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Author Topic: Niops Project Workshops [Engineering 201: 'Mech Engineering, Niops University]  (Read 2104 times)

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
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.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Daryk

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I believe heat sink swaps are B level refits these days.  I could be wrong...

glitterboy2098

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... 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.

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
... 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.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

glitterboy2098

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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.

Code: [Select]
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:
« Last Edit: 01 October 2021, 19:37:22 by glitterboy2098 »

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
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.

Code: [Select]
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   

"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
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.

Code: [Select]
"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   

« Last Edit: 01 October 2021, 18:08:32 by Giovanni Blasini »
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
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.

Code: [Select]
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:

Code: [Select]
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:

Code: [Select]
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   

"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Wereling

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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.

Code: [Select]
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   
   

Daryk

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Hmmm... I think a Recon Camera in place of the TAG would get you another (needed) half-ton of armor...

Giovanni Blasini

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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.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Daryk

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The Recon Camera lets you spot for indirect even if you shoot...  ^-^

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
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.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

glitterboy2098

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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.

Daryk

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Sure... you do lose some capability for the half ton.

Wereling

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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.

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.

Daryk

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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.

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
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.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Daryk

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I do have fan-rule threads on those very things in my sig-block, if you're interested...  ^-^

Giovanni Blasini

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I'm not sorry.

Essential Planet Defence Entity Blazinger N!



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".



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.

Code: [Select]
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   
« Last Edit: 19 October 2021, 18:28:34 by Giovanni Blasini »
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Daryk

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Hilarious! :toofunny:

Dakkath

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Shouldn't the Blazinger be able to jump 120 meters at a time with two IJJ and a partial wing?
Violence isn't the answer.
Violence is the question, and the answer is "Yes!"

Empyrus

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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.
Sun Tzu Liao: Scheming, opportunistic weasel of a ruler, or brilliant political tactician?
-What's the difference?