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Author Topic: Designing Space Marines (Espatier) and their Battle Armors  (Read 538 times)

AlphaMirage

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Hostile Orbital Performance Suit (HOPS)
Medium Battle Armor
Mass - 1000Kg
Tech Base - Clan | 250Kg
Ground Movement - 1
Space Operations Adaptation | 100Kg
Each Arm
Micro Pulse Laser | 160Kg
Vibro-Battle Claw | 50Kg
Torso
Cutting Torch | 5Kg
Mission Equipment | 25Kg
Armor- 8 Clan Standard | 200Kg

Marine Point Calculation
Clan Elemental - 2
Medium Battle Armor - +1
Armor - +4
Adapted to Space Operations - +1
Mounts Paired Vibro-Claws - +3
Mounts Burst Fire Weapon - +1
Mounts Cutting Torch - +.25
12.25

Daryk

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Re: Designing Space Marines (Espatier) and their Battle Armors
« Reply #1 on: 23 August 2021, 20:15:14 »
So.... is 6.25 as good as it gets, then?  ???

AlphaMirage

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Re: Designing Space Marines (Espatier) and their Battle Armors
« Reply #2 on: 23 August 2021, 21:09:04 »
So.... is 6.25 as good as it gets, then?  ???

I forgot to add the battle armor bonus. Max would be 9.5. Assault armor has +3 armor bonus and you can add an industrial drill for another .25

Hellraiser

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Re: Designing Space Marines (Espatier) and their Battle Armors
« Reply #3 on: 23 August 2021, 21:38:57 »
Found my old design from 2011.

Not bad at 5.25 points using IS Tech on a Light Suit.
I wanted it to be easier to maneuver inside cramped JS/WS hallways.


Quote
        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


One thing I didn't recall was how exactly does the "Claws" bonus work.

Do you have to get 2 for the bonus?   
Or is 1 enough?
If it is, Is the bonus Doubled if you do have 2?
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AlphaMirage

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Re: Designing Space Marines (Espatier) and their Battle Armors
« Reply #4 on: 23 August 2021, 22:02:11 »
I am operating on the presence of such items being counted since the example text didn't double it when they mentioned Salamanders.

As such your bog standard Espatier in a Combat Space Suit (Divisor 2) counts as 2 equivalent to an Elemental which says a lot actually about the CSS

The Aerie provides the PA(L) prime standard

A good IS Option would be a modification of the Ailette industrial exoskeleton
Exoskeleton
Mass - 400Kg
Tech Base - IS | 80Kg
Ground Movement - 1
Space Operations Equipment 100Kg
Each Arm
Modular Manipulator Adapter 10Kg
Body
Cutting Torch 5Kg
Armor 2 IS Standard | 100Kg

Modular Mass Leftover 95Kg
Combat Configuration
Battle Claw (Vibro)
Heavy Battle Claw

Marine Point Calculation
IS Trooper - 1
Exoskeleton - +0
Armor - +1
Space Operations Adaption - +1
Mounts paired Claws - +3
Mounts Heavy Claw - +.5
Mounts Cutting Torch - +.25
6.75

Daryk

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Re: Designing Space Marines (Espatier) and their Battle Armors
« Reply #5 on: 24 August 2021, 06:57:24 »
The table (now on page 170 of TO:AR, page 202 of the OG TacOps) specifically mentions "pairs" of magnetic, vibro, or "other" claws, then immediately has another line for +0.25 for "one or more heavy battle claws".  I think that means if they're a pair of Heavy Vibro-Claws (or Magnetic), it's +2.25.  And I think that means the theoretical maximum is 10.75:

2 for Elemental
3 for Assault Armor
1 for Burst Fire Weapon
1 for Space Ops Adaptation
1 for Magnetic Clamps
2.25 for Paired Heavy Vibro-Claws
0.25 for a Cutting Torch
0.25 for an Industrial Drill

I'm just surprised the Salvage Arm isn't mentioned in the table; I would probably give it +0.25.

VhenRa

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Re: Designing Space Marines (Espatier) and their Battle Armors
« Reply #6 on: 31 August 2021, 02:31:40 »
Pretty sure all of these values are wrong.

Errata to TacOps changed the point values rather significantly.

So that each suit also gets a marine point for every two points of armor.
https://www.dropbox.com/s/8rsq7mv6qauisg4/Tactical%20Operations%20AR%20v2.0.pdf?dl=0

To give a practical example of this:

Code: [Select]
Roundhead Marine:
Type: Medium (3/3/4)
Mass: 1000 kg
Chassis Mass: 175 kg
Movement: 1 Ground, 3 Jump (150 kg)
Manipulators: 2 Battle Claw/w Magnets (Both Arms, 70 kg)
Armor: 8 Advanced (320 kg, 5 slots)

Light Recoiless Rifle (Right Arm, 175 kg, 2 slots)
AP Weapon Mount (Left Arm, 5 kg, 1 slot)
Cutting Torch (Left Arm, 5 kg, 1 slot)
Space Operations Adaption (Torso, 100 kg, 1 Slot)

(Marine Points with Operator: 6.25)
(Marine points with Operator, post errata: 13.75)

Breaking down post-errata:
IS BA Trooper: 1
Medium BA: +2
8 Armor: +4
Mounts burst fire weapon [LRR]: +2
Space Operations Adaption: +1
Mounts paired Magnetic Claws: +3
Mounts AP mount: +.25
Mounts Cutting Torch: +.5

« Last Edit: 31 August 2021, 02:40:04 by VhenRa »