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Author Topic: JagerMech JM7-S - *plink*  (Read 657 times)

Breetai

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JagerMech JM7-S - *plink*
« on: 27 November 2022, 02:00:30 »
JagerMech JM7-S

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: All Eras (non-canon)
Tech Rating/Era Availability: D/C-E-D
Production Year: 3025
Cost: 5,116,925 C-Bills
Battle Value: 962

Chassis: Unknown Standard
Power Plant: Unknown 260 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    1  Large Laser
    4  Autocannon/2s
Manufacturer: Black Hawk Mechworks
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
It is generally accepted consensus that to improve a Battlemech design that is
flawed due to it leaning too heavily towards a certain role or putting too much
focus on a given function, one must temper it in some way, and move it in the
direction being more of a happy medium or generalist design.


This is, of course, the diseased thinking of fools and cowards who lack the
courage of their conviction. Thus the JM7-S, Black Hawk Mechworks' answer to
the question of "how do we improve a design rendered mediocre due to
sacrificing almost everything to the goal of fielding as many long-range
weapons as possible", achieves that goal by doubling down and becoming even
more of an extreme-range-focussed design.


Capabilities:
The JM7-S retains the 2*2 Autocannon design typical of the 6-S, however in the
place of the class 5 Autocannons it wields an additional pair of AC/2s. While
this reduces its damage output somewhat, this means that its primary armaments
all have a common effective range. Reduction in raw damage does not detract
overmuch from the JM7-S's battlefield role; to force opposing units at extreme
ranges to either close in (and engage with the JM7-S's lancemates) or weather a
constant rain of shells, and to degrade Aerospace and Vehicular assets' motive
capabilities through a hail of weapon strikes before they can close in to their
effective range.


In terms of 'Mech to 'Mech combat, the JM7-S should never attempt to take on
any but the lightest opponent on one-on-one, and instead relies on its
lancemates to act as a shielding force as it withers away at the opponent and
seeks to cause critical damage using its cannons on any holes that its
lancemates have blasted in the enemy armour. It is not completely without
self-defensive capabilities, however; tonnage savings from downsizing the AC/5
s has been put towards greatly enhancing its energy weapon loadout, and in the
place of the two Medium Lasers of the original the JM7-S carries a single Large
Laser. This is an effective hole-punching weapon, and can generally be also
deployed at range, alternating fire with every couple of volleys of the
Autocannon to provide a less accurate but still potent supplement to their
firepower.


Additional tonnage savings have been directed into improving the armour in
almost every location of the 'Mech. 8 tons of armour is still fairly anaemic
for a 'Mech of its size, however it still represents a 33% increase from the
base design, and means that the JM7-S can take much more damage before its
limbs start falling off and its firepower degrading. Indeed its arms, which
used ot be able to be sheared off by a couple of solid hits from a Large Laser,
are now capable of weathering a strike from a class-20 Autocannon and still
functioning.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     104 points                6.50
Engine:             Fusion Engine                260                      13.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             10                        0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 128                  8.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     21           20       
                                 Center Torso (rear)                  5         
                                           L/R Torso     15           16       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     10           11       
                                             L/R Leg     15           15       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Autocannon/2s                              RA        2         2        12.00
2 Autocannon/2s                              LA        2         2        12.00
Large Laser                                  CT        8         2         5.00
@AC/2 (45)                                   RA        -         1         1.00
@AC/2 (45)                                   LA        -         1         1.00
                                            Free Critical Slots: 43

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 10
4          2       2       1       0      3     0   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA


Gorgon

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Re: JagerMech JM7-S - *plink*
« Reply #1 on: 27 November 2022, 05:11:24 »
This is, of course, the diseased thinking of fools and cowards who lack the
courage of their conviction.

I'm convinced  ;D

 It looks more serviceable than the original to me. How about dropping the speed for more armor? I always felt that the generalist 4/6 was not needed on a JagerMech.
Jude Melancon lives!

Breetai

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Re: JagerMech JM7-S - *plink*
« Reply #2 on: 27 November 2022, 05:46:12 »
I'm convinced  ;D

 It looks more serviceable than the original to me. How about dropping the speed for more armor? I always felt that the generalist 4/6 was not needed on a JagerMech.

Optimal alteration of a Jagermech is always going to be drop it to 3/5/3 which lets it get into an elevated firing position easily and gives you 4 more tons to play with which solves the armour problem, but honestly 90% of the charm of a Jagermech is that it's got the structural integrity of a cardboard box anyway. I'd feel dirty if I designed a JagerMech that wasn't fundamentally suboptimal in at least one facet, but at least this way it's got more of a focus on staying as far away from the action as possible and sticking to its designated role.

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #3 on: 27 November 2022, 06:06:52 »
I've tried a Rifleman variant that mounted 4xAC/2 plus 2xML, and another with 2xLRM15 plus a LL. Both of these worked fairly well, so I'd say the OP has a good chance of working too! :)

I'm convinced  ;D

 It looks more serviceable than the original to me. How about dropping the speed for more armor? I always felt that the generalist 4/6 was not needed on a JagerMech.

In a set-piece battle maybe, but if you're supposed to keep up with other 4/6 heavies on a march you kind of need the speed...

Daryk

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Re: JagerMech JM7-S - *plink*
« Reply #4 on: 27 November 2022, 07:18:48 »
I went with a pair of Mediums for my version...  8)

Breetai

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Re: JagerMech JM7-S - *plink*
« Reply #5 on: 28 November 2022, 01:11:13 »
I went with a pair of Mediums for my version...  8)

11 tons of armour on a Jagermech?

HERESY.  :flame:

Elmoth

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Re: JagerMech JM7-S - *plink*
« Reply #6 on: 28 November 2022, 03:45:53 »
A good jagermech is not a jagermech. It is like an effective urbanmech. It breaks down the concept.

Having said that, 4 ac2 goes a long way to be an ASF nightmare. As he is going to engage at extreme ranges (by preference at least), you might consider sacrificing that LL or some armor (this is the way!) for a targeting computer.

Daryk

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Re: JagerMech JM7-S - *plink*
« Reply #7 on: 28 November 2022, 04:16:16 »
The LRM Jager is pretty good in my book...  8)

Elmoth

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Re: JagerMech JM7-S - *plink*
« Reply #8 on: 28 November 2022, 06:17:29 »
It should fail in protection or firepower. othwerwise it is not an jaggermech. In the same way that a fast urbie is not an urbie.

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #9 on: 29 November 2022, 07:54:17 »
4 AC/2s and 11 tons of armor is still silly enough for me at least! :D

Regarding Urbie speed I can accept 3/5 base ground speed at a stretch. Any other way of boosting movement is however fine IMHO. Who can’t love a movement profile of 2(3)/2(5)/3(5)? ;D

Dakkath

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Re: JagerMech JM7-S - *plink*
« Reply #10 on: 29 November 2022, 15:35:56 »
4 AC/2s and 11 tons of armor is still silly enough for me at least! :D

Regarding Urbie speed I can accept 3/5 base ground speed at a stretch. Any other way of boosting movement is however fine IMHO. Who can’t love a movement profile of 2(3)/2(5)/3(5)? ;D
The best urbie is the R96 with 2/2/3
Guns may be a right, but kneecaps are a privilege.

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #11 on: 29 November 2022, 17:47:54 »
The best urbie is the R96 with 2/2/3
That's because TPTB aren't crazy enough to canonize an Urbie with TSM, Supercharger, IJJs and Partial Wings... ;D

So how can you makes something new with the classic feel?

Marik Jagermech for killing things on the next mapsheet (Breetai; tell me if you want me to move it!):

Code: [Select]
Jagermech JM-8LG

Mass: 65 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: 11,903,375 C-Bills
Battle Value: 1,149

Chassis: Unknown Endo-Steel
Power Plant: Unknown 260 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    2  Light Gauss Rifles
    2  ER Medium Lasers
    2  LB 2-X ACs
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   104 points                3.50
    Internal Locations: 7 LT, 7 RT
Engine:             XL Fusion Engine             260                       7.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 104                  6.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     21           15       
                                 Center Torso (rear)                  5         
                                           L/R Torso     15           12       
                                    L/R Torso (rear)                  2         
                                             L/R Arm     10           12       
                                             L/R Leg     15           12       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              RT        5         1         1.00
ER Medium Laser                              LT        5         1         1.00
LB 2-X AC                                    RA        1         4         6.00
Light Gauss Rifle                            RA        1         5        12.00
LB 2-X AC                                    LA        1         4         6.00
Light Gauss Rifle                            LA        1         5        12.00
@LB 2-X (Cluster) (45)                       HD        -         1         1.00
@Light Gauss Rifle (16)                      CT        -         1         1.00
@Light Gauss Rifle (16)                      RA        -         1         1.00
@Light Gauss Rifle (16)                      LA        -         1         1.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 11
4          3       3       2       0      3     0   Structure:  3
Special Abilities: SRCH, ES, SEAL, SOA

And the really silly Urbie:
Code: [Select]
TurboUrbie UM-T66

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 3,662,425 C-Bills
Battle Value: 1,068

Chassis: Unknown Endo-Steel
Power Plant: Unknown 60 Fusion Engine
Walking Speed: 21.6 km/h (32.4 km/h)
Maximum Speed: 32.4 km/h (54.0 km/h)
Jump Jets: Unknown
    Jump Capacity: 90 meters (150 meters)
Armor: Unknown Hardened
Armament:
    2  ER Medium Lasers
    1  Small X-Pulse Laser
    1  Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    51 points                1.50
    Internal Locations: 7 LA, 7 RA
Engine:             Fusion Engine                 60                       1.50
    Walking MP: 2 (3)
    Running MP: 3 (5)
    Jumping MP: 3 (5) Improved
    Jump Jet Locations: 1 CT, 1 LL, 1 RL                                   3.00
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 2 LT, 3 RT, 2 LA, 1 RA
Gyro:               Compact                                                1.50
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
    TSM Locations: 6 LT
Armor:              Hardened                     AV -  96                 12.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     10           15       
                                 Center Torso (rear)                  5         
                                           L/R Torso     7            11       
                                    L/R Torso (rear)                  3         
                                             L/R Arm     5            10       
                                             L/R Leg     7            10       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Targeting Computer                           HD        -         1         1.00
Small Laser                                  CT        1         1         0.50
Supercharger                                 CT        -         1         0.50
Partial Wing                                 LT/RT     -         4/4       2.50
2 ER Medium Lasers                           RA        10        2         2.00
Small X-Pulse Laser                          LA        3         1         1.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 11
3/5j       2       2       0       0      1     0   Structure:  3
Special Abilities: TSM, ENE, SRCH, ES, SEAL, SOA

Daryk

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Re: JagerMech JM7-S - *plink*
« Reply #12 on: 29 November 2022, 19:12:59 »
The LGR/LB-2X combination is INSPIRED!  :thumbsup:

As for Urbies, I think the 3/5/3 path is FAR more efficient...  ^-^

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #13 on: 30 November 2022, 03:54:13 »
Arguably the really inspiring thing is the combination of 6.5 tons of armor and an XLFE... ::)

And 3/5/3 Urbie isn't silly enough! :crazy:

Elmoth

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Re: JagerMech JM7-S - *plink*
« Reply #14 on: 30 November 2022, 04:17:06 »
Make an urbie that is a sitting duck (1/2) but can actually FLY (wing, max improved jets...) That is silly.
Well, in fact it is a quasi-Spider, so not so silly anymore.

garhkal

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Re: JagerMech JM7-S - *plink*
« Reply #15 on: 30 November 2022, 16:11:28 »
I'd feel dirty if I designed a JagerMech that wasn't fundamentally suboptimal in at least one facet, but at least this way it's got more of a focus on staying as far away from the action as possible and sticking to its designated role.

I disagree.  Jager's imo would be MUCH better if they WERE designed with full armor..  The weaponry though can stay lackluster..

Quote
Having said that, 4 ac2 goes a long way to be an ASF nightmare. As he is going to engage at extreme ranges (by preference at least), you might consider sacrificing that LL or some armor (this is the way!) for a targeting computer.

I wonder if they were shifted to quad LB2x's, what would that change things to?  OR shifting to Ultra 2's?
It's not who you kill, but how they die!
You can't shoot what you can't see.
You can not dodge it if you don't know it's coming.

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #16 on: 30 November 2022, 16:53:03 »
I don't think anyone (except VTOL pilots) would complain too much if you brought a JM with three clantech LB2s in each arm... ;)

VanVelding

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Re: JagerMech JM7-S - *plink*
« Reply #17 on: 30 November 2022, 17:26:46 »
I'm all for the Jagermech committing to its role, but has anyone given thought to swapping the AC/5s for HVAC/2's instead? If you want to plink at range...
I also have a blog about gaming, comics, and news at vanvelding.blogspot.

Daryk

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Re: JagerMech JM7-S - *plink*
« Reply #18 on: 30 November 2022, 20:18:24 »
HVACs are only for people who don't object to killing themselves on a regular basis...  ::)

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #19 on: 01 December 2022, 03:54:59 »
If you want range you could just do a field refit of the original JM... Swap the ACs for a Thumper in each arm. Only one ton of ammo, mind you... :D

garhkal

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Re: JagerMech JM7-S - *plink*
« Reply #20 on: 01 December 2022, 16:27:45 »
Splash damage.  NICE.. :thumbsup:
It's not who you kill, but how they die!
You can't shoot what you can't see.
You can not dodge it if you don't know it's coming.

Sabelkatten

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Re: JagerMech JM7-S - *plink*
« Reply #21 on: 01 December 2022, 17:17:09 »
Staying ten mapsheets away from the enemy would make those six tons of armor less of a vulnerability too... ;)

Daryk

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Re: JagerMech JM7-S - *plink*
« Reply #22 on: 01 December 2022, 18:35:32 »
If you want range you could just do a field refit of the original JM... Swap the ACs for a Thumper in each arm. Only one ton of ammo, mind you... :D
That's what the Fast Reload quirk is FOR...  ^-^

Hellraiser

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Re: JagerMech JM7-S - *plink*
« Reply #23 on: 01 December 2022, 20:19:14 »
Interesting concept but I think I'd have just gone w/ Over/Under LL/AC2 to keep the art match & give it some dangerous medium range fire.

8 tons of Armor/Heatsinks goes a long way to making it functional.

PS.  The 7 Series is the 70 ton Jagers as far as naming goes.   This one could be 6P for "Plink" :)
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

garhkal

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Re: JagerMech JM7-S - *plink*
« Reply #24 on: 02 December 2022, 01:42:16 »
That's what the Fast Reload quirk is FOR...  ^-^

Well, i can do a 4/6 (xl engine) Jager, with two Thumper artillery pieces, 32 tons to play with, 30 tons for the 2 artillery, leaving 2 for ammo..  One ton each..
It's not who you kill, but how they die!
You can't shoot what you can't see.
You can not dodge it if you don't know it's coming.

Hellraiser

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Re: JagerMech JM7-S - *plink*
« Reply #25 on: 02 December 2022, 19:42:36 »
If you want range you could just do a field refit of the original JM... Swap the ACs for a Thumper in each arm. Only one ton of ammo, mind you... :D

I did that to a Partisan once in a campaign & proceeded to wreck hovers w/ spams of AE fire.
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