Register Register

Author Topic: Rottweiler NARC  (Read 2577 times)

ABADDON

  • Lieutenant
  • *
  • Posts: 1373
Rottweiler NARC
« on: 10 March 2013, 10:40:02 »
This is a very dedicated weapon plattform in terms of being able to do only one thing. But it should be very good at it.
Using the advanced Infantry movement rule, it should be able to move at 86.4 kph while closing. And yes, it is a Battle armor we're talking about. :P
Combined with the Standard Stealth armor, it should pose quite a challenge to hit that thing.

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

Type/Model:    Rottweiler Medium Battle Armor (NARC)
Tech/Era:      Inner Sphere / 3091 / CBT Rules
Chassis Type:  Quad
Weight Class:  Medium Battle Armor (751 - 1.000 kg)
Rules:         Level 3, Custom design

Ground Speed:  54,0 (64,8) km/h
Armor Type:    Standard Stealth

------------------------------------------------------------------
Type/Model:    Rottweiler Medium Battle Armor (NARC)
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Quad                      0       175
Motive System: Ground Movement (5 MP*)                 0       120
* (6 MP due to Mechanical Jump Booster)
Armor Type:    7 Points Standard Stealth              4       420



Manipulators:
  Left Arm:    None                                   0         0
  Right Arm:   None                                   0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Compact NARC                         Body       4     2       190
Mechanical Jump Booster M*           Body             1       100
------------------------------------------------------------------
TOTALS:                                               7       995
Slots & Mass Left:                                    0         5

Calculated Factors:
Total Cost:     559.000 C-Bills, Including Trooper
                Training Costs of 150.000 C-bills
Battle Value:   23 (92 for 4)  Weapon Value: 0 (Ratio=,00)
Cost per BV:    17.782,61 (w/o Trooper Training costs)
Damage Factors: SRDmg = 0   MRDmg = 0   LRDmg = 0
Mechanized:     Cannot travel on any 'Mechs or Vehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 5   Armor/Structure: 2 / 0
                Damage PB/M/L: -/-/-   Overheat: 0
                Point Value: 1    Specials: car4

CBT:RPG Data:   Armor Value (M/B/E/X): 8/7/6/6    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 1,  Target Size Modifier: 0
                Movement Speed:   60 m/turn
                Attribute Modifiers:  STR: +2,  DEX: -4,  RFL: 0
                Equipment Rating:  E/E/F

« Last Edit: 10 March 2013, 10:42:14 by ABADDON »

sillybrit

  • Major
  • *
  • Posts: 3939
Re: Rottweiler NARC
« Reply #1 on: 10 March 2013, 12:53:54 »
A nice design idea. Even though HMBA doesn't allow 0 space equipment, given that the MJB doesn't require any space, you have enough room & mass for an APWM, just to give it something to plink with. Put a M42B on that APWM, and you have a squad that can still make infantry platoons sweat - I haven't seen anybody else comment on it yet, but thanks to the latest TM errata, the M42B gets the burst-fire modifier, meaning that it does an extra 1d6 vs PBIs, so even a single trooper could kill upto 7 infantry! (I've been redesigning my conventional infantry platoons: fire-capable burst-fire armored jump platoons, hell yeah!)

It could also work on the Fenrir: it'd be a little slower at 5MP with the MJB added, but the armor could be swapped for Improved Stealth and you'd have 20kg left over for a quad array of APWMs.

ABADDON

  • Lieutenant
  • *
  • Posts: 1373
Re: Rottweiler NARC
« Reply #2 on: 10 March 2013, 13:07:52 »
Interesting idea, I actually completely forgot about that one/zero slot issue, to be honest.

Fenrir would also be interesting because of the additional TN modifier that would be received WITHOUT the infantry movement rule. However... the medium armor weight is the sweet spot for the Mechanical Jump booster, I guess...

sillybrit

  • Major
  • *
  • Posts: 3939
Re: Rottweiler NARC
« Reply #3 on: 10 March 2013, 13:46:32 »
The sweet spot really depends on your desired speed, with secondary concerns being max armor and space.

For the base 5MP (modified by MJB) movement profile, heavy suits are technically a better bet than assaults, but since we're talking modifying existing designs I didn't go there. Although you have to balance a lower maximum armor and slot space than an assault, a heavy quad with a MJB and maxed movement has a 790kg payload for armor & equipment vs 630kg for the assault.

If doing the same with a medium, then your payload drops to 645kg, with reduced max armor and space, making a medium a poorer choice than a heavy, but for one thing: you have the option to do as you did and up the speed to 6MP when modified by the MJB. Obviously the heavy can't compete there.

Dropping to light, things get even worse as it typically does - lights really are the poor man's medium - with less payload, less space and less max armor, and no possible performance advantages to compensate, assuming you're really not worried about storage requirements for the suit.

---

Going off on a slight tangent, switching the design concept to the Clans, with their BA Myomer Booster instead of MJBs, changes the game again. Given that BAMBs are a fixed mass (250kg) and do require 3 slot spaces, as well as adding 2MPs, that makes the assault the best for a modified speed of 6MP or lower with a 730kg payload at 6PM, with the medium the best for 7MP with a 380kg payload.

At some point jymset and I are hoping to do a BAotW article about construction that would cover stuff like this. Unfortunately, it turned into War and Peace, plus other things (and real life) keep getting in the way so its dragged on for over a year.

ABADDON

  • Lieutenant
  • *
  • Posts: 1373
Re: Rottweiler NARC
« Reply #4 on: 10 March 2013, 14:00:17 »
Well, I'd be very inclined to read that article. ;)

Interesting thoughts regarding the heavy range as the actual sweet spot. Concerning modifying existing suits, luckily there's still the Sloth. ;)
Maybe I'll give it a try later.
« Last Edit: 10 March 2013, 14:02:05 by ABADDON »

sillybrit

  • Major
  • *
  • Posts: 3939
Re: Rottweiler NARC
« Reply #5 on: 10 March 2013, 14:05:01 »
Doh, forgot about the Sloth, was thinking too much about purely Lyran designs.

Plus I try not to think about the Sloth at all! LOL

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6414
Re: Rottweiler NARC
« Reply #6 on: 10 March 2013, 14:07:54 »
Question: doesn't the BA myomer booster only add 1 MP to heavy/assault suits?

IMHO the suit really could do with one less armor and a Firedrake. With just a 4-shot weapon that doesn't do any actual damage something more substantial than an APWM seems called for!

ABADDON

  • Lieutenant
  • *
  • Posts: 1373
Re: Rottweiler NARC
« Reply #7 on: 10 March 2013, 14:22:46 »
@Sabelkatten: Well, in terms of armor I tried to stick true to the original while still improving upon it. Also given that the Lyrans are involved in fighting the Jade Turkeys and the Wolves, I figured 7 armor would be neat to have to stop all those ER Medium and Medium Pulse Lasers.

Ok, this is my take on the Sloth:

Again very specialized... it's sole purpose to hunt down hostile Battle Armor.

I tried to keep the 5 armor, but sadly I wasn't able even though it will be tough hitting them anyways (Other BA would be fighting them at long range at best, though the +3 TM from the Improved Stealth armor would kick in added to the +1 for being a BA and the +2 TMM).
For the offensive Punch hostile BA would have to deal with 2x(1+1D6) @ range 9.
Thought about going the MP Plasma route, but against suits like the Ironhold King David is the way you wanna go.

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                     

Type/Model:    Sloth (King David)
Tech/Era:      Inner Sphere / 3088 / CBT Rules
Chassis Type:  Quad, Earthwerks QUAD
Weight Class:  Heavy Battle Armor (1.001 - 1.500 kg)
Rules:         Level 3, Custom design

Ground Speed:  43,2 km/h (54 km/h MJB)
Armor Type:    Improved Stealth
Manufacturer:  Defiance Industries
  Location:    Hesperus II

------------------------------------------------------------------
Type/Model:    Sloth (King David)
Equipment:                                          Slots    Mass
Chassis Type:  Heavy Class Quad                       0       300
Motive System: Ground Movement (4 MP*)                 0       160
(*= 5 MP due to MJB)
Armor Type:    4 Points Improved Stealth              5       240

Manipulators:
  Left Arm:    None                                   0         0
  Right Arm:   None                                   0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Mechanical Jump Booster H*           Body             0       250
King David Lt Gauss Rifle            Body      20     2       275
King David Lt Gauss Rifle            Body      20     2       275
------------------------------------------------------------------
TOTALS:                                              10     1.500
Slots & Mass Left:                                   0         0

Calculated Factors:
Total Cost:     690.500 C-Bills, Including Trooper
                Training Costs of 150.000 C-bills
Battle Value:   26 (104 for 4)  Weapon Value: 8 (Ratio=,31)
Cost per BV:    20.788,46 (w/o Trooper Training costs)
Damage Factors: SRDmg = 2   MRDmg = 0   LRDmg = 0
Mechanized:     Cannot travel on any 'Mechs or Vehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 4   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 1    Specials: car4

CBT:RPG Data:   Armor Value (M/B/E/X): 6/6/6/5    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -2
                Movement Speed:   45 m/turn
                Attribute Modifiers:  STR: +5,  DEX: -4,  RFL: -4
                Equipment Rating:  E/F/E

« Last Edit: 10 March 2013, 14:25:49 by ABADDON »

 

Register