BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: Giovanni Blasini on 27 May 2021, 20:44:18
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Welcome, students, to the Engineering 201 class sequence, where we'll be studying 'Mech Engineering. Starting with ENG 201A, you'll be doing theoretical design work here in the classroom on Niops VII, but next semester, for ENG 201B, you'll be traveling to our Workshops on Niops V for ENG 201B, where we'll put those designs to the test and build actual 'Mechs.
[OOC: This is a design thread for Niops-based 'Mech designs. I've left the timeframe open, though obviously the most likely time when new 'Mechs designs would be considered would be in the 3150 era, where Niops has an impoverished industrial base compared to their Star League tech peak prior to the Jihad. Thread is open to anyone who wants to post a Niops-themed 'Mech design]
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OK, figured I'd get us started. Quirks are a carryover from the St. Florian in MegaMekLab, which I found funny. Even funnier, MegaMekLab let me choose Full Head Ejection on an environmentally-sealed IndustrialMech. I...don't know if it's supposed to do that or not. Note that's an expensive feature: without it, the cost of the HGN-366 is only 5,031,014 C-Bills, so as much as I like it, I'm tempted to drop it. Reinforced Legs also is hilarious on an IndustrialMech with jump jets that's derived a 'Mech known for DFAs. I don't think performing a DFA counts as a successful physical attack against your own 'Mech, but, hey, either way, half-damage!
Highlander HGN-366 MilitiaMech
Mass: 90 tons
Chassis: Industrial XT
Power Plant: GM 270 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: HildCo Model 10
Jump Capacity: 90 meters
Armor: Lang Heavy Industrial
Armament:
1 PPC
6 Small Laser
7 Medium Laser
Manufacturer: Niops Project Workshops/StarCorps
Primary Factory: Niops V
Communication System: Hector VII
Targeting & Tracking System: Starlight LX-1
Introduction Year: 3150
Tech Rating/Availability: D/X-X-X-D
Cost: 7,144,139 C-bills
Overview
Built in conjunction with StarCorps Industries of Son Hoa, the HGN-366 Highlander MilitiaMech builds off the proven chassis of the St. Florian FireMech, along with the remaining documentation and examples of Highlanders produced by the Niops Association prior to the Jihad, to produce a uniquely Niopian variant of the Highlander to serve in the Niops Association Militia.
Capabilities
Utilizing the industrial-grade Highlander skeleton of the St. Florian, the Highlander MilitiaMech is protected by the same 10.5 tons of heavy industrial armor as its FireMech progenitor. While this is notably less protection that the St. Florian's BattleMech ancestor the MilitiaMech resembles, it is still considered adaquate protection for the domestically-produced 'Mech, at least until the original BattleMech can be built again.
Like the St. Florian, the Highlander MilitiaMech devotes fully 10% of its mass to additional environmental sealing nearly akin to that of a true BattleMech. Because the MiltiaMech was meant to be a Highlander, Niopian engineers fitted three jump jets, giving the HGN-366 the 90-meter jump range of its BattleMech progenitor. Mechwarriors assigned to the MilitiaMech, however, are cautioned against using the "Highlander Burial", however, as the industrial skeleton of the HGN-366 is not as shockproof as that of the original BattleMech.
An unusual feature of the Highlander MilitiaMech is its full-head ejection system. Unable to fit an ejector seat in the 'Mech due to the environmental sealing of the chassis, Niopian engineers instead borrowed a page from more recent 'Mech designs and redesigned the neck assembly to jettison the entire head assembly. The system is expensive, however, costing over 25% the price of the MilitiaMech and, even with the assistance of StarCorps, has thus far proven to be of dubious reliability, and Niopian engineers have considered omitting it in final production versions of the HGN-366.
Armament on the HGN-366 both does and doesn't resemble other Highlanders. Niopian engineers chose to use common energy weapons in use throughout the Inner Sphere for more than half a millenia, ensuring common parts availability, as well as ease of production when compared to more advanced energy weapons. This also had the advantage of potentially reducing the number of production lines required, as the weapons used could be shared on future production of Black Knights, once a common Niopian BattleMech, or Spad aerospace fighters. Energy weapons would also reduce the logistical requirements of the new MilitiaMech, eliminiating ammunition requirements.
Like the HGN-733P or StarCorps' curent HGN-740 Highlander, the main weapon is an arm-mounted PPC. Niopan engineers chose not to retain the right hand actuator when mounting this weapon, ensuring that, at first glance, the MilitiaMech matches the BattleMech more closely in appearance. Reports that Niopian engineers simply could not come up with an engineering solution to do so have not been confirmed.
Like most variants of the Highlander, twin medium lasers are mounted in the right torso. Unlike most Highlander variants, a further five medium lasers are mounted in the left torso, in place of the LRM-20 rack of the original HGN-732. The HGN-366 also replaces the SRM-6 mounted in the original Highlander's left arm with six small lasers.
While the large array of energy weapons results in low logistical overhead, and the laser array especially is punishing in close combat, it comes with a significant heat penalty. Seven additional heat sinks, for a total of 19, were fitted to the HGN-366 to help with the heat burden, but mechwarriors can rapidly overburden their cooling systems.
Deployment
Deployment of domestically-produced examples of HGN-366 has, thus far, been limited. Most examples of the MilitiaMech in service today are instead FL-366 St. Florians that were purchased on the open market and refit using purchased weapons.
Highlander HGN-366 MilitiaMech
Type: Highlander
Technology Base: Inner Sphere (Advanced)
Tonnage: 90
Battle Value: 1,359
Equipment Mass
Internal Structure Industrial 18
Engine 270 Fusion 14.5
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sink 19 9
Gyro 3
Cockpit 3
Armor Factor (Heavy Industrial)168 10.5
Internal Armor
Structure Value
Head 3 9
Center Torso 29 24
Center Torso (rear) 15
R/L Torso 19 15
R/L Torso (rear) 15
R/L Arm 15 15
R/L Leg 19 15
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Heat Sink LL 1 - 1.0
Environmental Sealing HD/CT/RT/LT/RA/LA/RL/LL1/1/1/1/1/1/1/1 - 9.0
Jump Jet CT 1 - 2.0
5 Heat Sink RT 5 - 5.0
2 Medium Laser RT 2 3 2.0
Jump Jet RT 1 - 2.0
6 Small Laser LA 6 1 3.0
2 Heat Sink LT 2 - 2.0
5 Medium Laser LT 5 3 5.0
Jump Jet LT 1 - 2.0
Heat Sink RL 1 - 1.0
PPC RA 3 10 7.0
Features the following design quirks: Command 'Mech, Cowl, Reinforced Legs, Difficult Ejection
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This sounds like fun!
Well, seeing that Niops is a small periphery faction, I figured they might start small. For their first BattleMech, I was thinking of a 25-ton BattleMech, but beginning at a decidedly low technology level. Taking inspiration from piracy and anti-pirate efforts on the outskirts of humanity, I named the 'Mech the Broadside. The three designs are supposed to represent the evolution of this BattleMech, though the zero-gravity production facilities required for the Star League-tech alloys of the last one may be difficult to produce or source in the Periphery whether or not the planet has access to FTL communication. Perhaps the last one is still on the drawing board...
Broadside BR-0D-X
Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 1,480,104 C-Bills
Total Cost: 1,480,104 C-Bills
Battle Value: 420
Chassis: Unknown Standard
Power Plant: Unknown 125 I.C.E.
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Industrial
Armament:
2 Small X-Pulse Lasers
5 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 43 points 2.50
Engine: I.C.E. Engine 125 8.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 0 0.00
Gyro: Standard 2.00
Cockpit: Small 2.00
Power Amplifiers: 0.50
Actuators: L: SH+UA R: SH+UA
Armor: Industrial AV - 58 5.50
Internal Armor
Structure Factor
Head 3 7
Center Torso 8 10
Center Torso (rear) 3
L/R Torso 6 7
L/R Torso (rear) 2
L/R Arm 4 4
L/R Leg 6 6
================================================================================
Equipment Location Heat Critical Mass
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Rocket Launcher 10 CT 3 1 0.50
Rocket Launcher 10 RT 3 1 0.50
Rocket Launcher 10 LT 3 1 0.50
Small X-Pulse Laser RA 3 1 1.00
Rocket Launcher 10 RA 3 1 0.50
Small X-Pulse Laser LA 3 1 1.00
Rocket Launcher 10 LA 3 1 0.50
Free Critical Slots: 45
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 4
5 0 0 0 0 1 1 Structure: 2
Special Abilities: SRCH, EE, ES, SEAL, SOA
Broadside BR-1N
Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 1,976,042 C-Bills
Total Cost: 2,006,042 C-Bills
Battle Value: 658
Chassis: Unknown Standard
Power Plant: Unknown 125 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
2 ER Medium Lasers
2 LRM-5s
2 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 43 points 2.50
Engine: Fusion Engine 125 4.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 HD, 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 58 4.00
Internal Armor
Structure Factor
Head 3 7
Center Torso 8 10
Center Torso (rear) 3
L/R Torso 6 7
L/R Torso (rear) 2
L/R Arm 4 4
L/R Leg 6 6
================================================================================
Equipment Location Heat Critical Mass
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LRM-5 RT 2 1 2.00
LRM-5 LT 2 1 2.00
Rocket Launcher 10 RA 3 1 0.50
ER Medium Laser RA 5 1 1.00
Rocket Launcher 10 LA 3 1 0.50
ER Medium Laser LA 5 1 1.00
@LRM-5 (24) CT - 1 1.00
Free Critical Slots: 35
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 7
5j 1 2 1 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA
Broadside BR-3N
Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 2,271,875 C-Bills
Total Cost: 2,301,875 C-Bills
Battle Value: 714
Chassis: Unknown Endo-Steel
Power Plant: Unknown 150 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
2 ER Medium Lasers
2 LRM-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 1 HD, 1 CT, 4 LT, 4 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: Fusion Engine 150 5.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT 3.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LA, 2 RA
Gyro: Standard 2.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 58 3.50
Armor Locations: 1 HD, 1 CT, 2 LT, 4 RT, 2 LA, 2 RA, 1 LL, 1 RL
CASE Locations: 1 LT 0.50
Internal Armor
Structure Factor
Head 3 7
Center Torso 8 10
Center Torso (rear) 3
L/R Torso 6 7
L/R Torso (rear) 2
L/R Arm 4 4
L/R Leg 6 6
================================================================================
Equipment Location Heat Critical Mass
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LRM-5 RT 2 1 2.00
LRM-5 LT 2 1 2.00
ER Medium Laser RA 5 1 1.00
ER Medium Laser LA 5 1 1.00
@LRM-5 (24) LT - 1 1.00
Free Critical Slots: 0
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 7
6j 2 2 1 0 1 0 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
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It's been a long, long time since I cooked up a full design, and my first attempt with MegaMekLab, so bear with me.
PRC-1 Proctor
Mass: 25 tons
Chassis: Niops University ENG201A-3151
Power Plant: Niops University F-150
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: HildCo 10
Jump Capacity: 180 meters
Armor: Niops University MatSci 401-X
Armament:
2 Rocket Launcher 15
2 ER Medium Laser
Manufacturer: Niops Association Militia
Primary Factory: Project Workshop 6
Communication System: Dalben Comline
Targeting & Tracking System: Starlight Seeker LX-4K
Introduction Year: 3151
Tech Rating/Availability: E/X-X-X-X
Cost: 2,498,750 C-bills
Overview
Based upon specifications for the LDT-1 Brigand that were acquired under dubious circumstances by the Niops Intelligence Directorate, the PRC-1 Proctor is a first attempt at providing the Niops Assocation Militia with a home-grown light 'Mech option.
Capabilities
Using a reverse engineered 150 rating fusion engine (likely acquired at the same time as the production schematics for the Brigand), electronics equipment and double heat sinks from the recent strategic partnership with StarCorps' Son Hoa facility and prototype Ferro-Fibrous armor developed by one of Niops University's advanced Materials Science sections, the Proctor combines traditional Niops expertise with optics in the form of extended range medium lasers with the brutal efficiency of the Marian Hegemony's rocket launchers. This combination of armaments allows for the Proctor to engage at range before delivering a single effective "in your face" blow to a target, then blasting back to range with its HildCo 10 jump jets.
Deployment
With only two units complete at the time of publication, the Proctor is still in the evaluation stage. Both 'mechs remain stationed on Niops V, as much to keep them near to the Project Workshops as they are put through their paces as to bolster the NAM defense of these most critical facilities. Once more units have been delivered the NAM plans to shuffle existing units around to have one full PRC lance per company, believing that the high mobility combined with the potential for a devastating "swarm" attack will allow the design to punch above its weight.
History
The first unit delivered, nick-named "Karen" by the NAM, has had mulitiple teething issues requiring in-field modifications and two on-site trips by current ENG 201 students to address concerns. Fortunately, the second unit - produced during the next semester - seems to have been mostly free of issues.
Variants
One proposed variant to the Proctor would remove the rocket launchers to provide space for a recon camera and target acquisition gear to convert it into a spotter for the still on the drawing board Provost heavy 'Mech.
Type: PRC-1 Proctor
Technology Base: Inner Sphere (Standard)
Tonnage: 25
Battle Value: 758
Equipment Mass
Internal Structure 2.5
Engine 150 Fusion 5.5
Walking MP: 6
Running MP: 9
Jumping MP: 6
Double Heat Sink 10 [20] 0
Gyro 2
Cockpit 3
Armor Factor (Ferro Prototype)89 5
Internal Armor
Structure Value
Head 3 9
Center Torso 8 12
Center Torso (rear) 4
R/L Torso 6 9
R/L Torso (rear) 3
R/L Arm 4 8
R/L Leg 6 12
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
Rocket Launcher 15 RT 2 4 1.0
Jump Jet RT 1 - 0.5
Double Heat Sink RT 3 - 1.0
Double Heat Sink LA 3 - 1.0
ER Medium Laser LA 1 5 1.0
Rocket Launcher 15 LT 2 4 1.0
Jump Jet LT 1 - 0.5
Double Heat Sink LT 3 - 1.0
2 Jump Jet RL 2 - 1.0
Double Heat Sink RA 3 - 1.0
ER Medium Laser RA 1 5 1.0
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Not to be outdone by the students in ENG201A, ENG201B's students decided to attempt to construct an OmniMech. lacking the ability to construct Fusion Engines at this point, the students built their 20-ton Omni around a 120-rated I.C.E. Also looking for durability and quick reconfiguration, the students fixed C.A.S.E. in the Right Torso.
Since ICE engines do not come with internal heat sinks and require power amplifiers, the decision was made early that the configurations would revolve around standard Machine Guns, and a fixed 1/2-ton ammo bin was put in the torso with CASE. However, later configurations got around the heat and power requirements by installing amplifiers and heat sinks. These configurations still mount the integral CASE and ammunition, as there were too many other glitches with their project to go back and correct this flaw.
Gunner GN-NO
Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 1,597,500 C-Bills
Total Cost: 1,598,000 C-Bills
Battle Value: 202
Chassis: Unknown Composite Structure
Power Plant: Unknown 120 I.C.E.
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Industrial w/ CASE
Armament:
2.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Composite Structure 33 points 1.00
Engine: I.C.E. Engine 120 8.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 0 0.00
Gyro: Standard 2.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Industrial AV - 42 4.00
CASE Locations: 1 RT 0.50
Internal Armor
Structure Factor
Head 3 6
Center Torso 6 6
Center Torso (rear) 2
L/R Torso 5 5
L/R Torso (rear) 2
L/R Arm 3 3
L/R Leg 4 4
================================================================================
Equipment Location Heat Critical Mass
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@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 2
6 0 0 0 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, ENE, SRCH, EE, ES, SEAL, SOA
================================================================================
Loadout Name: Prime Cost: 1,632,875
Tech Rating/Era Availability: E/X-X-E-D BV2: 215
Equipment Type Rating Mass
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Heat Sinks: Single Heat Sink 1 1.00
CASE Locations: 1 RT 0.50
Power Amplifiers: 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Small Laser RT 1 1 0.50
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 48
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 2
6 1 0 0 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, ENE, SRCH, EE, ES, SEAL, SOA
================================================================================
Loadout Name: A Cost: 1,622,375
Tech Rating/Era Availability: E/X-X-F-F BV2: 237
Equipment Type Rating Mass
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CASE Locations: 1 RT 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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MG Array (3 MG) RT - 1 0.50
3 Machine Guns RT 0 3 1.50
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 46
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 2
6 1 0 0 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, SRCH, EE, ES, SEAL, SOA
================================================================================
Loadout Name: B Cost: 1,655,000
Tech Rating/Era Availability: E/X-X-E-D BV2: 210
Equipment Type Rating Mass
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Heat Sinks: Single Heat Sink 1 1.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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MML-3 (iOS) RT 2 2 1.00
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 47
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 2
6 1 1 1 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, SRCH, EE, ES, SEAL, SOA
================================================================================
Loadout Name: C Cost: 1,905,500
Tech Rating/Era Availability: E/X-X-E-D BV2: 221
Equipment Type Rating Mass
--------------------------------------------------------------------------------
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Beagle Active Probe RT 0 2 1.50
Machine Gun RT 0 1 0.50
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 47
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 2
6 1 0 0 0 1 0 Structure: 1
Special Abilities: OMNI, PRB, RCN, CASE, SRCH, EE, ES, SEAL, SOA
================================================================================
Loadout Name: D Cost: 1,628,000
Tech Rating/Era Availability: E/X-X-E-D BV2: 230
Equipment Type Rating Mass
--------------------------------------------------------------------------------
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Machine Guns HD 0 2 1.00
2 Machine Guns CT 0 2 1.00
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 46
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 2
6 1 0 0 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, SRCH, EE, ES, SEAL, SOA
================================================================================
Loadout Name: E Cost: 1,646,000
Tech Rating/Era Availability: E/X-X-E-D BV2: 253
Equipment Type Rating Mass
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Heat Sinks: Single Heat Sink 1 1.00
CASE Locations: 1 RT 0.50
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Rocket Launcher 10 RA 3 1 0.50
Rocket Launcher 10 LA 3 1 0.50
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 47
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 3
6 1 1 1 0 1 0 Structure: 1
Special Abilities: OMNI, CASE, SRCH, EE, ES, SEAL, SOA
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why not fuel cell?
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why not fuel cell?
Actually, as a BattleMech, and not an IndustrialMech, wouldn't it also generate heat with movement?
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Fun threat tagged
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Based on the same engine as the Highlander militia mech, the Phoenix Hawk militia mech aims to provide a solid enough medium option with the NIOS means:
Phoenix Hawk PXH-10I
Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped IndustrialMech
Rules Level: Era Specific
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3150
Dry Cost: 5,033,729 C-Bills
Total Cost: 5,033,979 C-Bills
Battle Value: 805
Chassis: Unknown Industrial
Power Plant: Unknown 270 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
1 Light PPC
1 Medium Laser
2 Light Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Industrial 75 points 9.00
Engine: Fusion Engine 270 14.50
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT 3.00
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Industrial w/ Adv. Fire Control w/ Full Head Ejection System 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 112 7.00
Internal Armor
Structure Factor
Head 3 6
Center Torso 14 18
Center Torso (rear) 4
L/R Torso 11 15
L/R Torso (rear) 4
L/R Arm 7 10
L/R Leg 11 13
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC RA 5 2 3.00
Light Machine Gun RA 0 1 0.50
Medium Laser LA 3 1 1.00
Light Machine Gun LA 0 1 0.50
@LMG (1/2) (100) CT - 1 0.50
Free Critical Slots: 35
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 8
6j 2 2 1 0 2 0 Structure: 4
Special Abilities: SRCH
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why not fuel cell?
No reason except how many ICE BattleMechs are there? And what’s more fun in concept than a giant robot with a tailpipe lol.
Actually, as a BattleMech, and not an IndustrialMech, wouldn't it also generate heat with movement?
I thought it was engine type that determined heat and movement heat, but probably not now that I think about it - fusion engines in CVs don’t generate heat. Still, heat build up causing the MG Ammo to cook off would be a fun oversight for the ENG201B students. I’ll check the rules.
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An industrial Phoenix Hawk? That's pretty neat.
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...
I thought it was engine type that determined heat and movement heat, but probably not now that I think about it - fusion engines in CVs don’t generate heat. Still, heat build up causing the MG Ammo to cook off would be a fun oversight for the ENG201B students. I’ll check the rules.
I just checked, and I could not find this. On related matters, TW, p. 158, says ICE-powered IndustrialMechs build up no movement heat due to their unique construction, and TW, p. 126, says for damage to ICEs, BattleMechs and IndustrialMechs are treated the same.
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I'm so, so sorry.
XLS-99 Excelsior Prime
Mass: 15 tons
Chassis: N7 Heavy Industries Excelsior Ultralight
Power Plant: SeaFox Tiburon 300
Cruising Speed: 216 kph
Maximum Speed: 432 kph
Jump Jets: HildCo Model 10
Jump Capacity: 120 meters
Armor: N7 Heavy Industries Standard Scale
Armament:
Manufacturer: N7 Heavy Industries
Primary Factory: N7 Foundry, Niops V
Communication System: Orguss SquawkTalk Mk V
Targeting & Tracking System: CivNet SmartTraffic
Introduction Year: 3131
Tech Rating/Availability: F/X-X-X-E
Cost: 8,980,810 C-bills
Overview
"This 'mech, while certainly imaginative, has no practial application and makes use of materials and components that render it wholly unsuitable for real-world development. You're a gifted engineer when you limit yourself to practical designs. But this... thing is NOT what ENG 201A is about." - Professor Miles Venture, Niops University, ENG 201A - Theoretical 'Mech Design, Spring Semester, 3130
History
Twenty years before the Niops government reinstated the Project Workshops, graduate students at Niops University were competing to produce "extreme" designs beyond the scope of ENG 201A. Most never saw the light of day. Most weren't the brainchild of the heir to a mercenary unit and armaments industry.
Capabilities
It moves fast. Like, really fast. In addition to its normal crusing speed of 216kph, the Excelsior can trigger a massive burst of speed with its Myomer Accelerator Signal Circuitry.
The Excelsior doesn't do anything else, though. Sporting just enough armor to cover its frame and carrying no weapons at all, the Excelsior could function as a very fast scout, but its civilian grade targeting and tracking systems would make it a difficult fit in a military network.
Deployment
Completed in the summer of 3131, Excelsior is a staple of the annual N7 Heavy Industries celebrations on Founders' Day. During the rest of the year, the 'mech is prominently displayed in the N7 corporate headquarters at Chapterhouse on Niops V.
Type: XLS-99 Excelsior
Technology Base: Inner Sphere (Experimental)
Tonnage: 15
Battle Value: 171
Equipment Mass
Internal Structure Composite 1
Engine 300 XXL 6.5
Walking MP: 20
Running MP: 30(40)
Jumping MP: 4
Heat Sink 10 0
XL Gyro 1.5
Small Cockpit 2
Armor Factor 16 1
Internal Armor
Structure Value
Head 3 9
Center Torso 5 1
Center Torso (rear) 0
R/L Torso 4 3
R/L Torso (rear) 0
R/L Arm 2 0
R/L Leg 3 0
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
MASC LT 1 - 1.0
2 Jump Jet RL 2 - 1.0
-
Excelsior would be good for a racing circuit.. until it missed a turn and ripped itself apart in the following collision
-
Holy crap. I kinda want art and a mini.
-
So I was working on a Niopian take on the UrbanMech LAM only to encounter and reacquaint myself with the rule that technically it needs to have lower arm actuators to convert. Need to think about this.
-
OK, as mentioned in this post (https://bg.battletech.com/forums/battlemechs/militia-mech-mayhem/msg1729908/#msg1729908), this is the kind of madness that I could see a couple Niopian engineers coming up with if they could get access to the hardware to do it. Note the LAC/5 version is in the other thread.
UrbanMech UM-238 MilitiaMech
Mass: 30 tons
Chassis: Industrial Industrial Biped
Power Plant: 90 Fission
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Standard
Jump Capacity: 90 meters
Armor: Standard
Armament:
1 Light PPC
1 Small Laser
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: 1,408,519 C-bills
Type: UrbanMech
Technology Base: Inner Sphere (Standard)
Tonnage: 30
Battle Value: 566
Equipment Mass
Internal Structure Industrial 6
Engine 90 Fission 5.5
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sink 7 2
Gyro 1
Cockpit 3
Armor Factor 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 10 11
Center Torso (rear) 8
R/L Torso 7 8
R/L Torso (rear) 4
R/L Arm 5 10
R/L Leg 7 12
Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm
Weapons
and Ammo Location Critical Heat Tonnage
2 Heat Sink LL 2 - 2.0
Jump Jet CT 1 - 0.5
Jump Jet RT 1 - 0.5
Small Laser LA 1 1 0.5
Jump Jet LT 1 - 0.5
2 Heat Sink RL 2 - 2.0
Ejection Seat HD 1 - 0.5
Medium Laser RA 1 3 1.0
Light PPC RA 2 5 3.0
Features the following design quirks: Extended Torso Twist, Narrow/Low Profile, No/Minimal Arms
-
Holy crap. I kinda want art and a mini.
PLOG works for VERY reasonable rates... ^-^
-
The Uhlan is based on a slightly modified version of the Star League-era Hussar's chassis, but features the much smaller GM 150 engine from the Commando, which cuts the top speed by nearly half. While this is not ideal, the Uhlan does benefit from the addition of five Rawlings 45 jump jets to increase battlefield mobility. Weaponry consists primarily of an energy-based layout with a pair of light PPCs and an ER medium laser. The secondary weapons are a quartet of ten-tube rocket launchers based on Marian Hegemony technology but featuring Niops-designed 90mm rockets. The medium laser comes from an outside source in the Duchy of Anduries while the Light PPC is sourced locally and are mostly handmade. Armor consists of five tons of Riese Reliable standard armor, which is more than triple the original Hussar's protection.
Uhlan HSR-150-NA
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 2,621,840 C-Bills
Total Cost: 2,621,840 C-Bills
Battle Value: 977
Chassis: Benztrov 40M Standard
Power Plant: General Motors 150 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Rawlings 45
Jump Capacity: 150 meters
Armor: Riese Reliable Standard Armor
Armament:
2 Niops WS VI Type 35 Light PPCs
1 Magna Mk VI ER Medium Laser
4 Niops WS VI FFAR35 Rocket Launcher 10s
Manufacturer: NiopsProject Workshop VI
Primary Factory: Niops VII
Communications System: Garret T10B
Targeting and Tracking System: Dynatec 990
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.00
Engine: Fusion Engine 150 5.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 80 5.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 12
Center Torso (rear) 3
L/R Torso 7 10
L/R Torso (rear) 2
L/R Arm 5 7
L/R Leg 7 9
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser CT 5 1 1.00
Light PPC RT 5 2 3.00
Rocket Launcher 10 RT 3 1 0.50
Light PPC LT 5 2 3.00
Rocket Launcher 10 LT 3 1 0.50
Rocket Launcher 10 RA 3 1 0.50
Rocket Launcher 10 LA 3 1 0.50
Free Critical Slots: 21
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 10
5j 2 2 2 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA
A variant removes the Light PPCs and a pair of RL10s for a pair of medium pulse lasers and a brace of RL20s which are mounted in the side torsos.
Uhlan HSR-151-NA
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-D-D
Production Year: 3132
Dry Cost: 2,465,840 C-Bills
Total Cost: 2,465,840 C-Bills
Battle Value: 858
Chassis: Benztrov 40 Standard
Power Plant: General Motors 150 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Rawlings 45
Jump Capacity: 150 meters
Armor: Riese Reliable Standard Armor
Armament:
1 Magna Mk VI ER Medium Laser
2 Niops WS VI Type 26 Medium Pulse Lasers
2 Niops WS VI FFAR55 Rocket Launcher 20s
2 Niops WS VI FFAR35 Rocket Launcher 10s
Manufacturer: NiopsProject Workshop VI
Primary Factory: Niops VII
Communications System: Garret T10B
Targeting and Tracking System: Dynatec 990
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.00
Engine: Fusion Engine 150 5.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 80 5.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 10 12
Center Torso (rear) 3
L/R Torso 7 10
L/R Torso (rear) 2
L/R Arm 5 7
L/R Leg 7 9
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Medium Laser CT 5 1 1.00
Medium Pulse Laser RT 4 1 2.00
Rocket Launcher 20 RT 5 3 1.50
Medium Pulse Laser LT 4 1 2.00
Rocket Launcher 20 LT 5 3 1.50
Rocket Launcher 10 RA 3 1 0.50
Rocket Launcher 10 LA 3 1 0.50
Free Critical Slots: 19
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
5j 3 3 1 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA
-
PLOG works for VERY reasonable rates... ^-^
I had never considered that. Now I'm kind of tempted...
When I was building it out I very much had something like EVA Unit 00 in mind. Thin, lanky, running shoe style feet. I was torn on the shoulder fins, though. One the one hand they're kind of pointless. On the other, they're very much the kind of "rule of cool" feature the designers would add. ;D
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Every school, even Niops University, needs funding. One way of raising funds for schools is to sell a product. Instead of candy or magazine subscriptions, the engineering faculty in cooperation with the agricultural and technical department developed the Oliphaunt. Envisioned as a "tank with legs" the Oliphaunt is a cheap to produce armed militia mech meant to be sold to developing periphery worlds in need of military grade equipment. The main armament is an auto cannon mounted in a turret with a coaxial machine gun. A second machine gun along with a SRM rack are mounted in the hull for up close fighting. An ejection seat has been installed to protect the pilots in the unlikely event of an ammo or engine explosion. The Oliphaunt was built without environmental sealing, to allow the ICE power plant to "breathe" and operate more efficiently. A gas mask is recommended for pilots using tear gas rounds for crowd control.
EDIT: In my original post, I had forgot to designate which weapons were allocated to the turret. So the design had a turret weighing zero tons with no weapons mounted. This has been corrected.
Oliphaunt OT-1
Mass: 90 tons
Tech Base: Inner Sphere
Chassis Config: Quad IndustrialMech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: D/D-E-F-A
Production Year: 3132
Cost: 2,953,475 C-Bills
Battle Value: 923
Chassis: Stegodon Mk I Industrial
Power Plant: Mastodon 270 I.C.E.
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Mammoth Industrial
Armament:
1 Armstrong J11 Autocannon/5
1 Harpoon-6 SRM-6
2 M100 Machine Guns
Manufacturer: Niops University A&T
Primary Factory: Niops
Communications System: Holocene Mk II
Targeting and Tracking System: Pliocene Mk III
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Industrial 146 points 18.00
Engine: I.C.E. Engine 270 29.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 4 4.00
Gyro: Standard 3.00
Cockpit: Industrial w/ Adv. Fire Control 3.00
Ejection Seat: 0.50
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Industrial AV - 182 17.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 29 26
Center Torso (rear) 7
L/R Torso 19 24
L/R Torso (rear) 6
L/R Front Leg 19 20
L/R Rear Leg 19 20
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Machine Gun RT 0 1 0.50
SRM-6 RT 4 2 3.00
(T) Autocannon/5 LT 1 4 8.00
(T) Machine Gun LT 0 1 0.50
@SRM-6 (15) RT - 1 1.00
@AC/5 (20) LT - 1 1.00
@MG (1/2) (100) CT - 1 0.50
Quad Mech Turret LT - 1 1.00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 9
3 2 2 1 0 4 0 Structure: 7
Special Abilities: SRCH, EE, ES
-
to be on the safe side, why don't go with a classic like the Marauder but with a simple modification that makes it much better in battle.
Marauder MAD-3S is MAD-3D with the Large Laser replaced by 5 Medium Lasers for a better balance between long and short range damage. It can fire the PPCs for many turns without excessive heat or alternate to the Medium Laser for massive damage at short range. It is the ultimate Laser bot.
Type/Model: Marauder MAD-3S
Mass: 75 tons
Int.Struct.: 114 pts Standard
Engine: 300 Fusion
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 20 Single
Heatsink Location: 2 CT,2 LL,2 LT,2 RL
Armor Factor: 184 pts Standard
Location Internal Struture Armor Value
Head 3 9
Center Torso 23 35
Center Torso Rear 10
Left Torso 16 17
Left Torso Rear 8
Right Torso 16 17
Right Torso Rear 8
Left Arm 12 22
Right Arm 12 22
Left Leg 16 18
Right Leg 16 18
Weapons & Equipment Loc Heat Ammo Crits Mass
1 Medium Laser LA 3 1 1
1 PPC LA 10 3 7
1 Medium Laser RA 3 1 1
1 PPC RA 10 3 7
5 Medium Laser RT 15 5 5
TOTALS: 41 13 21
Calculated Factors:
Total Cost: 6`720`000 C-Bills
Battle Value 1: 1152
Battle Value 2: 1512
Cost/BV: 4444 C-Bill/BV
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I had never considered that. Now I'm kind of tempted...
*snip*
You totally should be! I've posted all the work he did for me. The Hobgoblin thread is noted as such in my index, but I should probably also make a note about the Mark VII he drew for me... 8)
-
I would suggest some 5/8 60-tonners. Ostrocs and Ostsols.
-
OK, as talked about in the Niops thread on the Periphery board, one possible source for tooling for 'Mech production Niops might be able to look to is the Magistracy, which shut down production of the WSP-1 and SHD-1R primitive 'Mechs in favor of advanced tech versions of each 'Mech.
That's not to say, though, that you can't apply some upgrades to a primitive 'Mech, though.
OK, so, for starters, drop the AC/5 and replace with a light PPC. Same damage, same range, no ammo dependency. There should be plenty of sources of LPPCs around by 3150, as they're used on multiple 20-ton bug 'Mech designs among other things.
Next, swap the medium laser for an extended-range version. Slightly better range curve, though heat is slightly higher, too. And, hey, Niops does astronomy research, right? Good optics shouldn't be a problem.
Now, you've actually freed up six tons of payload replacing the AC/5. To add to the versatility of the design, fit an MML-5 launcher on the shoulder like the 2H's LRM-5 rack. A ton of LRM ammo gives you another standoff weapon to pair with your LPPC, allowing you to fire both and stay heat neutral. Up close, a ton of SRM ammo gives you a solid short-range weapon to pair with your ERML, and a bit of a critseeker or, in a pinch, even an anti-infantry weapon. On those occasions where you need to press your heat, you can fire all three weapons and go 3 heat over before movement is factored in, which isn't too bad, really. No, you're not going to be forcing PSRs on your own, but you weren't going to with an SHD-1R, or even SHD-2H, either.
So, you've still got one ton left. Add a fourth jump jet in the center torso, with 2 CT, and one each side torso. The remaining half-ton goes into your right torso as CASE, protecting the two tons of ammo there: if you have to lose a side torso, I'd rather lose the one where you're left with the LPPC, which has an 18-hex range, and at least some chance of hitting in close, rather than be left with just the ERML, where you're not hitting anything past 12 hexes.
Shadow Hawk SHD-1H
Mass: 50 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Primitive
Armament:
1 MML 5
1 ER Medium Laser
1 Light PPC
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-X
Cost: 3,855,000 C-bills
Type: Shadow Hawk
Technology Base: Inner Sphere (Advanced)
Tonnage: 50
Battle Value: 981
Equipment Mass
Internal Structure 5
Engine 240 Fusion 11.5
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sink 10 0
Gyro 3
Primitive Cockpit 5
Armor Factor (Primitive) 150 14
Internal Armor
Structure Value
Head 3 9
Center Torso 16 22
Center Torso (rear) 7
R/L Torso 12 18
R/L Torso (rear) 6
R/L Arm 8 16
R/L Leg 12 16
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Heat Sink LL 1 - 1.0
2 Jump Jet CT 2 - 1.0
MML 5 SRM Ammo (20) RT 1 - 1.0
Jump Jet RT 1 - 0.5
CASE RT 1 - 0.5
MML 5 RT 3 3 3.0
MML 5 LRM Ammo (24) RT 1 - 1.0
Jump Jet LT 1 - 0.5
Light PPC LT 2 5 3.0
ER Medium Laser RA 1 5 1.0
Features the following design quirks: Battle Fists (LA), Battle Fists (RA), Improved Life Support, Rugged (1 Point)
-
WSP-1 variants are a bit harder, because you're a 20-ton 'Mech and primitive tech is very limiting. The obvious answer is just to swap the ML for an ERML:
Wasp WSP-1N
Mass: 20 tons
Chassis: Standard Biped
Power Plant: 120 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Primitive
Armament:
1 ER Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-F
Cost: 1,220,520 C-bills
Type: Wasp
Technology Base: Inner Sphere (Advanced)
Tonnage: 20
Battle Value: 342
Equipment Mass
Internal Structure 2
Engine 120 Fusion 4
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sink 10 0
Gyro 2
Primitive Cockpit 5
Armor Factor (Primitive) 37 3.5
Internal Armor
Structure Value
Head 3 4
Center Torso 6 6
Center Torso (rear) 3
R/L Torso 5 4
R/L Torso (rear) 2
R/L Arm 3 3
R/L Leg 4 3
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Jump Jet LL 1 - 0.5
Jump Jet CT 1 - 0.5
3 Heat Sink RT 3 - 3.0
Jump Jet RT 1 - 0.5
3 Heat Sink LT 3 - 3.0
Jump Jet LT 1 - 0.5
Jump Jet RL 1 - 0.5
ER Medium Laser RA 1 5 1.0
Features the following design quirks: Easy to Maintain, Extended Torso Twist, Ubiquitous (Inner Sphere), Ubiquitous (Clans)
On the other hand, another idea is swapping the armor for commercial armor, since your armor's so thin anyway that criticals hits from larger weapons are a problem anyway. MegaMekLab wanted to argue with me on the point, refusing to consider commercial armor on a primitive 'Mech valid, even with the Mixed IS tech base.
Wasp WSP-1Nc
Mass: 20 tons
Chassis: Standard Biped
Power Plant: 120 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Commercial
Armament:
1 ER Medium Laser
1 Rocket Launcher 10
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-F
Cost: 1,238,520 C-bills
Type: Wasp
Technology Base: Mixed (Advanced)
Tonnage: 20
Battle Value: 351
Equipment Mass
Internal Structure 2
Engine 120 Fusion 4
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sink 10 0
Gyro 2
Primitive Cockpit 5
Armor Factor (Commercial) 60 2.5
Internal Armor
Structure Value
Head 3 8
Center Torso 6 8
Center Torso (rear) 4
R/L Torso 5 6
R/L Torso (rear) 2
R/L Arm 3 5
R/L Leg 4 7
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Jump Jet LL 1 - 0.5
Jump Jet CT 1 - 0.5
3 Heat Sink RT 3 - 3.0
Jump Jet RT 1 - 0.5
3 Heat Sink LT 3 - 3.0
Jump Jet LT 1 - 0.5
Rocket Launcher 10 LT 1 3 0.5
Jump Jet RL 1 - 0.5
Recon Camera HD 1 - 0.5
ER Medium Laser RA 1 5 1.0
Features the following design quirks: Easy to Maintain, Extended Torso Twist, Ubiquitous (Inner Sphere), Ubiquitous (Clans)
Of course, another option is just to build it on as a Standard-tech IndustrialMech, too:
Wasp WSP-MM MilitiaMech
Mass: 20 tons
Chassis: Industrial Industrial Biped
Power Plant: 100 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Commercial
Armament:
1 ER Medium Laser
1 Rocket Launcher 10
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,060,010 C-bills
Type: Wasp
Technology Base: Inner Sphere (Standard)
Tonnage: 20
Battle Value: 319
Equipment Mass
Internal Structure Industrial 4
Engine 100 Fusion 3
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sink 10 0
Gyro 1
Cockpit 3
Armor Factor (Commercial) 60 2.5
Internal Armor
Structure Value
Head 3 8
Center Torso 6 7
Center Torso (rear) 3
R/L Torso 5 7
R/L Torso (rear) 2
R/L Arm 3 5
R/L Leg 4 7
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Jump Jet LL 1 - 0.5
Jump Jet CT 1 - 0.5
3 Heat Sink RT 3 - 3.0
Jump Jet RT 1 - 0.5
Recon Camera RT 1 - 0.5
3 Heat Sink LT 3 - 3.0
Jump Jet LT 1 - 0.5
Rocket Launcher 10 LT 1 3 0.5
Jump Jet RL 1 - 0.5
Environmental Sealing HD/CT/RT/LT/RA/LA/RL/LL1/1/1/1/1/1/1/1 - 2.0
ER Medium Laser RA 1 5 1.0
Features the following design quirks: Easy to Maintain, Extended Torso Twist, Ubiquitous (Inner Sphere), Ubiquitous (Clans)
-
That SHD-1H could get lucky with 5 SRMs, LPPC and ER Medium for 20 points... ^-^
-
Crap, you’re right. It’s highly unlikely, but theoretically possible, which does put it ahead of the SHD-2H, though it needs to overheat to do it.
-
That's not a bug, it's a feature! :D
-
if you are using ERMLs, LPPCs, and MMLs, wouldn't it be easy enough to obtain DHS as well?
and yeah, MegaMeklab's inability to allow mixed primitive and standard components is annoying. it actually makes it hard to replicate some official retrotech designs.
-
if you are using ERMLs, LPPCs, and MMLs, wouldn't it be easy enough to obtain DHS as well?
and yeah, MegaMeklab's inability to allow mixed primitive and standard components is annoying. it actually makes it hard to replicate some official retrotech designs.
Maybe? It's not just getting double heat sinks, but getting engines capable of handling those double heat sinks as well. StarCorps on Son Hoa introduced an entire IndustrialMech around the SHS-equipped 270 standard fusion engine after they upgraded their Highlander production line to the DHS-equipped 270 standard fusion. I've no idea how hard it would be to retrofit double heat sinks on a Primitive.
-
I believe heat sink swaps are B level refits these days. I could be wrong...
-
... can primitive engines even use DHS?
now i'm not sure.
i guess it makes sense that you'd try to minimize structural changes too.
hmm.. now i'm wondering what you could do with the primitive Archer, assuming they found enough tooling at that old RWR site to build them.
-
... can primitive engines even use DHS?
now i'm not sure.
i guess it makes sense that you'd try to minimize structural changes too.
hmm.. now i'm wondering what you could do with the primitive Archer, assuming they found enough tooling at that old RWR site to build them.
MegaMekLab 0.49.0 won't even present the option for me to do so, even under Mixed Inner Sphere in 3150.
-
so for the archer i set a couple limits on myself..
to stick to what MegaMekLab allows (self obvious why)
to stick to weapons already in use with the other upgraded primitives posted by Giovanni Blasini (to reflect the idea they are trying to minimize the amount of purchases and logistical ties)
and to limit the number of additional systems they'd have to obtain.
Archer ARC-1NM
Mass: 70 tons
Chassis: Standard Biped
Power Plant: 255 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Primitive
Armament:
2 MML 5
1 Light PPC
2 ER Medium Laser
2 Machine Gun
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-X
Cost: 6,104,190 C-bills
Type: Archer
Technology Base: Inner Sphere (Experimental)
Tonnage: 70
Battle Value: 1,229
Equipment Mass
Internal Structure 7
Engine 255 Fusion 13
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink 17 7
Gyro 3
Primitive Cockpit 5
Armor Factor (Primitive) 192 18
Internal Armor
Structure Value
Head 3 9
Center Torso 22 30
Center Torso (rear) 10
R/L Torso 15 24
R/L Torso (rear) 6
R/L Arm 11 19/20
R/L Leg 15 22
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Heat Sinks CT 2 - 2.0
Light PPC RT 2 5 3.0
2 Machine Guns RT 2 0 1.0
PPC Capacitor RT 1 - 1.0
4 Heat Sinks RT 4 - 4.0
ER Medium Laser LA 1 5 1.0
MML 5 SRM Ammo (20) LT 1 - 1.0
Half Machine Gun Ammo (100) LT 1 - 0.5
2 MML 5s LT 6 3 6.0
CASE LT 1 - 0.5
MML 5 LRM Ammo (48) LT 2 - 2.0
Heat Sink LT 1 - 1.0
ER Medium Laser RA 1 5 1.0
the original weapons array was replaced entirely. the arm mounts were upgraded to use ERML's, and the torso weapons were completely changed, with twin MultiMissileLauncher 5's in the left torso fed by three tons of ammunition (typically a 2/1 split between LRM and SRM variants), and a light PPC with capacitor in the right. twin machineguns fed by a half ton of ammunition are mounted in the right torso as well, for anti infantry use. Cellular ammunition storage has been installed into the left torso to protect the missile and machinegun ammunition. to deal with the increased heat output of this array, an additional seven single strength heatsinks have been fitted to the center and right torsos, and the remaining two tons of mass were given over to increasing the armor protection across the entire mech.
the weapons array is such that you can fire LRM's from the MML's and fire the PPC while charging the Capacitor while walking without raising your heat scale, and when the enemy gets close you can switch to the ERML's and SRM's from the MML's for the same heat profile. plus add in the MG's if they get really close.
edit: put the ERML's into the CT instead of the arms and it might look like the Robotech Cruader Destroid:
(https://i.pinimg.com/736x/97/3b/aa/973baa86927671786c3ed8ccd272b31c--crusaders-saga.jpg)
-
Sometimes students are brilliant, coming up with a way to utilize the remains of your old infrastructure to restore antiquated 'Mechs to a semblance of their former selves.
That was the case when Engineering 201 students came up with the BL-5-KNT-P Black Knight. Using the wrecked skeletal structures of several former Militia Black Knights that had been destroyed during the Jihad, they were able to piece together one functional skeleton. Standard-grade myomers for a 'Mech of this size proved unworkable, but primitive grade myomers, driven by a similarly kludged 270-rating fusion engine, formerly used in the Highlander, was possible, though this reduced the top speed of this variant of the Black Knight to 54 kph. Armor was essentially industrial-grade plating, with 16.5 tons of armor providing the same coverage as was seen on the Succession Wars era BL-7-KNT, at the expense of massing five tons more.
Weaponry was, remarkably, nearly untouched. Twin large lasers and four medium lasers provide the primary armament, with the PPC of the original downgraded to a light PPC, providing limited reach beyond 450 meters - engineers included a PPC capacitor system in an effort to boost the lighter weapon's damage output. Despite the 20 heat sinks, heat management is...interesting, though that was a problem shared with the BL-6-KNT as well.
The result is a primitive BattleMech that can do most of what the original could do, and could be built almost exclusively from salvaged components. While it takes as many as three 'Mech "chunks" to assemble one salvaged BL-5-KNT-P Black Knight, and often as many wrecked Highlanders to salvage one engine, these wrecks are resources that Niops has a veritable bounty of, and each 'Mech reassembled from such scrap is one less 'Mech Niops needs to buy on the open market or try to build from raw materials.
Black Knight BL-5-KNT-P
Mass: 75 tons
Chassis: Standard Biped
Power Plant: 270 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Primitive
Armament:
1 Light PPC
1 Small Laser
4 Medium Laser
2 Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-X
Cost: 6,458,813 C-bills
Type: Black Knight
Technology Base: Inner Sphere (Experimental)
Tonnage: 75
Battle Value: 1,324
Equipment Mass
Internal Structure 7.5
Engine 270 Fusion 14.5
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink 20 10
Gyro 3
Primitive Cockpit 5
Armor Factor (Primitive) 176 16.5
Internal Armor
Structure Value
Head 3 9
Center Torso 23 25
Center Torso (rear) 8
R/L Torso 16 20
R/L Torso (rear) 7
R/L Arm 12 20
R/L Leg 16 20
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Heat Sink LL 2 - 2.0
2 Heat Sink CT 2 - 2.0
2 Heat Sink RT 2 - 2.0
Medium Laser RT 1 3 1.0
Large Laser RT 2 8 5.0
Medium Laser LA 1 3 1.0
2 Heat Sink LT 2 - 2.0
Medium Laser LT 1 3 1.0
Large Laser LT 2 8 5.0
2 Heat Sink RL 2 - 2.0
Small Laser HD 1 1 0.5
Medium Laser RA 1 3 1.0
PPC Capacitor RA 1 - 1.0
Light PPC RA 2 5 3.0
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In the marketplace of ideas, not all ideas are created equal. Certainly, that's the case for "Moon-Moon".
Moon-Moon started life thanks to two things:
- A partially-intact Marauder wreck.
- A debate in an Engineering 201 lab session as to which Clan OmniMech was the most iconic.
After the conclusion of the argument, and the Mad Cat/Timberwolf being declared victor, students sought to make their own Mad Cat, using the wreckage of the Marauder as a starting point. As the previous semester's students learned, standard-grade myomers of the length necessary were unavailable, but production of primitive-grade myomers was possible. This, paired with sourcing the same wrecks of Highlanders, and even a Blakist Viking, produced a single downgraded 270-rating fusion engine to pair with it.
Weaponry was similarly salvaged good: a large laser paired with a medium laser in each arm, twin machine guns in the center torso, fed by a 500 kg ammo bin protected by CASE, and two box launchers aside the torso, each mounting a pair of 10-tube rocket launchers. Armor protection is considerably increased over the old Marauder, with 21 tons of industrial/primitive grade armor, providing protection nearly as good as the Clan OmniMech itself. Careful attention was paid to the cosmetic appearance of the 'Mech, ensuring it looked as much like the original Clan 'Mech as possible.
The end result was very much like a cargo cult attempt to reproduce a Timberwolf. At its fastest awkward, ungainly run, its only as fast as the walking speed of the original, with half the heat dissipation, weaker, shorter-ranged weaponry and all around sub-par performance, the resulting 'Mech, dubbed "Moon-Moon" worked, and from a distance might fool someone into thinking it was the Clan OmniMech, but up close, nobody would be fooled into thinking that Moon-Moon was the height of Clan engineering and technology.
But, much like the smaller Arbiter, fooling someone from a distance might be all that Moon-Moon needs.
"Mad Cat (Timberwolf)" Moon-Moon
Mass: 75 tons
Chassis: Standard Biped
Power Plant: 270 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Primitive
Armament:
2 Medium Laser
2 Machine Gun
4 Rocket Launcher 10
2 Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-F
Cost: 5,996,375 C-bills
Type: MAD "Moon-Moon"
Technology Base: Inner Sphere (Advanced)
Tonnage: 75
Battle Value: 1,385
Equipment Mass
Internal Structure 7.5
Engine 270 Fusion 14.5
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink 18 8
Gyro 3
Primitive Cockpit 5
Armor Factor (Primitive) 225 21
Internal Armor
Structure Value
Head 3 9
Center Torso 23 35
Center Torso (rear) 11
R/L Torso 16 24
R/L Torso (rear) 8
R/L Arm 12 24
R/L Leg 16 29
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm
Weapons
and Ammo Location Critical Heat Tonnage
2 Heat Sink LL 2 - 2.0
2 Machine Gun CT 2 0 1.0
3 Heat Sink RT 3 - 3.0
2 Rocket Launcher 10 RT 2 3 1.0
Medium Laser LA 1 3 1.0
Large Laser LA 2 8 5.0
Heat Sink LT 1 - 1.0
CASE LT 1 - 0.5
Half Machine Gun Ammo (100) LT 1 - 0.5
2 Rocket Launcher 10 LT 2 3 1.0
2 Heat Sink RL 2 - 2.0
Medium Laser RA 1 3 1.0
Large Laser RA 2 8 5.0
(http://i1.kym-cdn.com/photos/images/facebook/000/534/573/734.png)
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Punctuation is important. For example, when exploring the purchase of Scorpion 'Mechs and Scorpion tanks, stating instead you're looking for Scorpion 'Mech/Tanks might confuse Sea Fox Merchants, who in turn will offer you strange knock-down kits for a type of 'Mech you've never seen before:
Based, reportedly, on Clan QuadVee tech, the Scorpion II would hit quite the bill for the Niops Association Militia.
Scorpion II
Mass: 25 tons
Chassis: Standard QuadVee
Power Plant: 100 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Commercial
Armament:
1 Light PPC
1 Small Pulse Laser
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-X
Cost: 1,673,646 C-bills
Type: Scorpion II
Technology Base: Mixed (Advanced)
Tonnage: 25
Battle Value: 390
Equipment Mass
Internal Structure 2.5
QuadVee Conversion Equipment 3.0
Engine 100 Fusion 3
Walking MP: 4
Running MP: 6
Jumping MP: 0
Tracked Cruising MP: 4
Tracked Flanking MP: 6
Heat Sink 10 0
Gyro 1
Quadvee Cockpit 4
Armor Factor (Commercial) 96 4
Internal Armor
Structure Value
Head 3 8
Center Torso 8 10
Center Torso (rear) 6
R/L Torso 6 8
R/L Torso (rear) 4
FR/L Leg 6 12
RR/L Leg 6 12
Weapons
and Ammo Location Critical Heat Tonnage
Light PPC CT 2 5 3.0
3 Heat Sink RT 3 - 3.0
Small Pulse Laser RT 1 2 1.0
Tracks FRL/FLL/RRL/RLL 1/1/1/1 - 2.5
3 Heat Sink LT 3 - 3.0
Flamer LT 1 3 1.0
There was much, at least at first glance, to commend the Scorpion II:
1. It's a 'Mech!
2. It's a tank!
3. Niops University students insist they can work with the Sea Fox merchants to set up local production, even using domestic 100-rating fusion engines!
There were, however, some drawbacks...
1. The chassis and "QuadVee" tech would need to be licensed from the Sea Foxes.
2. Twice the normal BattleMech crew, though in line with vehicles its mass.
3. Why? Just...why?
Not to be outdone, Niops University students came up with their own homegrown, cheaper solution:
Army Ant
Mass: 20 tons
Chassis: Standard Quad
Power Plant: 80 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
1 Light PPC
1 Small Pulse Laser
2 Rocket Launcher 10
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: 1,229,200 C-bills
Type: Army Ant
Technology Base: Inner Sphere (Standard)
Tonnage: 20
Battle Value: 466
Equipment Mass
Internal Structure 2
Engine 80 Fusion 2.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sink 10 0
Gyro 1
Cockpit 3
Armor Factor 72 4.5
Internal Armor
Structure Value
Head 3 9
Center Torso 6 9
Center Torso (rear) 2
R/L Torso 5 8
R/L Torso (rear) 2
FR/L Leg 4 8
RR/L Leg 4 8
Weapons
and Ammo Location Critical Heat Tonnage
Heat Sink FRL 1 - 1.0
Light PPC CT 2 5 3.0
2 Heat Sink RT 2 - 2.0
Rocket Launcher 10 RT 1 3 0.5
Heat Sink RLL 1 - 1.0
Tracks FRL/FLL/RRL/RLL 1/1/1/1 - 2.0
Heat Sink FLL 1 - 1.0
Heat Sink LT 1 - 1.0
Rocket Launcher 10 LT 1 3 0.5
Small Pulse Laser HD 1 2 1.0
Heat Sink RRL 1 - 1.0
Based on the Harvester Ant, the Army Ant would significantly revamp the AgroMech into a true BattleMech, with a significantly different leg structure. Unfortunately, this leg structure proved almost impossible to implement in practice.
Instead, a simpler MilitiaMech was proposed:
Harvester Ant KIC-4H "Militia Ant"
Mass: 20 tons
Chassis: Industrial Industrial Quad
Power Plant: 100 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Commercial
Armament:
1 Light PPC
1 Small Pulse Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-X
Cost: 1,025,675 C-bills
Type: Harvester Ant
Technology Base: Inner Sphere (Standard)
Tonnage: 20
Battle Value: 329
Equipment Mass
Internal Structure Industrial 4
Engine 100 Fusion 3
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink 10 0
Gyro 1
Cockpit 3
Armor Factor (Commercial) 72 3
Internal Armor
Structure Value
Head 3 8
Center Torso 6 9
Center Torso (rear) 3
R/L Torso 5 8
R/L Torso (rear) 2
FR/L Leg 4 8
RR/L Leg 4 8
Weapons
and Ammo Location Critical Heat Tonnage
Heat Sink CT 1 - 1.0
Heat Sink FRL 1 - 1.0
Light PPC RT 2 5 3.0
Heat Sink RLL 1 - 1.0
Heat Sink FLL 1 - 1.0
Heat Sink LT 1 - 1.0
Small Pulse Laser LT 1 2 1.0
Environmental Sealing HD/CT/RT/LT/FRL/FLL/RRL/RLL1/1/1/1/1/1/1/1 - 2.0
Heat Sink RRL 1 - 1.0
-
The Midge LAM was an attempt to allow for the easy expansion of the Niopiam LAM corps with more easily domestically improved engines. Though relatively slow and underpowered as a light 'mech it was hoped that its mobility and lack of ammunition dependency would allow it to operate for extended periods of time away from supply lines.
Midge Land-Air Mech
Mass: 20 tons
Chassis: Standard LAM
Power Plant: 100 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 Medium Laser
1 TAG
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 1,327,390 C-bills
Type: Midge
Technology Base: Inner Sphere (Experimental)
Tonnage: 20
Battle Value: 535
Equipment Mass
Internal Structure 2
LAM Conversion Equipment 2.0
Engine 100 Fusion 3
Walking MP: 5
Running MP: 8
Jumping MP: 5
AirMech Cruising MP: 15
AirMech Flanking MP: 23
Safe Thrust: 5
Max Thrust: 8
Heat Sink 10 0
Gyro 1
Cockpit 3
Armor Factor 56 3.5
Internal Armor
Structure Value
Head 3 8
Center Torso 6 8
Center Torso (rear) 2
R/L Torso 5 7
R/L Torso (rear) 2
R/L Arm 3 5
R/L Leg 4 5
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Heat Sink LL 2 - 2.0
Jump Jet CT 1 - 0.5
Heat Sink RT 1 - 1.0
2 Jump Jet RT 2 - 1.0
Flamer LA 1 3 1.0
Heat Sink LT 1 - 1.0
2 Jump Jet LT 2 - 1.0
TAG LT 1 0 1.0
2 Heat Sink RL 2 - 2.0
Medium Laser RA 1 3 1.0
-
Hmmm... I think a Recon Camera in place of the TAG would get you another (needed) half-ton of armor...
-
Hmmm... I think a Recon Camera in place of the TAG would get you another (needed) half-ton of armor...
True, though I can see arguments each way. That TAG does come in handy if you're working with artillery using Arrow IVs, laser-guided bombs or Copperheads.
Either way, really dig the Midge, Wereling (http://Wereling).
-
The Recon Camera lets you spot for indirect even if you shoot... ^-^
-
The Recon Camera lets you spot for indirect even if you shoot... ^-^
Only for LRM indirect fire, at least according to Sarna, which expressly says it "cannot use it to designate targets for other TAG-guided weapons, such as semi-guided LRMs, laser-guided bombs and Arrow IV artillery missiles."
Now, Sarna could be out of date, especially with errata, but overall a TAG is going to be more versatile.
-
makes sense. with a recon camera you'd just have more accurate target coordinates, but you don't have the active laser designation aspect of TAG.
-
Sure... you do lose some capability for the half ton.
-
Hmmm... I think a Recon Camera in place of the TAG would get you another (needed) half-ton of armor...
Honestly I disagree. I realize that this thing is going to be fragile, but 8 points of armor doesn't materially change that. It's a 20 tonner. If it gets hit, it's gonna die. The TAG is intended as the primary weapon on this thing, since a recon camera has such limited utility.
Either way, really dig the Midge, Wereling (http://Wereling).
Thanks! I'm into the idea the Niopians are trying to standardize on the sort-of-difficult-to-use 100 Fusion Engine. I think it makes for a cool limiting factor to play with.
The Recon Camera lets you spot for indirect even if you shoot... ^-^
True, but "shooting" in this case is a joke. It has a medium laser (original design had an ERML but it doesn't appear Gio's been using them so I won't) but even then you're not going to do a lot. This is a raider. Weaponry is designed to do damage to ammo dumps more than it is other 'mechs.
Sure... you do lose some capability for the half ton.
Too much, IMO. The best weapon this thing has is to spot for guided artillery. Consider that as a LAM it can likely get away from any ground-based response forces, and I think its a handy little unit.
-
Light TAG maybe? Or find a way to get a Micro-Pulse Laser in place of the Flamer...
The extra half ton can keep a leg on with a PPC hit, a Large Laser from ripping off an arm or penetrating a side torso, and a PPC from going internal in the center, where the current armor can't.
-
Light TAG maybe? Or find a way to get a Micro-Pulse Laser in place of the Flamer...
The extra half ton can keep a leg on with a PPC hit, a Large Laser from ripping off an arm or penetrating a side torso, and a PPC from going internal in the center, where the current armor can't.
I hadn't even thought of Light TAG. I had thought that it's irritating that there's no IS equivalents to the ER Micro Laser or Micro Pulse Laser, even by the Jihad. Or, heck, a half-ton mount that lets you carry paired infantry-scale anti-personnel weapons battlearmor style.
-
I do have fan-rule threads on those very things in my sig-block, if you're interested... ^-^
-
I'm not sorry.
Essential Planet Defence Entity Blazinger N!
(https://wallpapercave.com/wp/wp1906226.jpg)
Mass: 80 tons
Chassis: Standard Biped
Power Plant: 100 Fusion
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Jump Jets: Improved
Jump Capacity: 90 meters
Armor: Primitive
Armament:
2 Binary Laser (Blazer) Cannon
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-F
Cost: 7,626,840 C-bills
Overview
Niops University engineering students would traditionally, as part of their Engineering 201 class sequence, would come up with their own basic 'Mech designs, generally in the hopes that the Niops Association Militia would approve one for future development and fund it accordingly. However, professors at Niops University will occasionally get in on the act, and present their own designs. Which is how we ended up with "Blazinger N".
(https://img.atwikiimg.com/www30.atwiki.jp/niconicomugen/attach/9478/22510/m/great%20mazinger.png)
Capabilities
Properly named "Essential Planet Defence Entity Blazinger N!", the primary limitations were a shortage of high-grade military equipment, quality myomers, and fusion engines larger than the Hermes 100 standard. Professor Juzo Kabuto, therefore, based his Blazinger N on the Black Knight, slightly reinforcing the skeleton to allow the 'Mech to be 80 tons baseline mass. Weaponry would be simple: a binary laser cannon mounted in each side torso, with a total of 27 heat sinks fitted. Mobility would be improved by paired improved jump jets and a BattleMech partial wing system. As a result, while the Blazinger N lumbers along on the ground at 11 kph walking or 22 kph running, it's capable of leaping 90 meters at a time, essentially improving the ground speed to 32 kph. Armor protection, while primitive, is comparable in quality to the Crusader series heavy 'Mechs.
Deployment
Professor Kabuto has used his connections to get parts to build a single Blazinger prototype. While simulations show the 'Mech is surprisingly capable, it's unlikely that the Niops Association Militia will request a full production run.
Type: Essential Planet Defence Entity Blazinger N
Technology Base: Inner Sphere (Experimental)
Tonnage: 80
Battle Value: 1,305
Equipment Mass
Internal Structure 8
Engine 100 Fusion 3
Walking MP: 1
Running MP: 2
Jumping MP: 3
Heat Sink 27 17
Gyro 1
Primitive Cockpit 5
Armor Factor (Primitive) 192 18
Internal Armor
Structure Value
Head 3 9
Center Torso 25 27
Center Torso (rear) 10
R/L Torso 17 22
R/L Torso (rear) 8
R/L Arm 13 21
R/L Leg 17 22
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Heat Sink LL 2 - 2.0
2 Heat Sink CT 2 - 2.0
2 Heat Sink RT 2 - 2.0
Improved Jump Jet RT 2 - 2.0
Binary Laser Cannon RT 4 16 9.0
6 Heat Sink LA 6 - 6.0
2 Heat Sink LT 2 - 2.0
Improved Jump Jet LT 2 - 2.0
Partial Wing RT/LT 4/4 - 6.0
Binary Laser Cannon LT 4 16 9.0
2 Heat Sink RL 2 - 2.0
Heat Sink HD 1 - 1.0
6 Heat Sink RA 6 - 6.0
-
Hilarious! :toofunny:
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Shouldn't the Blazinger be able to jump 120 meters at a time with two IJJ and a partial wing?
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Shouldn't the Blazinger be able to jump 120 meters at a time with two IJJ and a partial wing?
No, above 55 tons partial wing doesn't grant as much lift.