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Author Topic: The Rammer, an AU Charger  (Read 588 times)

acksed

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The Rammer, an AU Charger
« on: 04 May 2020, 08:27:31 »
In an alternate universe, this was what Wells Technologies came up with when they designed a heavy scout 'Mech. At 70 tons, the Rammer ran at a steady 86km/h while carrying an unexciting array of five Magna Mk II Medium Lasers, and a head-mounted Magna 200P Small Pulse Laser to deal with infantry, along with a bank of 17 heatsinks that let it move and fire with impunity.
It wore a coat of 13.5 tons of Durallex Heavy standard armour, creating a durable close-combat 'Mech... that was nevertheless outgunned in a shooting match by anything above a light scout. This was why the fists of the Rammer were heavily reinforced, letting it pound lighter mechs once it closed to melee. Some more aggressive pilots found they could snap the arms clean off the lightest 'bugmechs', leading to its nickname of "Flyswatter".

Code: [Select]
Rammer RM1A1

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: E/E-F-D-A
Production Year: 2750
Dry Cost: 6,523,807 C-Bills
Total Cost: 6,523,807 C-Bills
Battle Value: 1,384

Chassis: Wells 970 Standard
Power Plant: LTV 350 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Durallex Heavy Standard Armor
Armament:
    5 Magna Mk II Medium Lasers
    1 Magna 200P Small Pulse Laser
Manufacturer: Wells Technologies
    Primary Factory: Unknown
Communications System: Tek BattleCom
Targeting and Tracking System: Dalban Hirez

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     107 points                7.00
Engine:             Fusion Engine                350                      29.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             17                        7.00
    Heat Sink Locations: 1 CT, 1 LL, 1 RL
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 216                 13.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     22           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     15           21       
                                    L/R Torso (rear)                  9         
                                             L/R Arm     11           22       
                                             L/R Leg     15           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Pulse Laser                            HD        2         1         1.00
Medium Laser                                 CT        3         1         1.00
Medium Laser                                 RT        3         1         1.00
Medium Laser                                 LT        3         1         1.00
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
                                            Free Critical Slots: 38

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 14
5          3       3       0       0      3     0   Structure:  6
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Quirks: Battlefists

This started when others noticed that you could shrink the Charger down to 70 tons, keep the speed and gain payload. Obviously, the armour needed an upgrade, but even with the greater firepower I think this keeps to the 'stompy, smashy giant with popgun array' spirit of the original. And for a million C-bills less. ;)

I'd love to fit JJ but that would mean dropping some heatsinks or armour - not my kind of tradeoff. Though people are welcome to come up with their own variants.
My Fic: [BattleTech] Not Invented Here - Technological progress is hard when you're all alone in the night... so why not send for help?

packhntr

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Re: The Rammer, an AU Charger
« Reply #1 on: 04 May 2020, 09:05:35 »
I like the idea.  I went with a slightly "new toy syndrome" with this variant. Not too much though.  Kept the concept of a bug smasher by leaving the arms empty of weapons. Upped the speed slightly with MASC, Got some weight savings in as well.

Code: [Select]
  BattleMech Technical Readout

Type/Model:    Rammer RM1A2
Tech:          Inner Sphere / 3055
Config:        Biped BattleMech
Rules:         Level 3, Standard design

Mass:          70 tons
Chassis:       Endo Steel
Power Plant:   350 Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 [108.0] km/h
Jump Jets:     5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type:    Light Ferro-Fibrous
Armament:     
  2 Medium Lasers
  2 Medium Pulse Lasers
  1 Large Laser
  1 C³ Slave Unit
  1 Flamer
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Rammer RM1A2
Mass:          70 tons

Equipment:                                 Crits    Mass
Int. Struct.:  107 pts Endo Steel           14      3.50
 (Endo Steel Loc: 3 LA, 3 RA, 3 LT, 3 RT, 1 LL, 1 RL)
Engine:        350 Light Fusion             10     22.50
   Walking MP:   5
   Running MP:   8 [10]
   Jumping MP:   5
Heat Sinks:     12 Double [24]               0      2.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
MASC:                                        4      4.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:  217 pts Light Ferro-Fibrous   7     13.00
 (Armor Crit Loc: 3 LA, 2 RA, 2 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             22         33     
   Center Torso (Rear):                 11     
   L/R Side Torso:           15      22/22     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  11      22/22     
   L/R Leg:                  15      30/30     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
2 Medium Lasers          RT      6           2      2.00
2 Medium Pulse Lasers    RT      8           2      4.00
1 Large Laser            LT      8           2      5.00
1 C³ Slave Unit          CT      0           1      1.00
1 Flamer                 HD      3           1      1.00
5 Standard Jump Jets:                        5      5.00
 (Jump Jet Loc: 1 LT, 1 RT, 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS:                         25          73     70.00
Crits & Tons Left:                           5       .00

Calculated Factors:
Total Cost:        15,976,090 C-Bills
Battle Value:      1,450  (+111 for C³)
Cost per BV:       11,017.99
Weapon Value:      1,519 / 1,519 (Ratio = 1.05 / 1.05)
Damage Factors:    SRDmg = 25;  MRDmg = 6;  LRDmg = 0
BattleForce2:      MP: 5J,  Armor/Structure: 5/4
                   Damage PB/M/L: 4/3/-,  Overheat: 1
                   Class: MH;  Point Value: 15
                   Specials: c3s
If at first you don't succeed, make it worth the repairman's time!

Sabelkatten

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Re: The Rammer, an AU Charger
« Reply #2 on: 04 May 2020, 09:10:41 »
5/8/5 isn't particularly special on a 70-ton mech post-3050...

Now in 3025 it's a bit more special, and not just in the same way as the charger. ;) The downside is that 60 tons doesn't suffer that much reduction in durability while freeing up even more tonnage for guns.

PuppyLikesLaserPointers

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Re: The Rammer, an AU Charger
« Reply #3 on: 04 May 2020, 10:15:54 »
It is not a secret that Charger's only problem is its 80 tons of weight. Only if it were a 75 tonner it would be a viable choice, and perhaps it would be possible to actually make a functional heavy scout.

Anyway, adding some jumpjets won't hurt it, if you want a scout mech.

Giovanni Blasini

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  • And I think it's gonna be a long, long time...
Re: The Rammer, an AU Charger
« Reply #4 on: 04 May 2020, 12:40:10 »
It is not a secret that Charger's only problem is its 80 tons of weight. Only if it were a 75 tonner it would be a viable choice, and perhaps it would be possible to actually make a functional heavy scout.

Anyway, adding some jumpjets won't hurt it, if you want a scout mech.

Yep.  Charger was an exercise in putting the biggest possible engine into a 'Mech, and I'm guessing the devs at the time thought a 5/8 80-tonner was more amusing than a 4/6 100-tonner.

But, yeah, a 75-tonner gains quite a bit and loses, what, 4 points of damage off a full-speed charge?

Code: [Select]
New Mek

Mass: 75 tons
Chassis: Standard Biped
Power Plant: 375 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 Small Laser
     4 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 7,112,438 C-bills

Type: New
Technology Base: Inner Sphere (Introductory)
Tonnage: 75
Battle Value: 1,389

Equipment                                          Mass
Internal Structure                                  7.5
Engine                        375 Fusion           38.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     13                      3
Gyro                                                  4
Cockpit                                               3
Armor Factor                  231                  14.5

                          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        32   


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 Medium Lasers          CT        2        3       2.0   
Medium Laser             RT        1        3       1.0   
Medium Laser             LT        1        3       1.0   
Small Laser              RA        1        1       0.5   
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

PuppyLikesLaserPointers

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Re: The Rammer, an AU Charger
« Reply #5 on: 04 May 2020, 13:32:49 »
Yeah. It looks much better than a standard one.

acksed

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Re: The Rammer, an AU Charger
« Reply #6 on: 04 May 2020, 14:18:47 »
The downside is that 60 tons doesn't suffer that much reduction in durability while freeing up even more tonnage for guns.
Tried building this out. I basically created a Quickdraw/Wolfhound with extra scout sauce:

The Rammer's moderate success led Wells Technologies to bring out the Rammer II, a smaller, more advanced 60-ton 'Mech that specialised more towards the scout part of "heavy scout". Combining an Active Probe and a Remote Sensor Dispenser let it monitor the battlefield with ease.
The smaller, more common Vlar 300 fusion engine simplified replacement parts, though its use of double heatsinks caused delays in installing the engines. The Chilton jump-jets would later be used in creating the Quickdraw; five of them gave the Rammer II great mobility.
The Medium Laser array of its older brother was augmented by replacing one of the five with a Magna Mk. III Large Laser in the right torso, allowing it to damage targets from range.
What had to give to mount all this fine equipment was armour. 10 tons of Durallex Ferro-Fibrous preserved some of the legendary protection, but it was simply not as good, and MechWarriors were less inclined to trust in it when closing to melee. Even melee was less effective, simply because there was less mass behind a charge or kick.

Code: [Select]
Rammer II RMII-1A1

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: E/E-F-D-A
Production Year: 2768
Dry Cost: 6,018,560 C-Bills
Total Cost: 6,018,560 C-Bills
Battle Value: 1,494

Chassis: Unknown Standard
Power Plant: Vlar 300 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Chilton 460
    Jump Capacity: 150 meters
Armor: Durallex Ferro-Fibrous
Armament:
    1 Magna Mk. III Large Laser
    4 Magna Mk. II Medium Lasers
    1 Magna 200P Small Pulse Laser
    1 SeekOut Remote Sensor Dispenser
    1  Beagle Active Probe
Manufacturer: Wells Technologies
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                6.00
Engine:             Fusion Engine                300                      19.00
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL                       5.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 179                 10.00
    Armor Locations: 1 CT, 3 LT, 3 RT, 3 LA, 2 RA, 1 LL, 1 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           25       
                                 Center Torso (rear)                  9         
                                           L/R Torso     14           23       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     10           18       
                                             L/R Leg     14           22       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Pulse Laser                            HD        2         1         1.00
Large Laser                                  RT        8         2         5.00
Remote Sensor Dispenser                      RT        0         1         0.50
Beagle Active Probe                          RT        0         2         1.50
4 Medium Lasers                              LT        12        4         4.00
                                            Free Critical Slots: 18

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 15
5j         4       3       0       0      3     0   Structure:  5
Special Abilities: PRB, RCN, ENE, SRCH, ES, SEAL, SOA

Quirks: Battlefists
Neat trick: a BAP can monitor Remote Sensors. Just two, but this would make a cool ambush predator.
« Last Edit: 05 May 2020, 18:16:42 by acksed »
My Fic: [BattleTech] Not Invented Here - Technological progress is hard when you're all alone in the night... so why not send for help?

acksed

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Re: The Rammer, an AU Charger
« Reply #7 on: 28 April 2021, 13:32:42 »
The Rammer III, an upteched rebirth of the Rammer heavy scout mech, was nicknamed, "the flying Awesome" when it came out. Partly for its upgraded energy armament of four Ramtech Large Lasers that could match an Awesome's damage output on a good day, partly for the five MaxiLift jump-jets and the heat-activated Triple-Strength Myomer, which allowed pilots to make unbelievable running leaps for such a large machine. It even had the protection of the original, thanks to 12 tons of Durallex Ultra Ferro-Fibrous armour and the GM 350XL engine. Fourteen double heatsinks partially managed the waste heat, but keeping the TSM active required a careful balancing act.
In use, it made a credible mid-range heavy, especially when piloted by skilled Mechwarriors, who used its extended torso twist to fire upon other 'mechs trying to sneak up on it. Once 'warmed up' it was frightening in melee. Its only problem was it joined the field around the same time as other, longer-ranged BattleMechs of near-identical speed, power and niche, especially the No-Dachi and Berserker.

Code: [Select]
Rammer III RMIII-1A1

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3060
Dry Cost: 17,725,107 C-Bills
Total Cost: 17,725,107 C-Bills
Battle Value: 1,977

Chassis: Linebacker Standard
Power Plant: GM 350 Fusion XL Engine
Walking Speed: 54.0 km/h (64.8 km/h)
Maximum Speed: 86.4 km/h (97.2 km/h)
Jump Jets: MaxiLift
    Jump Capacity: 150 meters
Armor: Durallex Ultra Ferro-Fibrous
Armament:
    4 Ramtech 1200 Large Lasers
Manufacturer: Wells Technology
    Primary Factory: Unknown
Communications System: Tek BattleCom
Targeting and Tracking System: Dalban Hirez X

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     107 points                7.00
Engine:             XL Fusion Engine             350                      15.00
    Walking MP: 5 (6)
    Running MP: 8 (9)
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   5.00
Heat Sinks:         Double Heat Sink             14(28)                    4.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
    TSM Locations: 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Armor:              Ferro-Fibrous                AV - 215                 12.00
    Armor Locations: 1 HD, 1 CT, 2 LT, 2 RT, 3 LA, 3 RA, 1 LL, 1 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     22           35       
                                 Center Torso (rear)                  9         
                                           L/R Torso     15           22       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     11           22       
                                             L/R Leg     15           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Large Lasers                               RT        16        4        10.00
2 Large Lasers                               LT        16        4        10.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 20
5j         3       3       0       0      3     1   Structure:  3
Special Abilities: TSM, ENE, SRCH, ES, SEAL, SOA

Quirks: Battlefists, Extended Torso Twist

The last-gen lasers are still 'popguns', only less so; using them over ERML was more about heat-management than anything else. Having a tick more range helps too. Also, there's the sheer novelty factor of boating so many ordinary LL - it's common on ASF, virtually unheard of on 'Mechs. The only one I've heard of is... a Charger variant.
« Last Edit: 28 April 2021, 14:05:46 by acksed »
My Fic: [BattleTech] Not Invented Here - Technological progress is hard when you're all alone in the night... so why not send for help?