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Author Topic: The Blazin' Charger  (Read 687 times)

Prospernia

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The Blazin' Charger
« on: 27 November 2022, 15:16:09 »
So, in this Thread, medium-lasers were mentioned as possible the most balanced and efficient weapon: so, I thought of designing a mech, like to Ontos, with massive medium-lasers, then I thought, the 3025 Charger is perfect:

I upgraded the Charger to Star-League technology and this is what I got, so far (these are my notes I scrambled on an old receipt).

Changes: gave it an XL-engine and Double-Heat sinks.   I ran out of critical-spaces, so, the rest was in armor.

Medium Lasers: 15.
Double-Heat Sinks: 18(36)

Critical-Spaces:
Head: Medium-Laser (1)
Center-Torso:
Jump-Jet (1)
Medium-Laser (1)
Right-Torso:
XL-Engine (3)
2 Double-Heat Sinks (6)
3 Medium-Lasers (3)
Left-Torso:
XL-Engine (3)
2 Double-Heat Sinks (6)
3 Medium-Lasers (3)
Right-Arm:
2 Medium-Lasers (2)
2 Double-Heat Sinks (6)
Left-Arm:
5 Medium-Lasers (5)
1 Double-Heat Sink (3)
Right-Leg:
2 Jump-Jets (2)
Left-Leg:
2 Jump-Jets (2)

Armor: +5.75 extra tons, allocated to the center/right and left torso first.

Edit: I just allocated armor; hopefully my math is correct (that's why I wanted a mech-design program to check my math).

Head: 9
CT: 41/20
RT/LT: 31/15
RA/LA: 20
RL/LL: 25


So, it's a brawling-mech: it's designed to close as quickly with the enemy as possible, with medium-lasers a' blazin' and then engage in physical-combat, by either Death-from-Above or punching/kicking.  It's designed to use it's right-arm to punch as it has less lasers on it.  It's important that it engages in physical-combat, every turn. I increased the rear-armor as it suppose to be in the thick of an enemy-lance unit.

It's better for a mechwarrior to have piloting-skill with this mech and replace a Double-Heat Sink or a Medium-Laser for a C3 computer-slave. And a club or hatchet would be handy.


Taron Storm

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Re: The Blazin' Charger
« Reply #1 on: 27 November 2022, 16:09:18 »
Love the idea.  The 400 rated engine can hide 16 of the 18 heat sinks.  Your armor was too much for standard on that frame.  I did up your design in MegaMekLab and you had enough room to add endo.

Code: [Select]
Charger Blazin' CGR-1A1

Mass: 80 tons
Chassis: Wells 990
Power Plant: LTV 400
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 150 meters
Armor: Durallex Heavy
Armament:
     15 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Tek BattleCom
Targeting & Tracking System: Dalban Hirez
Introduction Year: 2750
Tech Rating/Availability: E/D-F(F*)-E-D
Cost: 21,187,320 C-bills

Type: Charger Blazin'
Technology Base: Inner Sphere (Standard)
Tonnage: 80
Battle Value: 2,199

Equipment                                          Mass
Internal Structure            Endo Steel              4
Engine                        400 XL               26.5
Walking MP: 5
Running MP: 8
Jumping MP: 5
Double Heat Sink              18 [36]                 8
Gyro                                                  4
Cockpit                                               3
Armor Factor                  232                  14.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            25        36   
     Center Torso (rear)               11   
     R/L Torso               17        26   
     R/L Torso (rear)                  7     
     R/L Arm                 13        24   
     R/L Leg                 17        31   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Jump Jet               LL        2        -       2.0   
Jump Jet                 CT        1        -       1.0   
Medium Laser             CT        1        3       1.0   
3 Medium Laser           RT        3        3       3.0   
Double Heat Sink         RT        3        -       1.0   
5 Medium Laser           LA        5        3       5.0   
3 Medium Laser           LT        3        3       3.0   
Double Heat Sink         LT        3        -       1.0   
2 Jump Jet               RL        2        -       2.0   
Medium Laser             HD        1        3       1.0   
2 Medium Laser           RA        2        3       2.0   

Features the following design quirks: Barrel Fists (LA), Easy to Maintain, Bad Reputation (Inner Sphere)

« Last Edit: 27 November 2022, 16:39:02 by Taron Storm »

Dakkath

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Re: The Blazin' Charger
« Reply #2 on: 27 November 2022, 16:13:52 »
iirc you can get 5/8, 14 medium lasers, 21 DHS to cover the weapon heat fully, 13 tons of armor, and a bonus ecm on a 65 ton chassis just using an XL engine.
« Last Edit: 27 November 2022, 16:17:08 by Dakkath »
Guns may be a right, but kneecaps are a privilege.

Daryk

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Re: The Blazin' Charger
« Reply #3 on: 27 November 2022, 17:29:22 »
Darn, I came here looking for a Blazer Cannon...  :D

Prospernia

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Re: The Blazin' Charger
« Reply #4 on: 28 November 2022, 22:01:53 »
I like the idea of that 65-ton mech, but, It'd do less in physical-combat. 

Love the idea.  The 400 rated engine can hide 16 of the 18 heat sinks.  Your armor was too much for standard on that frame.  I did up your design in MegaMekLab and you had enough room to add endo.

Code: [Select]
Charger Blazin' CGR-1A1

Mass: 80 tons
Chassis: Wells 990
Power Plant: LTV 400
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 150 meters
Armor: Durallex Heavy
Armament:
     15 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Tek BattleCom
Targeting & Tracking System: Dalban Hirez
Introduction Year: 2750
Tech Rating/Availability: E/D-F(F*)-E-D
Cost: 21,187,320 C-bills

Type: Charger Blazin'
Technology Base: Inner Sphere (Standard)
Tonnage: 80
Battle Value: 2,199

Equipment                                          Mass
Internal Structure            Endo Steel              4
Engine                        400 XL               26.5
Walking MP: 5
Running MP: 8
Jumping MP: 5
Double Heat Sink              18 [36]                 8
Gyro                                                  4
Cockpit                                               3
Armor Factor                  232                  14.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            25        36   
     Center Torso (rear)               11   
     R/L Torso               17        26   
     R/L Torso (rear)                  7     
     R/L Arm                 13        24   
     R/L Leg                 17        31   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Jump Jet               LL        2        -       2.0   
Jump Jet                 CT        1        -       1.0   
Medium Laser             CT        1        3       1.0   
3 Medium Laser           RT        3        3       3.0   
Double Heat Sink         RT        3        -       1.0   
5 Medium Laser           LA        5        3       5.0   
3 Medium Laser           LT        3        3       3.0   
Double Heat Sink         LT        3        -       1.0   
2 Jump Jet               RL        2        -       2.0   
Medium Laser             HD        1        3       1.0   
2 Medium Laser           RA        2        3       2.0   

Features the following design quirks: Barrel Fists (LA), Easy to Maintain, Bad Reputation (Inner Sphere)


Thanks: I actually designed it from what I remember from when I used to design mechs for Battletech, like, back in the '90's.

More Heat-Sinks for a larger engine; and armor-limitations, I don't remember, so must be new or I just forgot about them! 

Dakkath

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Re: The Blazin' Charger
« Reply #5 on: 28 November 2022, 22:12:32 »
I like the idea of that 65-ton mech, but, It'd do less in physical-combat.
Messing around in SSW, I managed to get it up to 75 tons with the same gear and 14.5 tons of armor. 11 free crits. Unlike the 65 ton version, this one has lower arms and hands.

Code: [Select]
Scintilla SCT-3S7

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3070
Dry Cost: 18,196,500 C-Bills
Total Cost: 18,196,500 C-Bills
Battle Value: 1,975

Chassis: Standard
Power Plant: 375 Fusion XL Engine
Jump Jets: None
Armor: Standard Armor
Armament:
    14  Medium Lasers
    1  Guardian ECM Suite

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             XL Fusion Engine             375                      19.50
    Walking MP: 5 (54 kph)
    Running MP: 8 (86.4 kph)
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             21(42)                   11.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 231                 14.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
4 Medium Lasers                              RA        12        4         4.00
4 Medium Lasers                              LA        12        4         4.00
3 Medium Lasers                              RT        9         3         3.00
3 Medium Lasers                              LT        9         3         3.00
Guardian ECM Suite                           CT        0         2         1.50
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 20
5          7       7       0       0      3     0   Structure:  3
Special Abilities: ECM, ENE, SRCH, ES, SEAL, SOA
Guns may be a right, but kneecaps are a privilege.

Taron Storm

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Re: The Blazin' Charger
« Reply #6 on: 28 November 2022, 23:09:27 »

More Heat-Sinks for a larger engine; and armor-limitations, I don't remember, so must be new or I just forgot about them!

Ah the memories....what were we talking about again?

CVB

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Re: The Blazin' Charger
« Reply #7 on: 29 November 2022, 04:53:55 »
Darn, I came here looking for a Blazer Cannon...  :D
I knew ;D
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garhkal

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Re: The Blazin' Charger
« Reply #8 on: 29 November 2022, 16:35:50 »
Right-Arm:
2 Medium-Lasers (2)
2 Double-Heat Sinks (6)
Left-Arm:
5 Medium-Lasers (5)
1 Double-Heat Sink (3)

I always thought IS double heat sinks couldn't GO in the arms just torsos..  OR was that a change from the old BMR days??

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You can't shoot what you can't see.
You can not dodge it if you don't know it's coming.

ANS Kamas P81

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Re: The Blazin' Charger
« Reply #9 on: 29 November 2022, 17:15:37 »
I always thought IS double heat sinks couldn't GO in the arms just torsos..  OR was that a change from the old BMR days??
That's never been the case, DHS can go anywhere there's three crits available for them.
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Tod und Verzweiflung flammet um mich her!
Fühlt nicht durch dich Jadefalke Todesschmerzen,
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Daryk

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Re: The Blazin' Charger
« Reply #10 on: 29 November 2022, 19:09:57 »
True, but is that also for the prototypes? ???

Prospernia

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Re: The Blazin' Charger
« Reply #11 on: 04 December 2022, 18:17:02 »
If you can mount a laser in an arm, why not a heat-sink to remove the heat?



Ah the memories....what were we talking about again?


We were rolling for initiative.