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Author Topic: 55-ton Troopermech (5/8/5, with long range and SRMs)  (Read 1019 times)

idea weenie

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55-ton Troopermech (5/8/5, with long range and SRMs)
« on: 05 April 2021, 02:03:13 »
Tossing this here for my campaign; it jumps like a Griffin, it has the close-in capability similar to a Wolverine or Scorpion, making it somewhat like a Shadow Hawk in that is it capable of fighting at long and short ranges.  Designed for use in the Succession Wars, this uses all 3025-era tech:

Code: [Select]
TrooperMech SW-1

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Era: Succession Wars
Tech Rating/Era Availability: C-E-D (the E and D are due to the fusion engine, everything else is availability C)
Production Year: 3013
Cost: 4,890,458 C-Bills
Battle Value: 1136

Chassis: Unknown
Power Plant: Unknown  275-rated Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard
Armament:
    1 Particle Projection Cannon
    4 SRM-2
    1 Medium Laser
Manufacturer: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      91 points                5.50
Engine:             Standard Fusion Engine         275                    15.5
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 2 LT, 1 CT, 2 RT                                   2.50
Heat Sinks:         Standard Heat Sink              12                     2.00
    Heat sink Locations: 2 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 168                 10.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head      3            9         
                                        Center Torso     18           25
                                 Center Torso (rear)                  10         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                   5         
                                             L/R Arm      9           17       
                                             L/R Leg     13           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
PPC                                          RA        10         3         7.00
Medium Laser                                 CT         3         1         1.00
2 SRM-2                                      LT         4         2         2.00
2 SRM-2                                      RT         4         2         2.00
@ SRM-2                                      RT         0         1         1.00

The SRM-2s were found at a discount lot, and a large amount of them were purchased.  This will cause the Troopermech to heat up faster compared to the SRM-4 or SRM-6 equipped Mechs.  Price is up front, and heat is temporary, so they were used.

Compared to a Shadow Hawk, it sacrifices 90 meters of range due to lacking an LRM array, but it provides 60 additional meters of Jump capacity and its PPC means it will never run out of ammunition for a long-range duel, vs a Shadow Hawk's AC/5 and LRM-5 only having a couple dozen volleys possible before they run out of ammunition..
Compared to a Griffin it doesn't have the same LRM capacity, but it has an additional ton of armor.  Against enemy Griffins this design is willing to close the range to take advantage of potentially getting 8 SRMs into an enemy Mech.
Compared to a Wolverine it has a better long-range weapon, and its multiple SRM systems allow for redundancy and provide 33% more firepower.
Compared to a Scorpion it has more maneuverability thanks to its jump jets, has more close-in firepower, but will lose a race on flat terrain.  This just means Scorpion Quad Mechs have to be ambushed where they cannot run away as easily

Some variants seen so far:
* Remove one SRM-2 in the right torso and replace it with an additional ton of ammunition, extending its endurance from 12 salvos per launcher to 33 salvos per launcher.  Or just allowing different types of SRM ammo to be carried (this change raises price by ~26k C-Bills and BV by 5 pts).  This refit has proven popular in areas where short range fighting is routine, and ammo endurance is considered critical
* Remove the PPC and replace it with paired LRM-5 launchers, and adding 3 tons of LRM-5 ammunition in the right torso.  This restores it to range equality with the Shadow Hawk and original Griffin, and allows the TrooperMech to engage in a missile duel for a total of 36 salvos (this change drops cost by 77,500 C-Bills and BV by 61 pts).  The ammo had to be loaded into the right arm as well, meaning that in a long duration battle there is a chance that a critical hit to the right arm could detonate any remaining LRM ammo, causing the resulting detonation to potentially detonate the right torso ammunition stores as well.  This modification is not recommended
* Remove the PPC and replace with a Large Laser.  This frees up 2 tons of capacity, and most pilots will use this for either more SRM ammo, another Medium Laser, or another Heat Sink (or some mixture of each).  Unfortunately, to keep the Gyro balanced all the additional equipment has to go into the right arm, so most pilots just install another medium laser and another heat sink.  (This drops the price by ~90k C-Bills and reduces the BV by 12 pts)

It is suspected that this design is being financed by a company that manufactures SRMs.
« Last Edit: 16 April 2021, 19:02:58 by idea weenie »

Frabby

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #1 on: 05 April 2021, 05:21:51 »
I read the thread title and thought "Dervish" - the oft-forgotten fourth member of the famous 55-ton trio.
« Last Edit: 05 April 2021, 09:37:43 by Frabby »
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AlphaMirage

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #2 on: 05 April 2021, 07:55:55 »
Kind of reminds me of the Gladiator although that one has higher jump (and one less SRM2)

idea weenie

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #3 on: 05 April 2021, 23:15:05 »
I read the thread title and thought "Dervish" - the oft-forgotten fourth member of the famous 55-ton trio.

The Dervish does have identical maneuverability and similar close-up firepower, but its LRMs only have a total of 12 salvos and it has 3 less tons of armor.  A PPC-equipped Troopermech will be glad to have a long-range duel against an enemy unit armed with LRMs, in an attempt to run them out of ammo.  It definitely doesn't want ot get into a close-range shooting match with the Dervish, as the Dervish's SRMs each have a ton of ammo.  If the Dervish uses its LRMs to deploy minefields or Smoke in critical locations the TrooperMech is supposed to use its Jump capability to go over or around (and this further cuts down the Dervish's available long-range firepower).

Once the Dervish is out of LRM ammo, the TrooperMech is expected to keep up with it and pelt it with PPC shots, while being careful to stay clear of SRM range (although the TrooperMech has more SRMs, getting hit when you don't have to is frowned upon).  But if it happens, don't let it happen too often.


Kind of reminds me of the Gladiator although that one has higher jump (and one less SRM2)

???

From what I see the base Gladiator has same jump (5/8/5), but has 1 higher heat sink, 1 less ton of armor, and one more Medium laser.

But that is a very nice match, and using the SRM-6 instead of three SRM-2 means 2 less points of heat when firing six SRMs.  The Gladiator also has 15 salvos for its SRM-6, which would be comparable to three SRM-2 and a ton of ammo (16 salvos and a single SRM-2 shot).


Update: Now I'm imagining what would be done for its Star League upgrade.  Even just removing the extra heat sinks and replacing the engine with an XL version with DHS would free up 9.5 tons of capacity, part of which could be handled with another PPC (1 in each arm?).  Replacing the engine with a 330 XL with DHS would free up 3 tons (+2  tons from DHS), adding a 6th Jump jet would use up half a ton, and another ton of armor would be nice too.    Now to figure out what to do with the remaining 3.5 tons on a 55-ton 6/9/6 platform.
« Last Edit: 06 April 2021, 21:30:08 by idea weenie »

Karack Blackstone

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #4 on: 06 April 2021, 12:04:21 »
Two things.

One. /nod. I think this design is a great fix to the lackluster 55 ton category.

Two, I'm going to reply with a 60 tonner, see if there's any advantages there. I expect not, as 1 ton JJ's aren't exactly a great feature at the 60 ton weight. Still, I want to see as the weapons loadouts can at times become better.

Karack Blackstone

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #5 on: 06 April 2021, 12:07:23 »
60 tonner is unable to take either the ML or a single SRM 2. Still, with 200 armor it's not a bad design. Just not as good as the 55 tonner.

Karack Blackstone

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #6 on: 06 April 2021, 18:30:56 »
Best I can do is a 4/6/4, 5/8/5 loses either one ML or SRM 2.

Code: [Select]
Trooper

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 5,094,080 C-Bills
Battle Value: 1,320

Chassis: Unknown Standard
Power Plant: Unknown 240 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
    1  PPC
    1  SRM-6
    2  Medium Lasers
    1  SRM-4
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                6.00
Engine:             Fusion Engine                240                      11.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Single Heat Sink             14                        4.00
    Heat Sink Locations: 1 HD, 2 LT, 2 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA
Armor:              Standard Armor               AV - 200                 12.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           31       
                                 Center Torso (rear)                  8         
                                           L/R Torso     14           21       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     10           20       
                                             L/R Leg     14           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
PPC                                          RA        10        3         7.00
SRM-4                                        RT        3         1         2.00
SRM-6                                        LT        4         2         3.00
2 Medium Lasers                              CT        6         2         2.00
@SRM-4 (25)                                  RT        -         1         1.00
@SRM-6 (15)                                  LT        -         1         1.00
                                            Free Critical Slots: 29

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 13
4j         2       3       1       0      3     1   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA

Dave Talley

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #7 on: 06 April 2021, 18:56:54 »
I read the thread title and thought "Dervish" - the oft-forgotten fourth member of the famous 55-ton trio.

so its the Shemp of this family?
Resident Smartass since 1998
“Toe jam in training”

Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

Adastra

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #8 on: 13 April 2021, 17:43:15 »
Neat! I built a pretty similar concept to this, just went with different armor arrangement and used 2 medium lasers and 1 SRM-6 instead. 55 is a very nice-feeling weight. It's a shame that 5/8/5 mechs end up with an engine that isn't anything like others, so no interchangeability unless you fluff it as like, a 280 engine with some bits removed.

Daryk

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #9 on: 13 April 2021, 19:31:07 »
True, but the 275 is used by every other 55-ton trooper, so it has that going for it...  ^-^

idea weenie

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #10 on: 13 April 2021, 20:10:36 »
Neat! I built a pretty similar concept to this, just went with different armor arrangement and used 2 medium lasers and 1 SRM-6 instead. 55 is a very nice-feeling weight. It's a shame that 5/8/5 mechs end up with an engine that isn't anything like others, so no interchangeability unless you fluff it as like, a 280 engine with some bits removed.

This looks like you just made your version of the Gladiator that Alpha Mirage listed above.

55 ton is the key weight right before Jump Jets go up in mass, so it is a popular weight for jumping Medium Mechs.

Mech design allows for two groups of Mechs: individually efficient Mechs, and group-efficient Mechs.  Individually efficient Mechs are optimized without regard for other Mechs, but if you have a group of them your supply people have to carry a variety of weapon types (i.e. multiple LRM launcher sizes, multiple autocannon types, multiple Gauss ammo types, aso).  Group-efficient Mechs are designed so that parts from one Mech can be used on another one fairly easily (such as if a force uses Catapults, then their Archers would use paired LRM-15 and Large Lasers).  They are not as efficient on a per-unit basis, but their supply situation is much easier since there are far fewer weapon types to keep track of.  You don't need to keep spare LRM-15 and spare LRM-20, you just need more spare LRM-15.

fallen

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #11 on: 16 April 2021, 15:35:37 »
Idea Weenie, that is a very cool design!  I like the variant that carries two tons of SRM ammo for the option of special munitions.


I read the thread title and thought "Dervish" - the oft-forgotten fourth member of the famous 55-ton trio.




so its the Shemp of this family?


Dave, that's gold!

 :clap:  ;D   :clap:

The tonnage break for jump jets from 55 tons to 60 tons is something to consider.  Take the Quickdraw, if you drop the tonnage down to 55, you save 1 1/2 tons for additional armor.  The two rear mounted lasers could be mounted forward giving the Quickdraw half a chance at knife fighting distance.
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Daryk

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #12 on: 16 April 2021, 15:59:42 »
Does that make the Quickdraw Zeppo?  ???

CrossfirePilot

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #13 on: 16 April 2021, 20:26:29 »

so its the Shemp of this family?

I guess better than being the Joe Besser of the family...

Dave Talley

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #14 on: 16 April 2021, 20:53:30 »
my biggest real issue with many mechs is lack of hands,
no reason the dervish shouldnt have hands,
now mechs like enfields and enforcers, yeah ACs tend to
block use of hands, up to the designer on energy weapons I guess
Resident Smartass since 1998
“Toe jam in training”

Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

fallen

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Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #15 on: 20 April 2021, 21:08:15 »
Does that make the Quickdraw Zeppo?  ???

Very nice Marx Brothers reference!

 ;D
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idea weenie

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Re: 55-ton Troopermech (Star League version)
« Reply #16 on: 25 April 2021, 02:34:26 »
Star League tech has come out, so the TrooperMech has been updated.  At least, parts of it are being updated, but one standing order means these Mechs tend to withdraw from battle faster than before.

Code: [Select]
Star League Troopermech design
Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Era: 3039 era (Star League tech recovery)
Tech Rating/Era Availability: E-F-E (the rating is due to the XL Fusion engine and the C3 Slave, everything else is almost the same)
Production Year: 3046
Cost: 10,924,607 C-Bills (of which the engine is 2/3 the cost)
Battle Value: 1923
(BV and cost is priced as though the most expensive option is selected)

Chassis: Unknown
Power Plant: Unknown  275-rated Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard
Armament:
    1 Extended Range Particle Projection Cannon
    5 SRM-2 (Streak)
    1 Medium Laser
Manufacturer: Unknown

================================================================================
Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    91 points                3.00
Engine:             XL Fusion Engine               275                     8.00
        Engine slots: 3 LT, 3 RT
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 2 LT, 1 CT, 2 RT                                   2.50
Heat Sinks:         Double Heat Sink                20                     0.00
    Heat sink Locations: 0 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 184                 11.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head      3            9         
                                        Center Torso     18           25
                                 Center Torso (rear)                  10         
                                           L/R Torso     13           21       
                                    L/R Torso (rear)                   5         
                                             L/R Arm      9           18       
                                             L/R Leg     13           26       

================================================================================
Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
ERPPC                                        RA        10         3         7.00
Medium Laser                                 CT         3         1         1.00
Targeting Computer                           RT         0         2         2.00
3 Streak SRM-2                               LT         6         3         4.50
2 Streak SRM-2                               RT         4         2         3.00
1 @SRM-2                                     RT         0         1         1.00
CASE                                         RT         0         1         0.50

Tons remaining: 4
Crits remaining: 10

Short list of changes/upgrades:
  • Internal structure is now Endo-Steel, saving 2.5 tons
  • Engine is XL, and has been equipped with Double Heat Sinks, saving 7.5 tons for the engine, and 2 tons for the heat sink removal
  • PPC is upgraded to ERPPC to exploit the longer range capability.  The ERPPC is designed to slot into the old location with minimal change needed, though the additional coolant lines are flagged so technicians remember that this weapon has higher coolant needs.  (Poor technicians sometimes forget to attach the extra coolant lines, causing the ERPPC to only be able to fire every other turn)
  • A Targeting Computer has been added to provide better accuracy to the ERPPC and laser
  • The SRM systems have utilized the lighter engine and been modified to have the Streak guidance system installed in them.  A fifth launcher has been added as well.  As always, each launcher is identical to the others, so they are L-R swappable and can be removed to allow for more ammunition.  However, the additional tonnage is only good for cargo storage, instead of removing 2 launchers and putting in 3 tons of ammunition
  • The ammunition was kept at 1 ton, as even with a fifth launcher the accuracy capabilities of the Streak systems meant that ammunition would not be 'wasted'
  • CASE was added so that even if the ammunition was hit, the central part of the fusion engine could still be salvageable.
  • The seller would often include extra Endo-Steel structural material to handle torso damage.  This was essentially an extra 3 tons of skeletal material per Mech at a cost of 88,000 C-Bills (before the final Mech multiplier).  This meant that the customer didn't need their own Endo-Steel fabrication setup to handle structural damage.  (Endo-steel costs ~32,000 per ton)

A key standing order with this Mech is that if any torso gets its internal structure damaged, the Mechwarrior is to fall back, attempting to protect that torso location.  This is because the engine is over half of the Mech's total price, and the rest of the Mech is considered almost expendable as long as the engine is recovered.  (20,000 * 275 * 55)/75 = 4,033,333.33 before Mech multiplier; that engine cost multiplied by 1.55 is 6,251,667.  Plus an additional 93,000 C-B for the Double Heat Sinks.

Due to the varying battlefield situations, four tons of the Mech's mass was left open for changes.  This was not true OmniMech technology, it was just a 51-ton platform with 4 tons that could be refitted onto the Mech fairly easily.  The options were:
  • Brawler, Energy: 3 more Medium Lasers, and another ton of Targeting Computer.  130k C-B, 173 BV
  • Brawler, SSRM: 2 more SSRM-2, and another ton of SSRM-2 ammo.  84k C-B, 64 BV
  • Command: +2 tons Communications equipment, sufficient for +1 Initiative, TAG, 1 ton cargo.  Designed for Lance commanders, this uses the existing 1 ton of Battlemech Communications equipment and expands it with additional capability.  Pilots with this setup tend to have better battlefield awareness.  A TAG system allows them to also call in artillery support.  The extra ton is sometimes used to put in better life support systems, allowing the commander to rescue shot-down Mechwarriors
  • Coordination: C3 Slave: 1 ton, 1 crit, 2 Streak SRM-2; 280,000.  Based on tonnage and cost estimates for the Draconis Combine system, this allows a TrooperMech to tie into a larger datanetwork, while also packing another pair of missile launchers.  The lack of extra ammo reduces its combat endurance though.
  • Missile defense: 2 AMS + 3 ton of ammo: 4 ton, 5 Crit, 200k C-B + 6000; BV: 32+11/, 97 BV total (-45 for explosive ammo).  Due to the desire to stay at range, several TrooperMechs were being subject to extensive LRM fire, and as such this was added.  Three tons of ammo provide it with longer endurance.
  • Scout: Guardian ECM + Beagle Probe (3t, 4 crit), 1 TAG (1t, 1 crit); 450k C-B, 71 BV.  This allowed the Mech to perform basic scouting functions and also served to prevent advanced enemy missile locks on to it.  For long patrols the TAG is removed and in its place is used to store long-range patrol supplies (half a ton was for the living quarters, and the other half ton was for 10 man-days of food/water/oxygen).  Due to the shape of the TAG, the living quarters are marginally acceptable, but it does allow a scout unit to travel underwater for 3-4 days to get to a target location, then travel back.  This allows for Scout Troopers to show up in strange places.

Due to the price more than doubling compared to the original TrooperMech, most customers tend to only buy a few of them with the Command setup, using those Troopermechs to command the rest of the Lance.  By adding these Mechs, it allowed expanding the existing force by 33% as the existing Lance commanders are simply transferred to their new ride, while their original ride is used for another pilot.  (12 TrooperMechs = 3 Lances @ 4/, 12 TrooperMechs + 4 Command Troopers = 4 Lances @ 1 Command & 3 TM/)

Brawler designs are a common upgrade for experienced Mechwarriors, as even though the Mech is twice as expensive as the original, an experienced MechWarrior's accuracy allows them to get in close to a target and do their best to either use up ammunition or use the lasers to carve up a target.  They are often bought in equal numbers, and Brawler pilots will coordinate to divide their attacks among enemy units that have AMS and those that do not.

The AMS package is obviously for Hunter-killer going after enemy LRM units.  A certain degree of independence is often granted to these Mechwarriors, as once in the enemy rear they may find additional juicy targets and are expected to use their own discretion about engaging those targets.

For the Scout setups, the Mechwarriors assigned to these Scouts are often considered a bit 'strange'.  Several recon units have used the long-range capabilities to cross shallow bays in order to get close to a target region that was considered well-patrolled and safe.  Sometimes those units will have one Scout Trooper remove either the Beagle Probe or Guardian ECM system, move the TAG into the vacated location, and keep their long-range endurance.  These units will sneak into enemy territory, use the TAG system to call in friendly artillery on vulnerable locations, then sneak back out.  The extra ton that is vacated from the TAG replacing the Probe or ECM is often used for more long-range supply, allowing these Scouts to rescue a VIP (or fellow Mechwarrior).  These Scout Mechwarriors also tend to enjoy SCUBA diving, and a few have gotten into the habit of using their Scout Mech to walk to an interesting underwater location, and diving from the Mech instead of from a surface boat.  For some reason they call themselves the Subnautica club.

Karack Blackstone

  • Master Sergeant
  • *
  • Posts: 318
Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #17 on: 28 April 2021, 15:45:38 »
Trooper - 60 Tons, 200 Armor, LFE

Code: [Select]
Trooper

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 8,553,280 C-Bills
Battle Value: 1,515

Chassis: Unknown Standard
Power Plant: Unknown 240 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  ER PPC
    2  Medium Lasers
    2  SRM-4s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                6.00
Engine:             Light Fusion Engine          240                       9.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA
Armor:              Standard Armor               AV - 200                 12.50
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           31       
                                 Center Torso (rear)                  8         
                                           L/R Torso     14           21       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     10           20       
                                             L/R Leg     14           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        3         7.00
SRM-4                                        RT        3         1         2.00
SRM-4                                        LT        3         1         2.00
Targeting Computer                           LT        -         3         3.00
2 Medium Lasers                              CT        6         2         2.00
@SRM-4 (25)                                  RT        -         1         1.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15
4j         4       4       2       0      3     0   Structure:  3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0

Karack Blackstone

  • Master Sergeant
  • *
  • Posts: 318
Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #18 on: 28 April 2021, 15:49:19 »
Trooper I - Closer to most recent, this thing is hard to make 60 Tons!

Code: [Select]
Trooper I

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 11,617,280 C-Bills
Battle Value: 1,748

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  ER PPC
    1  Medium Laser
    5  Streak SRM-2s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                6.00
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   5.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA
Armor:              Standard Armor               AV - 200                 12.50
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           31       
                                 Center Torso (rear)                  8         
                                           L/R Torso     14           21       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     10           20       
                                             L/R Leg     14           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        3         7.00
2 Streak SRM-2s                              RT        4         2         3.00
3 Streak SRM-2s                              LT        6         3         4.50
Targeting Computer                           LT        -         2         2.00
Medium Laser                                 CT        3         1         1.00
@Streak SRM-2 (50)                           RT        -         1         1.00
                                            Free Critical Slots: 24

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
5j         4       4       1       0      3     0   Structure:  3
Special Abilities: CASE, SRCH, ES, SEAL, SOA

S.gage

  • Warrant Officer
  • *
  • Posts: 537
  • The Nova Cat is a subtle hunter.
Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #19 on: 05 May 2021, 09:35:54 »
This is a solid trooper design. Maybe a little rich toting around a PPC, but it moves well, good armor, and you can bracket fire. I like it!
"WHO PUT 6 ARMOR ON THE RIFLEMAN'S HEAD?!?" - Peter S., while marking damage from a PPC, 1994.
"Ich bin Jadefalke!!!! Ich bin MechKrieger!!!!" - German students on their field trip to Leipzig, 1998.
Custom Early Clan Refit BattleMechs, Custom Novel Golden Century BattleMechs, Custom Early Clan Refit Combat Vehicles, Custom First Generation OmniMechs.

Hellraiser

  • Lieutenant Colonel
  • *
  • Posts: 9524
  • Cry Havoc and Unleash the Gods of Fiat.
Re: 55-ton Troopermech (5/8/5, with long range and SRMs)
« Reply #20 on: 05 May 2021, 18:21:18 »
I'm torn, because ....... and I can't believe I'm saying this......... but....  I don't care for the ML on this.

Either.......

Drop the ML for another SRM2,  or,  go with a 2nd ton of ammo for alternate "INFERNO" love  >:D
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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