost: 27,575,275 C-Bills
Battle Value: 1,706

Chassis: PDG Composite Structure
Power Plant: GM 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: StarGuard CIV Standard Armor w/ CASE
Armament:
    1  Arrow IV Missile
    2  Vehicular Grenade Launchers
    3  Light Machine Guns
    1  Beagle Active Probe
    1  Angel ECM
    1  Communications Equipment (1.0 tons) (9.0 tons)
    2  Chaff Pods
Manufacturer: General Motors
    Primary Factory: New Valencia
Communications System: Newberg Telescan 17
Targeting and Tracking System: Spar 3C MegaTrack

Overview:
The Bedevere was created as a command 'Mech for RCT/LCT commanders. In place of
weapons, the Bedevere instead carries a large amount of electronic equipment
that allows a commander to keep abreast of the tactical and strategic picture
instead of engaging in combat.


Capabilities:
Engineers started with a Pendragon chassis and removed all the weapons,
equipment, and armor. The standard cockpit was replaced with a Cockpit Command
Console for the RCT/LCT commander. The Ferro-Fibrous armor was replaced with
standard plate; Engineers defended this decision by saying that the CO should
be away from the active battle line.


To coordinate with large formations, nine tons of communications equipment was
added to the right torso. The right arm houses a Beagle Active Probe and an
Angel ECM. The Angel ECM allows uninterrupted communications, and the Beagle
probe is used to read data from remote sensors planted by other units. In fact
the Bedevere can communicate with up to fifteen remote sensors at once.


For close quarters defense against infantry, a trio of Light Machine Guns were
mounted in the right arm. The left arm has the Bedevere's only offensive
system: An Arrow IV launcher backed by three tons of ammunition. This allows
the Bedevere to affect battles without being on the front line.


Finally, several systems were added for defense. Each hip mounts a Chaff Pod to
interrupt enemy electronic systems. A Vehicle Grenade Launcher system is
mounted on both the front and rear of the center torso, and is loaded with
smoke rounds to provide additional cover if the Bedevere is attacked.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Composite Structure          145 points                5.00
Engine:             XL Fusion Engine             380                      20.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             14                        4.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 293                 18.50
    CASE Locations: 1 LT                                                   0.50
    CASE II Locations: 1 RA                                                1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     30           48       
                                 Center Torso (rear)                  12       
                                           L/R Torso     20           30       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     16           32       
                                             L/R Leg     20           40       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Beagle Active Probe                          RA        0         2         1.50
Angel ECM                                    RA        0         2         2.00
3 Light Machine Guns                         RA        0         3         1.50
Communications Equipment (1.0 tons) (9.0 tons) RT        0         9         9.00
Arrow IV Missile                             LT/LA     10        5/10     15.00
2 (F) Vehicular Grenade Launchers            CT        -         2         1.00
Command Console                              HD        -         1         3.00
Chaff Pod                                    RL        0         1         1.00
Chaff Pod                                    LL        0         1         1.00
@LMG (1/2) (100)                             RA        -         1         0.50
@Arrow IV (Homing) (5)                       LT        -         1         1.00
@Arrow IV (Non-Home) (10)                    LT        -         2         2.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 17
4          3       1       0       0      4     0   Structure:  2
Special Abilities: ARTAIS, PRB, RCN, AECM, CASE, CASEII, SRCH, ES, SEAL, SOA

« Last Edit: 15 March 2021, 13:18:41 by mbear »
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packhntr

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Re: LCT commander's 'Mech
« Reply #1 on: 31 October 2017, 15:50:39 »
My only nitpick....drop a half ton of armor for swapping the CASE in the left torso for CASE2.  Otherwise....nice conversion!
If at first you don't succeed, make it worth the repairman's time!

mbear

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Re: LCT commander's 'Mech
« Reply #2 on: 01 November 2017, 11:12:24 »
My only nitpick....drop a half ton of armor for swapping the CASE in the left torso for CASE2.  Otherwise....nice conversion!

Yeah, that's a good idea. I didn't want to strip too much armor though, because of the composite structure and the fact that it's a CO ride. Losing the person running the show seemed like a bad idea. I was also hoping to include an AMS or LaserAMS, but there just wasn't enough room.

Though now that I think about it, maybe I can swap the Arrow for an HPG...

EDIT: Nope. Didn't work.
« Last Edit: 01 November 2017, 11:15:40 by mbear »
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

Wrangler

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Re: LCT commander's 'Mech
« Reply #3 on: 01 November 2017, 11:50:00 »
Great build. 

I keep thinking the LCT will fire dud Artillery down range from the commander at their own troops would be a extreme method of issuing order get going or else.  :))
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
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ANS Kamas P81

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Re: LCT commander's 'Mech
« Reply #4 on: 01 November 2017, 17:42:38 »
Great build. 

I keep thinking the LCT will fire dud Artillery down range from the commander at their own troops would be a extreme method of issuing order get going or else.  :))
Don't laugh, it worked for Ieyasu back in 1600.
Der Hölle Rache kocht in meinem Herzen,
Tod und Verzweiflung flammet um mich her!
Fühlt nicht durch dich Jadefalke Todesschmerzen,
So bist du meine Tochter nimmermehr!

Giovanni Blasini

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Re: LCT commander's 'Mech
« Reply #5 on: 01 November 2017, 20:47:00 »
So, wait, it commands Locusts?
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

mbear

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Re: LCT commander's 'Mech
« Reply #6 on: 02 November 2017, 08:07:34 »
Great build. 

I keep thinking the LCT will fire dud Artillery down range from the commander at their own troops would be a extreme method of issuing order get going or else.  :))

Or rounds that are filled with yellow paint. (Marks the yellow bellied chickens.)

So, wait, it commands Locusts?

Yes. It commands a plague of Locusts. :)

I was using LCT to mean Light Combat Team.

Edit: Added the RCT/LCT to page, so it's more clear.
« Last Edit: 14 November 2017, 10:47:09 by mbear »
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

Wrangler

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Re: LCT commander's 'Mech
« Reply #7 on: 02 November 2017, 20:06:07 »
Yes. It commands a plague of Locusts. :)
I was using LCT to mean Light Combat Team.
What about, Locust leading the entire command?  ;)
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
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Firesprocket

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Re: LCT commander's 'Mech
« Reply #8 on: 04 November 2017, 01:36:29 »
What about, Locust leading the entire command?  ;)
It would seem less than ideal as the CC doesn't gain the initiative bonus unless the mech is an heavy or assault mech according to tac ops.  If there was a ruling that changed that I couldn't find it in the posted errata.

Wrangler

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Re: LCT commander's 'Mech
« Reply #9 on: 04 November 2017, 06:45:36 »
It would seem less than ideal as the CC doesn't gain the initiative bonus unless the mech is an heavy or assault mech according to tac ops.  If there was a ruling that changed that I couldn't find it in the posted errata.
Looking at the rules, i didn't say anything in the way of restrictions when it comes to weight categories.  More than Mechs can have these things.  Are you sure your not confusing the Collapsible Command Module from the Cyclops with the Command Console?  There was dual cockpit but i think it got merged with the Command Console.

I do not want to distract any further from LCT commander's Mech article.
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
-Editor on Battletech Fanon Wiki

Firesprocket

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Re: LCT commander's 'Mech
« Reply #10 on: 04 November 2017, 16:57:09 »
pg 301

'Finally, if the second warrior is the overall commander of a given force (see Commanders, p. 191), the force commander’s presence in a Command
Console provides a +2 Initiative modifier for the unit’s side as long as the force commander is not the warrior engaged in operating the unit in any
way (including moving the unit, making attacks, or making any Piloting Skill Rolls except for those to avoid damage in a fall). To receive this benefit,
however, the Command Console unit must be of the heavy or assault weight classes and feature Advanced Fire Control (which is an optional system on
non-military units such as IndustrialMechs and Support Vehicles, but is incorporated automatically on all BattleMechs, Combat Vehicles, and Fighters).'

mbear

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Re: RCT/LCT commander's 'Mech
« Reply #11 on: 29 November 2017, 08:36:31 »
Based on packhntr's comment, I removed a half ton of armor and added CASE II to the right torso.
Bedevere PDG-1C

Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-F-A
Production Year: 3083
Cost: 27,809,275 C-Bills
Battle Value: 1,745



================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Composite Structure          145 points                5.00
Engine:             XL Fusion Engine             380                      20.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             14                        4.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 288                 18.00
    CASE II Locations: 1 LT, 1 RA                                          2.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     30           47       
                                 Center Torso (rear)                  12       
                                           L/R Torso     20           30       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     16           31       
                                             L/R Leg     20           39       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Beagle Active Probe                          RA        0         2         1.50
Angel ECM                                    RA        0         2         2.00
3 Light Machine Guns                         RA        0         3         1.50
Communications Equipment (1.0 tons) (9.0 tons) RT        0         9         9.00
Arrow IV Missile                             LT/LA     10        5/10     15.00
2 (F) Vehicular Grenade Launchers            CT        -         2         1.00
Command Console                              HD        -         1         3.00
Chaff Pod                                    RL        0         1         1.00
Chaff Pod                                    LL        0         1         1.00
@LMG (1/2) (100)                             RA        -         1         0.50
@Arrow IV (Homing) (5)                       LT        -         1         1.00
@Arrow IV (Non-Home) (10)                    LT        -         2         2.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 17
4          3       1       0       0      4     0   Structure:  2
Special Abilities: ARTAIS, PRB, RCN, AECM, CASEII, SRCH, ES, SEAL, SOA

« Last Edit: 15 March 2021, 13:18:17 by mbear »
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

Alsadius

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Re: RCT/LCT commander's 'Mech
« Reply #12 on: 29 November 2017, 10:38:52 »
From a pure game mechanic point of view, the comms equipment is mostly wasted - the command console gives the same +2 init bonus as the 10 tons of comms equipment(9 separate + 1 built-in) does. The biggest bonus it gives after that is ECCM and the ability to hack satellites at 4 tons. The ground-mobile HPG is an amusing option, but it costs more than a WarShip, so it's not really practical(build it into a DropShip instead, for something like 1/8 the cost). I'd be more likely to just spend the tonnage on jump jets for mobility, or perhaps hardened armour. Take out the grenade launchers and the comms equipment, add JJs, a LAMS, and the half-ton of armour you cut for CASEII.