Author Topic: Breacher Battle Armour  (Read 1148 times)

The Littlie Zaku

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Breacher Battle Armour
« on: 27 July 2023, 04:41:22 »
So, this is an armour type I just had a flash of inspiration upon learning what Marine Points are, and how large-scale infantry on infantry combat is performed. The idea of Marine points fascinated me and I set about wanting to design a dedicated suit for breaching operations. With a total Marine Point Value of 7.5 (9.5 in space thanks to magnetic clamps and Space Operations Adaptation), the Breacher can outdo most standard clan suits I have seen: like the Rock Gnome who has a point value of 6, and a total point value of 30: while the Breacher as part of a 4-man team can match that, at also 30 Marine points for an IS squad of Breachers, which are a lighter suit, cheaper and almost 1/3 the battle value. I may be off in my math, but I do feel this is a very well-balanced suit for the super close quarter combat that Marine Points are meant to represent.   

My math is as such
  • IS Marine in Division Armour (Reflective Armour): +2
  • Heavy Battle Armour: +2
  • Burst Fire Weapon: +1
  • Dual Wielding Vibro Claws: +2
  • Cutting Torch: + 0.25
  • One or more Heavy Battle Claw: +0.25
  • Magnetic Clamps: +1*
  • Space Operations Adaptation: +1*
  • Total Ground: 7.5 x4 = 30
  • Space*: 9.5 x4 = 38

Now for efficiencies sake I could make the Breacher an assault armour and increase the values by Marine Point values by 1, but I felt that would be trying to game the system to far, and in addition I was narratively thinking of the small gaps the suit would have to fit through, so I kept it to what can be considered a much shorter Heavy Battle Armour. Still when compared to a Elementals 4 points per suit (5 for Space Elemental), the Breacher is very Marine Point Efficient, and even C-Bills slightly cheaper. Also as to why it has no jump jets, the Space Adaptation provides minimal manoeuvring jets, and the suit is more meant for boarding via docking collars or small craft, and to fight more in hallways of spaceships in a similar vain to a Warhammer Terminator.

Developed by Tyrant Arms, the Breacher Heavy Boarding Armour, is a specialised form of battle armour for a very specific type of warfare. First fielded in the early years of the Clan invasion, the Breacher is designed to engage in extreme close quarter fighting found aboard starships or heavy fortifications, the Breacher is as un-simplified as its name implies, being a heavily armoured suit designed to lead the charge through tight corridors of Starships or heavy urban settings. Made specifically to counter the threat posed by Elemental boarding parties that were frequent in the early clan invasion, the Breacher stands around the same height of an elemental suit, and is much better equipped for close quarter fighting.

In its most modern variant, the Breacher is lightly armed by Heavy suit standard, having a detachable weapon mount that is able to support 400 kilograms of direct fire weapons, most notably carrying a small pulse laser or heavy flamer in its most modern incarnation. Encased in modest 550kg of Ty-05, Thermo absorbent armour (Reflective Armour), the Breacher is able to handle most enemy weapons through a mixture of use of cover and its ability to downplay the effectiveness of heavy energy weapons found on clan battle armour. Still most infamously the suit is equipped with massive dual, Wolverine Mk.5 Heavy Vibro-Claws on each arm, which allow the Breacher to be frighteningly effective against even Clan Heavy battle armour in hand-to-hand engagements, which the suit was designed for. Often engaging in well under the traditional thirty meter ranges that modern firefights occur at, the Breacher can close the distance quickly on in tight tunnels of starships or fortresses by dumping its primary range weapon to increase its ground speed by 100%.

To round things out, the Breacher comes as standard with both magnetic clamps and space operations equipment. This allows the Breacher maximum stability and manoeuvrability in a space borne environment, as while it lacks the high-powered thrusters of the Arie, the Breacher can right itself in combat, and very easily clamp itself to the hull of a ship. In addition, the Breacher is not meant to travel through space itself, instead is supposed to lead the charge through being deployed by small craft on the enemy ships hull, or through the deployment of a boarding tube. Still in space borne fights the Breacher can make a mockery of even Clan Points of assault armour thanks to its specialised equipment.

However, the Breacher is a highly focused design, meant purely for storming fortifications, or defending or attacking in spaceborne firefights. Poorly adapted for long range warfare, the Breacher modest range armament leaves it severely lacking when in the open field or mobile warfare, where it has to rely on its magnetic clamps to achieve any form of mobility. Clan forces have found the best counter to Breachers is to often give up their positions and allow heavier mechs to close in and neutralise the suits before returning to reclaim their positions. As such the Breacher is best seen in a defensive roll, on in combat where a enemy is pinned into a defensive position that requires cracking by dedicated formations of storm infantry.

Quote
Breacher (Small Pulse)
Type: Breacher Battle Armour
Manufacturer: Tyrant Arms
    Primary Factory: Unknown

Tech Base: Inner Sphere (Advanced)
Chassis Type:  Biped
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value: 250
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No

Equipment                                     Slots      Mass   
Chassis:                                               300 kg    
Motive System:                                                   
     Ground MP:          2(1)                           80 kg    
     Jump MP:            0                               0 kg    
Manipulators:                                                    
    Left Arm:         Heavy Vibro-Claw                  60 kg
    Right Arm:        Heavy Vibro-Claw                  60 kg
Armor:       Laser Reflective (Reflec/Glazed)   7      550 kg    
    Armor Value:         11 (Trooper)                            

                                         Slots           
Weapons and Equipment         Location (Capacity)   Mass 
Magnetic Clamps                 Body       2       30 kg 
Space Operations Adaptation     Body       1       100 kg
Cutting Torch                Right Arm     1         5 kg 
Detachable Weapon Pack       Left Arm      1       300 kg 
Small Pulse Laser     Detachable Weapon Pack 1     400 kg

Design Quirks: Rugged (1)


Alternate Builds

3055 Variant
The classic Breacher Battle Armour. Possessing a lower Marine Score of 6.5 on the ground and 7.5 in space. The Standard version mounts a Small Pulse laser normally in the left arm, with 10 points of standard armour. It still features Heavy Virbo Claws, space operations adaptation, and a cutting torch. The Suit also includes extended life support, and a anti personal mount, and does not yet feature magnetic clamps, and lowers its ground speed to 1MP.
  • Cost: 2,388,000
  • BV: 182 BV
  • Marine Points: 26
  • Space Marine Points: 30

Small Pulse
  • Cost: 2,370,000
  • BV: 250 BV
  • Marine Points: 30
  • Space Marine Points: 38

ER Small Laser
  • Cost: 2,351,000
  • BV: 267 BV
  • Marine Points: 26
  • Space Marine Points: 34

Heavy Flamer
  • Cost: 2,351,000
  • BV: 260 BV
  • Marine Points: 30
  • Space Marine Points: 38

Heavy MG
  • Cost: 2,336,000
  • BV: 230 BV
  • Marine Points: 30
  • Space Marine Points: 38

Heavy Mortar
  • Cost: 2,336,000
  • BV: 267 BV
  • Marine Points: 30
  • Space Marine Points: 38

BA Plasma Rifle
  • Cost: 2,418,000
  • BV: 250 BV
  • Marine Points: 26
  • Space Marine Points: 34

Heavy Recoilless Rifle
  • Cost: 2,326,000
  • BV: 284 BV
  • Marine Points: 30
  • Space Marine Points: 38

Breacher II
Upgrading to a Assault Chassis, the Breacher II increases the Reflective Armour by 2 points (to 12), and adds a anti personal weapon mount in the LA, and a second detachable weapon mount, while downgrading the left arms, heavy vibro to a standard vibro claw (as you technically only need one heavy vibro claw). Altogether this suit can carry a total of 575kg of equipment between 2 weapon systems, such as a medium laser and light machine gun. This makes it much tanikier and allows it to soak up 4 blasts from a clan ER Medium Laser. However the cost increases by another million, and the BV goes from the steady 250s to well into the 300s: in return only one extra point is added to the Marine Score. Im unsure if I should use this version over the Heavy, as I feel the Heavy is more thematic and less min-maxy.
  • Marine Score: 34
  • Space marine Score: 42

Lagrange

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Re: Breacher Battle Armour
« Reply #1 on: 30 July 2023, 20:16:48 »
There's errata for marine points so that the amount of armor matters. 

You might find the marine battle armor I looked into interesting as an extreme point in marine points/suit.  It's assault armor with 20.25 or 21.25 marine points / suit.  Given the armor and many burst fire weapons, comparing to a platoon of unarmored marines seems fairly reasonable.

The Littlie Zaku

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Re: Breacher Battle Armour
« Reply #2 on: 31 July 2023, 14:55:11 »
So it seems under the new point system then the Breacher has a point value of 15.5 on the ground and 17.5 in space.

Which is not bad, though falls short.

I have been doing a redesign which switches out the laser reflective armour for regular Advanced IS armour, upping it to 14, and adding a anti personal weapon mount in the left arm and a second detachable weapon mount in the right arm. While losing the +0.5 from a division armour as far as I can tell that just applies once rather than for each armour point, so its better to just have MORE armour: also at 14 points it can take 2 clan ER mediums anyway. To add up this would increase its value to 17.25 on the ground and 19.25 in space... which for a similar BV is good (250 BV with Small pulse laser). Its not quite as good as the 'Extreme Marine!!!!' but at 19.25 in space that is only 2 points shy of it in space, 1 point shy if you put on the Heavy Flamer. On the ground it is a bit middling Also with a second detachable weapon pack it can more easily put in a second weapon for more direct fire support allowing it to mount a Light MG if need be to keep up its breaching duties.

Altogether while not as effective as a assault suit, being a heavy does make it easier to move in groups needing only a 6 ton bay under Advanced rules, if one group rides on the outside. Its also slightly cheaper by around a good million for a squad of 4, and has a nice set of heavy Vibro Claws, which while have no advantage over magnetic are noted to being very good at slicing through armour.
« Last Edit: 31 July 2023, 15:59:58 by The Littlie Zaku »

Lagrange

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Re: Breacher Battle Armour
« Reply #3 on: 31 July 2023, 17:31:07 »
I have been doing a redesign which switches out the laser reflective armour for regular Advanced IS armour, upping it to 14, and adding a anti personal weapon mount in the left arm and a second detachable weapon mount in the right arm. While losing the +0.5 from a division armour as far as I can tell that just applies once rather than for each armour point, so its better to just have MORE armour: also at 14 points it can take 2 clan ER mediums anyway. To add up this would increase its value to 17.25 on the ground and 19.25 in space... which for a similar BV is good (250 BV with Small pulse laser). Its not quite as good as the 'Extreme Marine!!!!' but at 19.25 in space that is only 2 points shy of it in space, 1 point shy if you put on the Heavy Flamer. On the ground it is a bit middling Also with a second detachable weapon pack it can more easily put in a second weapon for more direct fire support allowing it to mount a Light MG if need be to keep up its breaching duties.

Altogether while not as effective as a assault suit, being a heavy does make it easier to move in groups needing only a 6 ton bay under Advanced rules, if one group rides on the outside. Its also slightly cheaper by around a good million for a squad of 4, and has a nice set of heavy Vibro Claws, which while have no advantage over magnetic are noted to being very good at slicing through armour.
Vibro claws do matter when you are engaged in melee combat.

In general, it seems like a solid design.  I'm not quite following the exact details of the redesign (maybe post), but you might want to consider dropping to 12 points of armor and using the extra 80kgs for more weapons, as it sounds a little weapons-light compared to what I might hope for from a heavy (~3 mech scale weapons + an ap weapon).  The thing which is nice about 12 points of armor is that you have 13 points of armor including the troooper, which is a prime number.  Prime armor is kind of effectively more powerful than the linear value implies, because when you are attacked by the same weapon dealing more than 1 point of damage, the trooper is killed with more than 13 points of damage.  Of course, if you goal is _solely_ marine points I think you are at the maximum for a heavy.

(The marines I linked could add another marine point by downgrading an HMG to a firedrake and increasing armor by 2 points, but I wanted a better balance between offense and defense.)

The DWP approach is "ok".  My complaint about that is that you can lose a footrace to unarmored infantry.  On the other hand, that may not matter in many applications.

Hellraiser

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Re: Breacher Battle Armour
« Reply #4 on: 31 July 2023, 17:34:58 »
There's Laser Reflective Armor for BA now?

When did that come about & where can I reference it?
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3053: Star Colonel Rexor Kerensky: The Silver Wolves

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Goose

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Re: Breacher Battle Armour
« Reply #5 on: 31 July 2023, 18:17:49 »
It's the Kishi that has the one example I can think of …
« Last Edit: 31 July 2023, 18:19:59 by Goose »
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The Littlie Zaku

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Re: Breacher Battle Armour
« Reply #6 on: 01 August 2023, 01:30:08 »
Quote
Breacher III (Heavy Flamer)
Type: Breacher III
Manufacturer: Tyrant Arms
    Primary Factory: Unknown

Tech Base: Inner Sphere (Advanced)
Chassis Type:  Biped
Weight Class: Heavy
Maximum Weight: 1,500 kg
Battle Value: 260
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
</p>

Equipment                                     Slots      Mass   
Chassis:                                               300 kg    
Motive System:                                                   
     Ground MP:          2                              80 kg    
     Jump MP:            0                               0 kg    
Manipulators:                                                    
    Left Arm:            Heavy Vibro-Claw               60 kg
    Right Arm:          Heavy Vibro-Claw               60 kg
Armor:                   Advanced               5      560 kg    
    Armor Value:         15 (Trooper)                            

                                         Slots           
Weapons and Equipment         Location (Capacity)   Mass 
Magnetic Clamps                 Body       2       30 kg 
Space Operations Adaptation     Body       1       100 kg
Cutting Torch                 Right Arm     1        5 kg 
Detachable Weapon Pack        Body      1        0 kg 
Anti Personnel Weapon Mount   Left Arm     1        5 kg
Combat Shotgun                Left Arm     0       '5kg'
Detachable Weapon Pack        Left Arm     1        0 kg 
Heavy Flamer                    Left Arm       1       350 kg
TAG                             Body       1       35 kg 

Marine Value
- Inner Sphere Marine: 1
- Heavy Battle Armor: 3
- Burst Fire Weapon: 2
- Flame Weapon: 1
- Paired Vibro Claws: 3
- One or more heavy claws: 0.5
- Cutting Torch: 0.5
- Anti Personal Mount: 0.25
- Armour: 7
- Space Adaptation: 1*
- Magnetic Clamps: 1*
- Ground: 18.25
- Space: 20.25


Alright here is the rebuild, I think I will keep to the 14 points of armour, as the only weapon system it has any advantage for is a small pulse variation or heavy mortar. Most others can either mount a firedrake or in the case of the heavy flamer variant which can mount a TAG for being both burst fire and flame based. The only one who may drop to a 17.25 is the small pulse I think due to a lack of a flame weapon. The best combination is likely going to be a Plasma rifle in the right arm and a Machine gun in the torso.

Also thank you for saying its a solid design.
« Last Edit: 01 August 2023, 01:32:39 by The Littlie Zaku »

The Littlie Zaku

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Re: Breacher Battle Armour
« Reply #7 on: 15 August 2023, 16:56:38 »


Dada, they are now drawn.

Left to right is the Plasma + LMG version, The Heavy Recoilless Rifle + Firedrake Needler version, Heavy Flamer + TAG and Small Pulse Laser.