BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: dragonkid11 on 27 July 2018, 09:06:08
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Based on the AU setting of my same named fanfic, this thread will be where I dump custom battlemech design that might or might not be used in this brand new setting.
All rule on new tech came from here https://bg.battletech.com/forums/index.php?topic=62213.0 (https://bg.battletech.com/forums/index.php?topic=62213.0).
This AU contains the following change so far:
1. Succession War didn't get as bad as it was because everyone was focused on beating up Comstar in the 2nd one and started 3rd Succession War 100 years after 2nd one ended. Technology advanced much quicker in this timeline.
2. Meanwhile the Clan also had a change which... I won't disclose for now.
3. I'm not gonna list out all the change to production date of all new techs and new units, so I'm just gonna list out a general time change those date.
-Inner Sphere unit: minus 50 years to all units
-Clan unit: minus 100 years to all units.
4. In general, the timeline continued almost as normal in Inner Sphere afterward.
5. Past 3030, Inner Sphere starts to improve upon the general construction of their weapons rather than just throwing out more gimmick (They still do, just less frequent I guess?). This means that by 3045, machinegun weight has been reduced to 0.25 ton and CASE II has been invented and have 0.5 ton weight instead. More future improvement will come as timeline moves on.
6. Omnimech is called modularmech in IS side and has been invented around 3000s.
Bear in mind, I will be using megameklab format instead of SSW format because I'm a lazy bastard. Also will have to do some calculation by hand so I might miscalculate somewhere.
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Let's send out something Kuritan first.
First, some explanation. After waves upon waves experimental mechs at the start of the century, centuries old corporations decided to push out an aggressive campaign to promote their 'old made new' variant of classic battlemech which got each house to adopt these 'new-old' battlemech once more. Not only does each house probably has store of spare parts still compatible with these new variant of classic battlemech, old general would have more affinity with these battlemechs and thus seek to have them in their regiment instead.
Of course, since they are still new, not all line regiments have fully adopted these 'new-old' battlemech yet. There's also a few excellent battlemechs from the experimental tech era which is still in use in line regiment today.
AU Equipment Overview:
Blossom PPC - A special PPC that can switch mode between an LBX-like cluster weapon mode
to standard range PPC that scatters damage at 5 damage blocks.
Modular Machine Gun Mount - A compact weapon mount for machinegun to save space. The MMM
works like a cluster weapon upon firing depending on number of machine gun. While saving lots
of space, one direct hit can destroy the whole thing along with the machine guns.
Wolverine WVR-10K
Base Tech Level: IS
-------------------
Production Year: 3040
Weight: 55 tons
Movement: 5/8/5
Engine: 275 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 91 (Endo-Steel)
Armor: 185/185 (Light Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 18 27
Center Torso (rear) 9
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Weapons Loc Heat
------------------------------
Blossom PPC RA 10
Streak SRM 4 LT 3
Streak SRM 4 RT 3
Quad Machine Gun Mount HD 0
Ammo Loc Shots
-----------------------------------
Streak SRM 4 Ammo LT 25
Streak SRM 4 Ammo RT 25
Half Machine Gun Ammo RT 100
Equipment Loc
-------------------------
Vibroblade (Large) LA
PPC Capacitor RA
CASE II LT
CASE II RT
Wolverine WVR-10R: Seeking to enhance the close combat capability of the famous Wolverine, a blossom PPC boosted by a PPC capacitor allows for a good close range punch that can work as an anti-vehicle weapon though it require the pilot to wait for 20 seconds for the capacitor to recharge. A vibroblade on the other hand allows for a potential single stroke attack on enemy battletech which could end a fight quickly. To round out the armament, two streak SRM 4 allow for accurate attack on the move and the quad machinegun mount can take care of infantry quickly.
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AU Equipment Overview:
Blossom PPC - A special PPC that can switch mode between an LBX-like cluster weapon mode
to standard range PPC that scatters damage at 5 damage blocks.
Tactical MRM - An improved version of MRM launcher with less bulk, heat and salvo size in
exchange for twice the damage per missile and ability to use alternative munitions. Still has
same inaccuracy as MRM and can use Apollo MRM FCS
Panther PNT-9K
Base Tech Level: IS
-------------------
Production Year: 3041
Weight: 35 tons
Movement: 6/9/6
Engine: 210 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 58 (Endo-Steel)
Armor: 101/119 (Light Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 11 14
Center Torso (rear) 4
Right Torso 8 11
Right Torso (rear) 3
Left Torso 8 11
Left Torso (rear) 3
Right Arm 6 10
Left Arm 6 10
Right Leg 8 13
Left Leg 8 13
Weapons Loc Heat
--------------------------
Blossom PPC RA 10
Tactical MRM 5 CT 3
Ammo Loc Shots
-------------------------
Tactical MRM 5 Ammo LT 24
Equipment Loc
------------------------------
Targeting Computer [IS] RA
PPC Capacitor RA
CASE II LT
Panther PNT-17K: As yet another addition onto the long list of Panther variant, the 17K is made to boost the mobility and firepower of the original Panther. Clocking at nearly 100 kmph with a 180 meters jump range, this variant of Panther has almost enough speed to catch up to a Jenner. Armed with the latest blossom PPC, it can work as an excellent anti vehicle platform with a PPC capacitor to further boost the firepower of the PPC and a targeting computer to enhance its accuracy. The tactical MRM mounted on its chest allows it to switch out ammunition for different tactical role. However, with only one ton to spend, the user must pick wisely.
Grand Dragon DRG-8K
Base Tech Level: IS
-----------------------
Production Year: 3042
Weight: 60 tons
Movement: 5/8(13)
Engine: 300 XL
Double Heat Sinks: 11 [22]
Gyro: Compact Gyro
Internal: 99 (Endo-Steel)
Armor: 178/201 (Light Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 20 27
Center Torso (rear) 8
Right Torso 14 20
Right Torso (rear) 6
Left Torso 14 20
Left Torso (rear) 6
Right Arm 10 17
Left Arm 10 17
Right Leg 14 24
Left Leg 14 24
Weapons Loc Heat
----------------------------
ER Medium Laser LA 5
ER PPC RA 15
ER Medium Laser LT 5
ER Medium Laser RT 5
Tactical MRM 10 CT 5
Ammo Loc Shots
-------------------------
Tactical MRM 10 Ammo LT 12
Tactical MRM 10 Ammo LT 12
Equipment Loc
------------------------------
PPC Capacitor RA
CASE II LT
MASC LT
Targeting Computer [IS] RT
Supercharger RT
Apollo MRM FCS CT
Grand Dragon DRG-8K: With MASC and supercharged installed, the Grand Dragon could serve its role as a cavalry unit with excellent high ground speed. Its weapon loudout was designed to further enhance its role. The ER PPC, boosted with PPC capacitor, would serve as its primary long range headcapping weapon. Tactical MRM could be used to provide more damage or tactical advantage with its alternative missile types with two tons worth of munitions. And finally three ER Medium laser to deter any light unit that got close. A targeting computer is then installed to further enhance the accuracy of the ER PPC and ER Medium lasers to ensure these weapon will always strike true at the enemy.
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AU Equipment Overview:
Blossom PPC - A special PPC that can switch mode between an LBX-like cluster weapon mode
to standard range PPC that scatters damage at 5 damage blocks.
Tactical MRM - An improved version of MRM launcher with less bulk, heat and salvo size in
exchange for twice the damage per missile and ability to use alternative munitions. Still has
same inaccuracy as MRM and can use Apollo MRM FCS
Hatamoto-Kaze HTM-28V
Base Tech Level: IS
-------------------
Production Year: 3038
Weight: 80 tons
Movement: 4/6/4
Engine: 320 XL
Double Heat Sinks: 12 [24]
Gyro: Standard Gyro
Internal: 122 (Endo-Steel)
Armor: 247/247
Internal Armor
----------------------------------------
Head 3 9
Center Torso 25 38
Center Torso (rear) 12
Right Torso 17 26
Right Torso (rear) 8
Left Torso 17 26
Left Torso (rear) 8
Right Arm 13 26
Left Arm 13 26
Right Leg 17 34
Left Leg 17 34
Weapons Loc Heat
--------------------
ER PPC LA 15
Tactical MRM 10 LT 5
Tactical MRM 10 RT 5
Ammo Loc Shots
-------------------------
Tactical MRM 10 Ammo LT 12
Tactical MRM 10 Ammo RT 12
Equipment Loc
-------------------------
PPC Capacitor LA
Vibroblade (Large) RA
CASE II LT
Apollo MRM FCS LT
CASE II RT
Apollo MRM FCS RT
Angel ECM Suite CT
Hatamoto-Kaze HTM-28V: With the increasingly popular large vibrokatana and a PPC capacitor boosted ER PPC, the Hatamoto-Kaze can unleash killing blow at both long and close range while the ammo loadout for a pair of tactical MRM could be changed as the mission dictate. Finally, the mech is protected by a powerful Angel ECM suite that can hide the presence of the mech from the strongest active probe and CASE II further protects the mech from ammo explosion.
Daboku DBK-4K
Base Tech Level: IS
-------------------
Production Year: 3043
Weight: 90 tons
Movement: 3/5
Engine: 270 Light
Double Heat Sinks: 15 [30]
Gyro: Compact Gyro
Internal: 138
Armor: 245/279 (Light Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 29 38
Center Torso (rear) 12
Right Torso 19 26
Right Torso (rear) 8
Left Torso 19 26
Left Torso (rear) 8
Right Arm 15 26
Left Arm 15 26
Right Leg 19 33
Left Leg 19 33
Weapons Loc Heat
--------------------------
Snub-Nose PPC LA 10
Snub-Nose PPC RA 10
LRM 15 LT 5
Light Blossom PPC LT 5
Light Blossom PPC LT 5
LRM 15 RT 5
Light Blossom PPC RT 5
Light Blossom PPC RT 5
Ammo Loc Shots
-------------------------
LRM 15 Ammo LT 8
LRM 15 Ammo LT 8
LRM 15 Ammo RT 8
LRM 15 Ammo RT 8
Equipment Loc
----------------
CASE II LT
CASE II RT
Daboku DBK-4K: While only has decades long of service year, the Daboku was a favourite fire support mech with mechwarriors in the DCMS. As its latest variant, the DBK-4K goes for a loadout that's nearly completely consisted of PPC type weapons only. The light blossom PPC allows for great anti air fire as well as anti vehicle capability while the snub nose PPC goes well with short range combat the assault mech might finds itself in at short range. A pair of LRM 15 further enhances the long range firepower of the mech.
Quickdraw QKD-8K2
Base Tech Level: IS
-------------------
Production Year: 3038
Weight: 60 tons
Movement: 5/8/5
Engine: 300 XL
Double Heat Sinks: 12 [24]
Gyro: Standard Gyro
Internal: 99 (Endo-Steel)
Armor: 201/201 (Light Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 20 30
Center Torso (rear) 10
Right Torso 14 21
Right Torso (rear) 7
Left Torso 14 21
Left Torso (rear) 7
Right Arm 10 20
Left Arm 10 20
Right Leg 14 28
Left Leg 14 28
Weapons Loc Heat
-------------------------------
Medium Pulse Laser LA 4
Medium Pulse Laser RA 4
Medium Pulse Laser LT 4
Medium Pulse Laser LT 4
Tactical MRM 15 RT 8
Medium Pulse Laser HD 4
Ammo Loc Shots
-------------------------
Tactical MRM 15 Ammo RT 8
Tactical MRM 15 Ammo RT 8
Equipment Loc
----------------
CASE II RT
Quickdraw QKD-8K2: Despite being a simple improvement of the QKD-8K variant, the QKD-8K2 with its tactical MRM launcher is capable of more tactical flexibility and the mech itself has been proven to be reliable and simple to repair. All ER medium laser has been changed to medium pulse laser for higher accuracy at close range combat.
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AU Equipment Overview:
Blossom PPC - A special PPC that can switch mode between an LBX-like cluster weapon mode
to standard range PPC that scatters damage at 5 damage blocks.
Modular Machine Gun Mount - A compact weapon mount for machinegun to save space. The MMM
works like a cluster weapon upon firing depending on number of machine gun. While saving lots
of space, one direct hit can destroy the whole thing along with the machine guns.
Tactical MRM - An improved version of MRM launcher with less bulk, heat and salvo size in
exchange for twice the damage per missile and ability to use alternative munitions. Still has
same inaccuracy as MRM and can use Apollo MRM FCS
BattleMaster BLR-K6
Base Tech Level: IS
-------------------
Production Year: 3041
Weight: 85 tons
Movement: 3/5/3
Engine: 255 Light
Double Heat Sinks: 14 [28]
Gyro: Compact Gyro
Internal: 130
Armor: 263/263
Internal Armor
----------------------------------------
Head 3 9
Center Torso 27 41
Center Torso (rear) 13
Right Torso 18 27
Right Torso (rear) 9
Left Torso 18 27
Left Torso (rear) 9
Right Arm 14 28
Left Arm 14 28
Right Leg 18 36
Left Leg 18 36
Weapons Loc Heat
------------------------------
Quad Machine Gun Mount LA 0
Quad Machine Gun Mount LA 0
Heavy PPC RA 15
Tactical MRM 10 LT 5
Light Blossom PPC RT 5
Light Blossom PPC RT 5
Light Blossom PPC RT 5
TAG HD 0
Ammo Loc Shots
------------------------------
Tactical MRM 10 Ammo LT 12
Tactical MRM 10 Ammo LT 12
Machine Gun Ammo LT 200
Equipment Loc
----------------------
CASE II LT
Apollo MRM FCS LT
Angel ECM Suite CT
BattleMaster BLR-K6: Armed with a wide variety of weapons, the BLR-K6 is popular among commanding of officers that have piloted it. The old but reliable heavy PPC provides a powerful punch, the trio of light blossom PPC gave both anti air and anti vehicle firepower, the tactical MRM 10 has been proven flexible on the battlefield, the TAG provides targeting data artillery needed for precision accuracy, the two quad machine gun mount can wipe out infantry platoons in seconds, and finally the angel ECM suite gives excellent electronic protection for the BattleMaster.
Hunchback HBK-8K
Base Tech Level: IS
-------------------
Production Year: 3039
Weight: 50 tons
Movement: 4/6/4
Engine: 200
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 83
Armor: 169/169 (Ferro-Fibrous)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 16 24
Center Torso (rear) 8
Right Torso 12 18
Right Torso (rear) 6
Left Torso 12 18
Left Torso (rear) 6
Right Arm 8 16
Left Arm 8 16
Right Leg 12 24
Left Leg 12 24
Weapons Loc Heat
--------------------------------
ER Medium Laser LA 5
ER Medium Laser RA 5
Tactical MRM 20 LT 9
Anti-Missile System RT 1
Small Pulse Laser HD 2
Ammo Loc Shots
-------------------------------------------
Tactical MRM 20 Ammo LT 6
Tactical MRM 20 Ammo LT 6
Tactical MRM 20 Ammo LT 6
Anti-Missile System Ammo LT 12
Equipment Loc
----------------
CASE II LT
Hunchback HBK-8K2
Base Tech Level: IS
-------------------
Production Year: 3039
Weight: 50 tons
Movement: 4/6/4
Engine: 200 Light
Double Heat Sinks: 14 [28]
Gyro: Standard Gyro
Internal: 83 (Endo-Composite)
Armor: 160/169
Internal Armor
----------------------------------------
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
Right Torso 12 18
Right Torso (rear) 5
Left Torso 12 18
Left Torso (rear) 5
Right Arm 8 15
Left Arm 8 15
Right Leg 12 22
Left Leg 12 22
Weapons Loc Heat
------------------------------
Small Pulse Laser LA 2
Small Pulse Laser RA 2
Snub-Nose PPC RT 10
Snub-Nose PPC RT 10
TAG HD 0
Equipment Loc
---------------------------
PPC Capacitor RT
PPC Capacitor RT
ECM Suite (Guardian) CT
Endo-Composite RT
Endo-Composite LT
Endo-Composite RA
Endo-Composite RA
Endo-Composite LA
Endo-Composite LA
Endo-Composite LA
Hunchback HBK-8K & HBK-8K2: Both of these new variants came out in the exact same year and both are accepted into the DCMS together as both of these Hunchbacks complement with each other. The HBK-8K provides tactical flexibility and massive firepower, while the HBK-8K2 provides pinpoint damage from its dual PPC capacitor boosted snub nose PPC that could potentially kill enemy mech instantly. The HBK-8K2 also provides a TAG for artillery spotting and ECM suite for general electronic protection.
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AU Equipment Overview:
Blossom PPC - A special PPC that can switch mode between an LBX-like cluster weapon mode
to standard range PPC that scatters damage at 5 damage blocks.
Tactical MRM - An improved version of MRM launcher with less bulk, heat and salvo size in
exchange for twice the damage per missile and ability to use alternative munitions. Still has
same inaccuracy as MRM and can use Apollo MRM FCS
Strider II SR2-O
Base Tech Level: IS
-----------------------
Production: 3030
Weight: 40 tons
Movement: 7/11
Engine: 280 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 67 (Endo-Steel)
Armor: 136/137 (Reflective)
Internal Armor
----------------------------------------
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
Right Torso 10 16
Right Torso (rear) 4
Left Torso 10 16
Left Torso (rear) 4
Right Arm 6 12
Left Arm 6 12
Right Leg 10 20
Left Leg 10 20
Weapons Loc Heat Omni
--------------------------------
Streak SRM 6 LA 4 Pod
Streak SRM 6 RA 4 Pod
ER Medium Laser LT 5 Pod
ER Medium Laser RT 5 Pod
Ammo Loc Shots Omni
-----------------------------------
Streak SRM 6 Ammo RT 15 Pod
Streak SRM 6 Ammo RT 15 Pod
Equipment Loc Omni
----------------------------------
Bloodhound Active Probe LT Pod
CASE II RT Pod
Carrying Capacity
-----------------
One battle armor squad
Strider II SR2-O: Serving as a next generation modularmech, the Strider II came into the field and was a completely different beast than its predecessor. With light mech combat because mostly consisted of energy weapon, the Strider II is equipped with reflective armor to counter it. Although this might make it more vulnerable against melee, fall damage and artillery, the Strider II could be a very effective mech as long as its pilot is aware of its weakness. While lacking jumpjet, the O configuration can fire the streak SRM launcher and ER Medium with zero heat gain at all, allowing the pilot to fire constantly. A bloodhound active probe allows it to detect nearly all units on the battlefield besides those protected by the most advanced ECM suite.
Strider II SR2-OA
Base Tech Level: IS
Movement: 7/11
Engine: 280 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Weapons Loc Heat Omni
------------------------------------
TAG LT 0 Pod
Small X-Pulse Laser LT 3 Pod
Heavy PPC RT 15 Pod
ER Small Laser CT 2 Pod
Small X-Pulse Laser CT 3 Pod
Equipment Loc Omni
--------------------------
Angel ECM Suite LT Pod
Strider II SR2-OA: Intented as a hunter-killer mech, the main firepower of this configuration came from its reliable heavy PPC that can potentially knock out battlemech in one shot. The TAG provides artillery protection, two small x-pulse laser provide anti-infantry firepower while its angel ECM suite allows it to bypass all active probe to approach its target.
Strider II SR2-OB
Base Tech Level: IS
Movement: 7/11
Engine: 280 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Weapons Loc Heat Omni
------------------------
LRM 5 LA 2 Pod
LRM 5 LA 2 Pod
LRM 5 LA 2 Pod
LRM 5 RA 2 Pod
LRM 5 RA 2 Pod
LRM 5 RA 2 Pod
Ammo Loc Shots Omni
----------------------------
LRM 5 Ammo RT 24 Pod
LRM 5 Ammo RT 24 Pod
LRM 5 Ammo RT 24 Pod
Equipment Loc Omni
--------------------
CASE II RT Pod
Strider II SR2-OB: While it's a really odd fire support configuration, the B configuration is still capable of providing indirect fire support in a light combat scenario. Usage of alternative munitions such as smoke could also allow this configuration to provide tactical advantages to its lancemates quickly.
Strider II SR2-OC
Base Tech Level: Experimental IS
Movement: 7/11
Engine: 280 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Weapons Loc Heat Omni
--------------------------------
Tactical MRM 15 RA 8 Pod
ER Medium Laser LT 5 Pod
ER Medium Laser LT 5 Pod
ER Medium Laser LT 5 Pod
Ammo Loc Shots Omni
-----------------------------
Tactical MRM 15 Ammo RT 8 Pod
Tactical MRM 15 Ammo RT 8 Pod
Equipment Loc Omni
--------------------
CASE II RT Pod
Strider II SR2-OC: With weapon loadout optimised for medium range combat, this configuration can provides massive punch with its tactical MRM along with three reliable ER medium lasers.
Strider II SR2-OD
Base Tech Level: IS
Movement: 7/11/7
Engine: 280 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Weapons Loc Heat Omni
------------------------
ER PPC RA 15 Pod
Equipment Loc Omni
----------------------------------
PPC Capacitor RA Pod
Angel ECM Suite CT Pod
Targeting Computer LA Pod
Strider II SR2-OD: An incredibly difficult configuration to use properly, the D configuration does have the potential to score a sure cockpit shot at long range as long as its pilot is skillful enough to do it. Its jumpjet would also allow it to reach excellent vantage point or escape from enemy attention quickly.
Strider II SR2-OE
Base Tech Level: Experimental IS
Movement: 7/11/7
Engine: 280 XL
Double Heat Sinks: 13 [26]
Gyro: Standard Gyro
Weapons Loc Heat Omni
-------------------------------------
Medium X-Pulse Laser LA 6 Pod
Medium X-Pulse Laser LA 6 Pod
Medium X-Pulse Laser RA 6 Pod
Medium X-Pulse Laser RA 6 Pod
TAG HD 0 Pod
Strider II SR2-OE: Designed for close range combat, the E configuration use its medium x-pulse laser to unleash accurate blow at decent range. However, this build could overheat easily if the pilot isn't careful.
Strider II SR2-OF
Base Tech Level: IS
Movement: 7/11
Engine: 280 XL
Double Heat Sinks: 10 [20]
Gyro: Standard Gyro
Weapons Loc Heat Omni
------------------------------------
Blossom PPC LT 10 Pod
ER Small Laser LT 2 Pod
Blossom PPC RT 10 Pod
Small X-Pulse Laser CT 3 Pod
Small X-Pulse Laser CT 3 Pod
TAG HD 0 Pod
Strider II SR2-OF: Built for anti-vehicle and anti-air purpose, the F configuration used the new blossom PPC to immobilise vehicle and aircraft quickly, two small x-pulse lasers serve as anti-infantry weapon.