Author Topic: Slightly Mobile Armored Turret a Rifleman 3 but better.  (Read 314 times)

Primus203

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Slightly Mobile Armored Turret a Rifleman 3 but better.
« on: 11 August 2024, 20:16:00 »
200 ton tripod. Not practical but who cares.

Slow literally minimum speed. Max possible armor. 6 gauss rifles who needs speed when your enemy will die in one shot. 26 tons of ammo to feed this. Kerensky would have run out of mechs before this ran out of ammo unlike the rifleman 3. Can take an AC-20 to the back and survive. Slow, Slow, Slow,

Code: [Select]
Slightly Mobile Armored Turret

Mass: 200 tons
Chassis: Endo Steel Superheavy Tripod
Power Plant: 200 Fusion
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     6 Gauss Rifle
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3125
Tech Rating/Availability: E/X-X-X-F
Cost: 23,171,000 C-bills

Type:
Technology Base: Inner Sphere (Advanced)
Tonnage: 200
Battle Value: 4,364

Equipment                                          Mass
Internal Structure            Endo Steel             22
Engine                        200 Fusion            8.5
Walking MP: 1
Running MP: 2
Jumping MP: 0
Double Heat Sink              10 [20]                 0
Superheavy Gyro                                       4
Superheavy Tripod Cockpit                             5
Armor Factor                  680                  42.5

                          Internal   Armor   
                          Structure  Value   
     Head                    4         12   
     Center Torso            60        90   
     Center Torso (rear)               29   
     R/L Torso               42        64   
     R/L Torso (rear)                  20   
     R/L Arm                 33        65   
     R/C/L Leg               42     84/83/84


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 Double Heat Sink          CT        6        -       2.0   
Gauss Rifle                 RT        7        1       15.0 
CASE II                     RT        1        -       1.0   
Gauss Rifle Ammo (104)      RT        13       -       13.0 
2 Gauss Rifle               LA        14       1       30.0 
Gauss Rifle                 LT        7        1       15.0 
CASE II                     LT        1        -       1.0   
Gauss Rifle Ammo (104)      LT        13       -       13.0 
2 Gauss Rifle               RA        14       1       30.0 

PuppyLikesLaserPointers

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  • Posts: 1995
Re: Slightly Mobile Armored Turret a Rifleman 3 but better.
« Reply #1 on: 11 August 2024, 21:41:07 »
Well, you could pack the ammunition on the same slots to buy more slots. And more slots means you may looking for the FF armors too. Usually it requires ridiculous slots for mechs but the nature of the superheavy make it almost usable.

Also if you want a brick what about the hardened armor?

Code: [Select]
Ultralight Mobile Structure Plan -001

Mass: 200 tons
Chassis: Endo Steel Superheavy Tripod
Power Plant: 200 Fusion
Cruising Speed: 10.8 kph
Maximum Speed: 10.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Hardened
Armament:
     1 ER PPC
     2 Thunderbolt 15
     2 Gauss Rifle
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 23,964,500 C-bills

Type: Ultralight Mobile Structure Plan
Technology Base: Inner Sphere (Advanced)
Tonnage: 200
Battle Value: 4,998

Equipment                                          Mass
Internal Structure            Endo Steel             22
Engine                        200 Fusion            8.5
Walking MP: 1
Running MP: 1
Jumping MP: 0
Double Heat Sink              17 [34]                 7
Superheavy Gyro                                       4
Superheavy Tripod Cockpit                             5
Armor Factor (Hardened)       684                  85.5

                          Internal   Armor   
                          Structure  Value   
     Head                    4         12   
     Center Torso            60        90   
     Center Torso (rear)               30   
     R/L Torso               42        63   
     R/L Torso (rear)                  21   
     R/L Arm                 33        66   
     R/C/L Leg               42        84   


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
Double Heat Sink              LL        3        -       1.0   
2 Double Heat Sink            CT        6        -       2.0   
ER PPC                        CT        3        15      7.0   
Gauss Rifle Ammo (8)          CT        1        -       1.0   
2 Thunderbolt 15              RT        6        7       22.0 
4 Double Heat Sink            RT        12       -       4.0   
Gauss Rifle Ammo (8)          LA        1        -       1.0   
Thunderbolt 15 Ammo (20)      LT        5        -       5.0   
2 Gauss Rifle                 LT        14       1       30.0 
CASE II                       LT        1        -       1.0   
Double Heat Sink              CL        3        -       1.0   
Double Heat Sink              RL        3        -       1.0   
Gauss Rifle Ammo (8)          HD        1        -       1.0   


Like this? Although its firepower would be lower than your one. Overall -20 maximum damage for no replacement for a gauss and a replacement for a gauss was a 10 points of ER PPC. Thunderbolt is susceptible against AMS too, and is have shorter range than the gauss(which is never be a good news for a 1/2, now 1/1 mech). Anyway more tonnage for the armor means it needs to reduce some of the investment for the guns, so it's not a straight upgrade at all. But please consider hardened armor as well if you want a real brick!

Anyway perhaps adding some energy weapons seems better. Although it doesn't looks like to be aims for the optimization.
« Last Edit: 11 August 2024, 21:43:29 by PuppyLikesLaserPointers »

Daryk

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  • The Double Deuce II/II-σ
Re: Slightly Mobile Armored Turret a Rifleman 3 but better.
« Reply #2 on: 12 August 2024, 15:57:40 »
Artillery solves these problems too... ;)

Tyler Jorgensson

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  • Posts: 3005
Re: Slightly Mobile Armored Turret a Rifleman 3 but better.
« Reply #3 on: 13 August 2024, 14:24:26 »
The second design by Puppy is just too slow… and I know it’s a Super Heavy but it needs to be able to move more than one hex a round, or even change facings. 85 tons of armor of course will take forever to crack but when it can barely move you get flanked by UrbanMechs which then knock it down. It would DEFINITELY need support.

Now the first variant is straight forward and to the point. Six Gauss Rifles does the job and while normally I’d advocate for at least one energy weapon, it clearly has enough ammo. Actually now that I type that I might devote some tonnage to an ER Large Laser or PPC because Ballistic Reinforced Armor.

But other than that I mean both do what a Super Heavy needs to do.