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Author Topic: "Modular" Battle Armor  (Read 1468 times)

Darzoni

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"Modular" Battle Armor
« on: 01 February 2019, 15:10:27 »
Hmmmm... may have accidentally created an 'Omni BA'.  Is this design even legal?  I 'm actually not very experienced with the BA construction rules.

'Modular' Battle Armor
Code: [Select]
Tech Base: Inner Sphere
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1000 kg
Battle Value         Per Trooper        Per Squad of 4
 Standard             42              84
 Spotter              31         124
 Fire Support       
 Breacher            ???            ???
C-Bill Cost        Per Armor        Per Trooper    Per Squad
 Standard          336,500          486,500        1,946,000
 Spotter           354,000          504,000        2,016,000
 Fire Support     
 Breacher          352,400          502,400        2,009,600

Swarm/Leg Attack/Mechanized/AP
 Standard: Yes/Yes/Yes/Yes
 Spotter: Yes/Yes/Yes/Yes
 Fire Support: No/No/No/Yes
 Breacher: Yes/Yes/Yes/Yes

Equipment                            Slots        Mass
Chassis        Inner Sphere           0           175 kg
Motive System                       
Ground MP:      3                     0            80 kg
Jump MP:        1                     1            50 kg
Manipulators
    Left Arm:    Varies               0             0 kg
    Right Arm:   Varies               0             0 kg
Armor:            IS Standard         0           500 kg
Armor Value: 10 + 1 (Trooper)
                                       
Weapons and Equipment        Location        Capacity    Mass
(Base Frame)
Modular Weapon Mount          Body               1(3)      10 kg
Modular Equipment Adapter     R Arm              2         10 kg 
Modular Equipment Adapter     L Arm              2         10 kg
Anti-Personnel Weapon Mount   R Arm              1          5 kg
Anti-Personnel Weapon Mount   L Arm              1          5 kg

(Standard)
David Light Gauss Rifle       Body (MW Mount)    1        100 kg
Basic Manipulator             R Arm (ME Adapter)
Thunderstroke II Gauss Rifle  R Arm (AP Mount)              0 kg
Basic Manipulator             L Arm (ME Adapter)
Thunderstroke II Gauss Rifle  L Arm (AP Mount)              0 kg

(Spotter)
Light TAG                     Body (MW Mount)    1         35 kg
Basic Manipulator             R Arm (ME Adapter)
Thunderstroke II Gauss Rifle  R Arm (AP Mount)              0 kg
Basic Manipulator             L Arm (ME Adapter)
Thunderstroke II Gauss Rifle  L Arm (AP Mount)              0 kg

(Fire Support)
LRM1 + 4 shots                Body (MW Mount)    3         95 kg
Basic Manipulator             R Arm (ME Adapter)
TK Assault Rifle              R Arm (AP Mount)             
Basic Manipulator             L Arm (ME Adapter)
TK Assault Rifle              L Arm (AP Mount)             

(Breacher)
Light Machine Gun             Body (MW Mount)    1         75 kg
Auto-Shotgun                  R Arm (AP Mount)             
Heavy Battle Claw             R Arm (ME Adapter)           20 kg
Auto-Shotgun                  L Arm (AP Mount)             
Heavy Battle Claw             L Arm (ME Adapter)           20 kg

EDIT: Fixed an error that Sabelkatten pointed out.  There's a fair amount of free space now, so I will likely revisit and heavily revise.
« Last Edit: 01 February 2019, 21:34:19 by Darzoni »

Sabelkatten

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Re: "Modular" Battle Armor
« Reply #1 on: 01 February 2019, 19:59:47 »
The idea is legal, the design slightly less so.

The LRM doesn't fit (5 slots, you only have 3 open in the body).

All weights now have to be rounded up to the nearest 5 kg.

AP weapons count as 0 weight.

In general it certainly has character, but it's not very efficient. Equipment adaptors aren't very useful if you're not planning to use a range of specialized accessories (drills, cutting torches, and so on). You could just save 4 slots and mount one battle claw as fixed equipment. If you want maximum "omni utility" you should have at least two modular weapons mounts/squad support weapon mounts. That way you can mix and match the weight of two different weapons.

I do like the idea of 3 ground/1 jump MP for the utility it provides if you plan to mount missiles in a torso mount. The classic 1 ground/3 jump MP sucks real hard with torso missiles keeping them from jumping.

Darzoni

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Re: "Modular" Battle Armor
« Reply #2 on: 01 February 2019, 21:04:18 »
 I appreciate the tip, Sabelkatten.

I know the modular stuff isn't... optimal, but the design was born out of wanting to mash several variants together.  So it ends up being more of a characterful in-universe thing.  The alternate setting I'm noodling about with has battle armor existing before battlemechs, with this particular design being the first major overhaul to the 'standard' battle armor used by a particular faction since a major conflict.
« Last Edit: 01 February 2019, 21:26:25 by Darzoni »

Sabelkatten

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Re: "Modular" Battle Armor
« Reply #3 on: 01 February 2019, 21:23:43 »
Missile ammo is 1 slot per 4 shots, so yeah, 3 slots for 10 rounds.

Personally I have a thing for making designs as effective as possible after setting whatever design features I see as defining them. Twin Modular Equipment Adapters just don't make much sense to me...

Here is a good example of my philosophy.

In this case I'd probably go with fixed battle claws, one MWM RA, one MWM body, one APWM LA, and one SSWM LA. That leaves 140 kg for weapons, which could be for example a 3-shot LRM1 and a firedrake needler.

NullVoid

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Re: "Modular" Battle Armor
« Reply #4 on: 02 February 2019, 07:23:25 »
Non-optimized armor is fine, as long as it can still be effective in its proposed role(s). I usually like to reserve a slot for Mission Equipment, which is the equivalent of cargo space and can be used to round out the leftover mass budget.

 

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