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Author Topic: Cyclone Marine Armor  (Read 3209 times)

Hellraiser

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Cyclone Marine Armor
« on: 18 March 2011, 19:39:33 »
Just something I did a while back and revamped recently for space use.

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                        * CUSTOM EQUIPMENT

Type/Model:    Cyclone   Marine Armor
Tech/Era:      Inner Sphere / 3058 / CBT Rules
Chassis Type:  Humanoid
Weight Class:  Light Battle Armor (401 - 750 kg)
Rules:         Level 2, Custom design

Ground Speed:  21.6 km/h
Jump Capacity: 90 meters
Armor Type:    Standard

------------------------------------------------------------------
Type/Model:    Cyclone   Marine Armor (5.25Pts)
Equipment:                                          Slots    Mass
Chassis Type:  Light Class Humanoid                   0       100
Motive System: Ground Movement (2 MP)                 0        30
               Jump Jets       (3 MP)                 0        75
Armor Type:    5 Points Standard                      0       250

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Battle Claw                            0        15

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Machine Gun                          RA        50     1       100
Cutting Torch                        LA               1         5
Anti-Personnel Weapon Mount          LA               1         5
 Sonic Stunner                       LA               0         0
Searchlight                          Body             1         5
Extended Life Support                Body             1        25
Power Pack                           Body             1        25
IS Space Ops Adaptation*             Body             1       100
------------------------------------------------------------------
TOTALS:                                               7       750
Slots & Mass Left:                                    1         0

Calculated Factors:
Total Cost:     514,200 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   22 (88 for 4)  Weapon Value: 8 (Ratio=.36)
Cost per BV:    16,554.55 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Can travel on OmniMechs and OmniVehicles
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3J   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/-/-   Overheat: 0
                Point Value: 1    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 7/7/6/6    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 1,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: +2,  Running: +4,  Sprinting: +6
                Jump:  90 m/turn
                Attribute Modifiers:  STR: +2,  DEX: -2,  RFL: -1
                Equipment Rating:  E/E/E

                Created by HeavyMetal Battle Armor
« Last Edit: 20 March 2011, 21:33:46 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

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truetanker

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Re: Cyclone Marine Armor
« Reply #1 on: 19 March 2011, 09:36:30 »
An armored glove would help with the finer details of a boarding action as well as the ability to carry infantry weapons. I don't mean to sound rude, but if your marines are all thumbs... those battle claws can rip and shred sensitive instruments that might be needed.

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Hellraiser

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Re: Cyclone Marine Armor
« Reply #2 on: 19 March 2011, 15:19:37 »
Original suit had one, and a Vibro Claw

But when I was tweeking it & going over the rules again & I noticed that for Marine Points conversion it says Claw(s).

So I'm unsure how to interpret that now, if it is 1 point per claw or 1 point for having 2 claws.
And ditto that for the Vibro, must you have both to get the bonus?
Is Twin Vibro Claws = to 4 Marine Points ?  etc etc.

I need to get clarification from the writers, because my original intent was to have a Vibro-Claw for 2 Marine Points and a glove for sensitive work.

It also originally had a FireDrake but when I realized that BA take no damage from a FD I removed it for the MG.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

sillybrit

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Re: Cyclone Marine Armor
« Reply #3 on: 20 March 2011, 08:44:32 »
You need to have two Claws (of any type bar Gloves or Manipulators) to get the "Mounts claws and/or magnets +1" bonus, and both must be Vibro to get the "Mounts vibro-claws +1" bonus. See this thread, for Welshman's clarification.

Since Vibro Claws cannot be mounted with either Industrial Drills or Magnetic Claws, the maximum Marine Point bonus a suit could have would be +4.25 (+1 for 2 Claws, +1 for both Claws being Vibro, +1 for one or more Burst-Fire weapons, +1 for Space Ops Adaptation, +0.25 for Cutting Torch), giving a maximum Marine Point value of 9.25 for a Clan Assault suit and 8.25 for an IS Assault suit.

klinktastic

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Re: Cyclone Marine Armor
« Reply #4 on: 20 March 2011, 08:47:57 »
Yes I had the same question. Also burst fire weapon for a +1 has a * by it. Does that mean multiple burst fire weapons stack?
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Hellraiser

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Re: Cyclone Marine Armor
« Reply #5 on: 20 March 2011, 21:40:47 »
.... the maximum Marine Point bonus a suit could have would be +4.25 (+1 for 2 Claws, +1 for both Claws being Vibro, +1 for one or more Burst-Fire weapons, +1 for Space Ops Adaptation, +0.25 for Cutting Torch),
Thanks for the link and it looks like I'm at the Maximum I can get then for this being an IS-Light suit which is fluff wise what I think makes the best Marine unit.
I could squeeze in another point of armor or 2nd AP weapon but I prefere the idea of the added longevity and lighting when operating in space or on a ship that has lost power.

I do miss the glove for delicate work but since its my SOP to deploy normal Marine platoons to back up the BA shock troops they won't need them too often.
Last but not least, if worse comes to worse a trooper could crack the hatch on the arm and do the delicate stuff then reseal the arm.  It would take a few minutes but in the grand scheme of things its not really that long.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

 

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