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Author Topic: Design challenge - Clan Light and Assault Battlesuit.  (Read 1675 times)

marauder648

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Design challenge - Clan Light and Assault Battlesuit.
« on: 30 November 2018, 16:12:21 »
Assault suit.

For reasons that will become clear in the future (as in well into next year), Clan Hell's Horses is putting forwards a design requirement for a 2-ton Battlesuit.  This is in the Pre-Tukkayid period so no APGRs, ER Micro's or Micro pulse lasers.  But, LMGs and HMGs are allowed and if you want to include electronics light a light TAG, go ahead. 

Jumping capacity is not required as firepower and endurance are to be the main points of the design with it being carried into battle by new APC's.

Minimum armour - 15 points
DWP is permissable.

The Khan is willing to accept a quadruped design even if this would be most unusual.

Light suit

Like the Assault suit, a new light armour is required with an emphasis on mobility and speed, but it MUST be a humanoid design.  No APGR's, ER micro or micro pulse lasers allowed (as well as any ER pulse weapons) but anything else is game.

Myomer booster is allowed as is the jump jet booster.
Firepower must at least be adequate, but mobility is this suits primary focus.

Oh and one final thing for both suits, no special/advanced armour, its standard Clan BA armour.
« Last Edit: 30 November 2018, 16:28:32 by marauder648 »
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Maingunnery

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #1 on: 30 November 2018, 16:52:34 »

An assault version of the Elemental, easy to use.

Code: [Select]
        Classic BattleTech Battle Armor Technical Readout
                            VALIDATED

Type/Model:    Assault Elemental
               (3 Configurations)
Tech/Era:      Clan / 3050 / CBT Rules
Chassis Type:  Humanoid
Weight Class:  Assault Battle Armor (1.501 - 2.000 kg)
Rules:         Level 2, Standard design

Ground Speed:  10,8 km/h
Armor Type:    Standard

==================================================================
Configuration: [Base]
Equipment:                                          Slots    Mass
Chassis Type:  Assault Class Humanoid with HarJel     0       700
Motive System: Ground Movement (1 MP)                 0         0
Armor Type:    16 Points Standard                     0       400

Manipulators:
  Left Arm:    Basic Manipulator                      0         0
  Right Arm:   None                                   0         0

Fixed Weapons & Equipment            Loc     Shots  Slots    Mass
------------------------------------------------------------------
Missile-Capable Modular Weapon Mount RA               1        10
SRM 2 (OS)                           Body             2        40
SRM 2 (OS)                           Body             2        40
Anti-Personnel Weapon Mount          LA               1         5
Cutting Torch                        LA               1         5
------------------------------------------------------------------
TOTALS:                                               7     1.200
Slots & Mass Available for Configurations:            7       800

==================================================================
Configuration: ERML

Config Weapons & Equipment           Loc     Shots  Slots    Mass
------------------------------------------------------------------
ER Medium Laser                      RA/MWM-M  20     3       800
(Anti-Personnel Weapon Space)        LA/APWM          0         0
------------------------------------------------------------------
TOTALS:                                              10     2.000
Slots & Mass Left:                                    4         0

Calculated Factors:
Total Cost:     914.000 C-Bills, Including Trooper
                Training Costs of 200.000 C-bills
Battle Value:   96 (480 for 5)  Weapon Value: 203 (Ratio=2,11)
Cost per BV:    7.437,5 (w/o Trooper Training costs)
Damage Factors: SRDmg = 10   MRDmg = 5   LRDmg = 0
Mechanized:     Cannot travel on any 'Mechs or Vehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 1   Armor/Structure: 4 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 5    Specials: car5

CBT:RPG Data:   Armor Value (M/B/E/X): 10/10/9/9    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 3+2D6,  Target Size Modifier: -2
                Movement Speed:   Half Normal
                Attribute Modifiers:  STR: +5,  DEX: -1,  RFL: -4
                Equipment Rating:  F/D/E

==================================================================
Configuration: MPL

Config Weapons & Equipment           Loc     Shots  Slots    Mass
------------------------------------------------------------------
Medium Pulse Laser                   RA/MWM-M  12     3       800
(Anti-Personnel Weapon Space)        LA/APWM          0         0
------------------------------------------------------------------
TOTALS:                                              10     2.000
Slots & Mass Left:                                    4         0

Calculated Factors:
Total Cost:     894.000 C-Bills, Including Trooper
                Training Costs of 200.000 C-bills
Battle Value:   98 (490 for 5)  Weapon Value: 208 (Ratio=2,12)
Cost per BV:    7.081,63 (w/o Trooper Training costs)
Damage Factors: SRDmg = 11   MRDmg = 4   LRDmg = 0
Mechanized:     Cannot travel on any 'Mechs or Vehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 1   Armor/Structure: 4 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 5    Specials: car5

CBT:RPG Data:   Armor Value (M/B/E/X): 10/10/9/9    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 3+2D6,  Target Size Modifier: -2
                Movement Speed:   Half Normal
                Attribute Modifiers:  STR: +5,  DEX: -1,  RFL: -4
                Equipment Rating:  F/D/E

==================================================================
Configuration: SRM

Config Weapons & Equipment           Loc     Shots  Slots    Mass
------------------------------------------------------------------
SRM 4                                RA/MWM-M   4     3       300
(Anti-Personnel Weapon Space)        LA/APWM          0         0
------------------------------------------------------------------
TOTALS:                                              10     1.500
Slots & Mass Left:                                    4       500

Calculated Factors:
Total Cost:     858.320 C-Bills, Including Trooper
                Training Costs of 200.000 C-bills
Battle Value:   59 (295 for 5)  Weapon Value: 82 (Ratio=1,39)
Cost per BV:    11.157,97 (w/o Trooper Training costs)
Damage Factors: SRDmg = 8   MRDmg = 1   LRDmg = 0
Mechanized:     Cannot travel on any 'Mechs or Vehicles
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 1   Armor/Structure: 4 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 3    Specials: car5

CBT:RPG Data:   Armor Value (M/B/E/X): 10/10/9/9    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 3+2D6,  Target Size Modifier: -2
                Movement Speed:   Half Normal
                Attribute Modifiers:  STR: +5,  DEX: -1,  RFL: -4
                Equipment Rating:  F/D/E

                Created by HeavyMetal Battle Armor

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Sabelkatten

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #2 on: 30 November 2018, 19:40:27 »
EDIT: Missed the standard armor requirement!

A major redesign of the Lyran classic:

Code: [Select]
Cerberus assault BA

Clan assault quad, 3 ground MP, 15 points armor

APWM body
SRM1 w/ 8 round body
7-slot configurable turret, 525 kg available

Prime configuration:
LRM2 w/ 12 rounds
MRR

LRM configuration:
LRM4 w/ 11 rounds

Laser Configuration:
ERSL
LMG
OS-SRM5

ASRM configuration:
ASRM6 w/ 5 rounds
BV93/653, $876,000

Probe configuration:
Active probe
LTAG
ECM
CNARC w/ 4 rounds
LMG

Light BA, no specific inspiration:

Code: [Select]
Whisp skirmisher suit

Light clan BA, 3 ground / 3 (4 w/ booster) jump MP, 6 points armor

Jump booster Body
LMG RA
Searchlight RA
LTAG LA
SRM1 w/ 4 rounds Body
« Last Edit: 01 December 2018, 09:03:02 by Sabelkatten »

Hellraiser

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #3 on: 30 November 2018, 22:43:16 »
For reasons that will become clear in the future (as in well into next year), Clan Hell's Horses is putting forwards a design requirement for a 2-ton Battlesuit.  This is in the Pre-Tukkayid period so no APGRs, ER Micro's or Micro pulse lasers.  But, LMGs and HMGs are allowed and if you want to include electronics light a light TAG, go ahead. 

...............

Myomer booster is allowed as is the jump jet booster.

..............

Oh and one final thing for both suits, no special/advanced armour, its standard Clan BA armour.

Just a comment regarding the fluff & requirements.

Given Quad & JJ Boster were both pioneered by the NAIS during operation Revival,  I'm not sure that fluff is matching up with your timeline of Pre-Tukkayid & Clan Hell's Horses.

Its like asking for the IS to submit an Omnimech design before the clans invaded.

Also, Light Tag was invented post-Tukkayid as well.
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3053: Star Colonel Rexor Kerensky: The Silver Wolves

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marauder648

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #4 on: 01 December 2018, 01:20:22 »
Yep!  In this TL i'm slowly working on, basically following the Battle of Tokasha and the loss of their factory there, the Horses are then hit again within a matter of weeks by the Bear's in an attack on the Horses Niles Mechworks. 

During the fighting it 'accidentally' spills over into the plant and the facility is badly damaged reducing the Horses to roughly 25% of their Mech production capacity and this means they can barely keep up with typical wastage and losses and any rebuilding is going to take at least a decade to get up to full strength, assuming they don't loose the rebuilt factory or any new factories in a Trial.

This forces the Horses to go into being an actual tank Clan with new designs and more widespread adoption of things like modular tanks etc.  Working with the Coyotes they also start developing new technology for use on vehicles and this includes chemical lasers (for second line forces) and a new, lightweight, smoothbore autocannon (the ProtoMech AC's.) 

Work is also put into Elemental designs with the introduction of light, heavy (gnome) and assault suits  along with experiments to try and increase mobility or ground speed, leading to the development of Myomer boosters and jump jet boosters.

Basically its to make the 'Tank and Infantry Clan' actually be that not just "They are the tank and infantry clan that until way later does not make use of tanks or infantry outside of standard Elementals in front line forces." and give the Horses a bit more flavour.

And as a foretaste of that


Khan Darwin Lassenarra kept his face impassive as the Merchant Factor droned on, listing the damage done, predicted shortfalls, supply levels of ammunition and parts.  In short, it was a disaster.  Tokasha had fallen and then the enraged Bears had followed up with an assault on the Horses Niles factory.  Whilst that Trial had been successful, the fighting had ‘accidentally’ spilled over into the factory complex itself resulting in heavy damage as the two sides fought without regard for quarter or mercy for the better part of two days until mutual exhaustion had separated them and the Bears had finally fallen back.

“So, in short my Khan, we are down to twenty five percent production capability for Mechs and their parts.  With salvage from Niles we should be able to rebuild Alpha Galaxy to its notional strength but beyond that, any plans for expansion in the future will have to be severely reduced and, even though it pains me to say this, we strongly suggest that future military operations be curtailed.  Replacing losses is going to be hard.  We estimate eight months before Niles is fully operational again and this will only bring us up to thirty five, to fourty percent of our previous production levels.  This will allow us to sustain production for any losses incurred and unless we are involved in battles on the scale of Niles of Tokasha, we should be able to produce enough Mech’s to not only maintain current loss projections but exceed them and start rebuilding.”

“And how long do you believe this will take? And please, be honest, we must be honest with ourselves in this time of crisis.”
The Merchant Factor glanced at the Scientist sat to his right and she nodded slightly “The damage to the Niles facility is extensive, if the fighting there was accidental, the Bears knew where to hit.  It will be at least eighteen months before we can begin to match our previous recovery and repair rates.  To build a new facility to match those we lost, five years, and this is assuming a steady supply chain and no other Clan declaring a Trial for our facilities.”

There were gasps and muttering from the people assembled in the room, at least 5 years of ‘marking time’ before any major rebuilding could be done, it was unthinkable.  And if other Clans learned of their weakness, then the Horses could expect a flurry of Trials that would bleed their Touman dry, opening them up to the threat of Absorption. 

“Silence, we need answers, not anger.  We cannot let our passions dictate our actions, not now. So…solutions?”

“We should charge the Bears with wantonly attacking our factory during the Trial on Nile.  They deliberately attacked the facility and caused excessive damage in a deliberate attack.”
“We have no evidence of that, they said our forces pulled them into the factory and the BattleROMs from our Mechs and those we have salvaged from the Bears corroborate both our point of view and theirs.  And they could declare a Trial of Refusal against us.”  What was left unsaid was that a Trial of Refusal of such a charge could escalate until the Horses could not win.  The Khan watched his two most Senior Galaxy Commanders argue their points, but he saw only ruin in either approach.

“No, we need to rebuild.  If the other Clans know of our current state, then we will face Trial after Trial and it will lock us into a degenerative spiral that we might never recover from.  And I will -not- see our Clan be absorbed.  That is not our future.  SaKhan Yana Fletcher, your thoughts?”

The younger man gathered his thoughts, he’d gotten the reputation of being quite radical and one who refused to let the Horses abandon their traditional combined arms approach.

“We can not build enough Mechs and we must devote our resources to rebuilding, so our ability to trade for them will be limited.  So we take the obvious step, more vehicles.”

“More? We had begun winding down vehicle production and..”
“Now we need them more than ever.  We simply can not sit around for five years in our current state, we need equipment and we need it now.  Tanks consume less resources and are easier to run quiaff Chief Scientist?”

She looked up and nodded “Aff SaKhan, even a 100 ton tank would use the resources of a heavy OmniMech.  And whilst Galaxy Commander Vincent Anu is correct, we had begun winding down vehicle production due to the success of the Tokasha works, it would be a simple task to reactivate our vehicle facilities and to restore them to production.”

Fletcher smiled “So, we can produce our own equipment again, will this negatively affect our rebuilding efforts?”
“We might have to divert some resources, but only in the short term, in the long term it might impose a few months delay in upgrading the Nile Works, but these facilities are secure and can be brought online in a matter of weeks.”

“But you said yourself that most of our current vehicles are of little use outside of Garrison work quiaff?”  Galaxy Commander Tina Neely said, meeting Fletcher’s eyes.

“Aff.  But in the short term, they will suffice, but new vehicles based on current and older marks could be developed and put into production.”
“And who will help us with this?”
“The Coyotes. The Scientists speak loudly in their halls, and would listen to us.  We have good relations with them, so we trade, our designs, for their assistance.  We offer to share the designs with them freely, in return for trade concessions to help us build facilities needed to produce any new vehicles.  We have the manpower, our Sibko’s are still on schedule and we risk having hundreds of trained warriors sitting around waiting for Mechs.  So let us give them tanks.  We alter our training to include a major focus on vehicle combat, the teamwork we emphasise will help gel the crews together and should not adversely affect unit cohesion.”
“A big ask…some may well refuse.”
“Then they will have to fight for what they want, and rise or fall on their own merits.  But, my Khan, my brothers and sisters, we cannot have any wild colts trying to show us ‘the way’.  The Herd will have to move as one, if we are to survive the coming years.”

Backed by the Khan and with the consent of the Galaxy Commander’s, SaKhan Yana Fletcher’s Project Zhukov was approved and within days the Horses and Coyotes were speaking as the Technician Caste went to work on reactivating the facilities that had been put into standby mode.  It was estimated that it would take six months to crank up production and then the first new vehicles were expected to be undergoing testing and be pressed into production.  All the Horses had to do was survive eight months, whilst keeping as low a profile as possible.  With the Bears spent from the great battles at Niles and Tokasha, one threat withdrew to lick its wounds, but other Clans could smell blood in the water and started to circle.

« Last Edit: 01 December 2018, 04:01:42 by marauder648 »
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Maingunnery

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #5 on: 01 December 2018, 05:15:53 »

Excellent writing  :thumbsup:
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Atarlost

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #6 on: 01 December 2018, 19:15:05 »
I don't have inspiration for an assault BA.  I'm somewhat dubious as to what their role is supposed to be in the first place.  I do, however, have a light BA proposal. 

Code: [Select]
Aethereal BattleArmor
Base Tech Level: Standard (Clan)
Level            Era   
-----------------------
Experimental  3050-3059
Advanced        3060+ 
Standard          -   
Tech Rating: F/X-X-E-D

BV: 313
Cost: 2,007,500 C-bills
Source: Hell's Horses AU challenge

Movement: 3/3/3

Internal: 5
Armor: 30 BA Standard (Basic)
           Internal  Armor   
------------------------------
Trooper 1         1      6   
Trooper 2         1      6   
Trooper 3         1      6   
Trooper 4         1      6   
Trooper 5         1      6   

Weapons                              Loc   Heat 
-------------------------------------------------
Swarm Mek                           Point    0   
Attack Swarmed Mek                  Point    0   
Stop Swarm Attack                   Point    0   
Leg Attack                          Point    0   
Machine Gun (Light) (Right arm)     Point    0   
Laser Rifle (Mauser IIC IAS) (APM)  Point    0   
SRM 1 (Left arm)                    Point    0   
SRM 3 (OS) (Body)                   Point    0   

Ammo            Loc   Shots 
-----------------------------
BA SRM 1 Ammo  Point      4 

Equipment                                      Loc   
-----------------------------------------------------
BA Manipulators [Armored Gloves] (Right arm)  Point 
Space Operations Adaptation (Body)            Point 
Cutting Torch (Right arm)                     Point 
BA Manipulators [Armored Gloves] (Left arm)   Point 


3/3 is the highest mobility available in 3052 according to MML.  Sustained firepower is on the light side with just a LMG and Mauser IIC, but with 4 shots of SRM-1 and a OSSRM-3 I don't expect many complaints about that. 

Maingunnery

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #7 on: 01 December 2018, 20:32:22 »

Assuming a Jump Booster  (just ignore the date)...

HMBA
Code: [Select]
Type/Model:    Hurdle Battle Armor
Equipment:                                          Slots    Mass
Chassis Type:  Light Class Humanoid with HarJel       0       150
Motive System: Ground Movement (1 MP)                 0         0
               Jump Jets       (3 MP)                 0        75
               Jump Booster (Body, +1 Jump MP)        2       125
Armor Type:    5 Points Standard                      0       125

Manipulators:
  Left Arm:    Basic Manipulator                      0         0
  Right Arm:   Basic Manipulator                      0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Machine Gun                          RA        50     1       100
Machine Gun                          LA        50     1       100
ECM Suite                            Body             1        75
------------------------------------------------------------------
TOTALS:                                               5       750
Slots & Mass Left:                                    3         0


MML
Code: [Select]
Hurdle  BattleArmor
Type: Hurdle
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Clan (Standard)
Chassis Type:  Biped
Weight Class: Light
Maximum Weight: 750 kg
Battle Value: 275
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
</p>

Equipment                                     Slots      Mass
Chassis:                                               150 kg
Motive System:                                               
     Ground MP:          1                               0 kg
     Jump MP:            3                              75 kg
Manipulators:                                                 
    Left Arm:            Manipulator (Basic)             0 kg
    Right Arm:           Manipulator (Basic)             0 kg
Armor:                   Standard (Basic)       0      125 kg
    Armor Value:         6 (Including Trooper)                         

                                         Slots           
Weapons and Equipment         Location (Capacity)   Mass 
Machine Gun                   Right Arm     1       100 kg
Jump Booster                    Body       2       125 kg
Single-Hex ECM                  Body       1       75 kg 
Machine Gun                   Left Arm     1       100 kg
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marauder648

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Re: Design challenge - Clan Light and Assault Battlesuit.
« Reply #8 on: 02 December 2018, 01:31:27 »
All superb designs thus far :)  I was trying to design the Afreet but kept coming up too heavy in Megamek's labs.
« Last Edit: 02 December 2018, 02:42:04 by marauder648 »
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