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They look cool, little mythological creatures running around  :cool:

And the advanced tech level involved and a new Nique. See "Elements of Treason" about the Hells Horses Protomechs

Originally were they not designed to replace vehicles ?

My argument for Falcons using, is more towards Stephanie's Forces, as they need all the numbers they can get
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Combat Vehicles / Weapon of War (or Fear and Terror?)
« Last post by HeavyArmorMecha on Today at 08:21:51 »
I remember reading about the Capellan Zahn Heavy Transport and how it terrorized the population......

But I thought, why not make it better?

Why not make it so that not only the population, even battle-harden troops will learn to rightly fear it?

Code: [Select]
A-go-go GUN-AGG

Mass: 60 tons
Movement Type: VTOL
Power Plant: 310 XL
Cruising Speed: 97.2 kph
Maximum Speed: 151.2 kph
Armor: Vehicular Stealth
Armament:
     8 AP Gauss Rifle
     1 ProtoMech AC/8
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3156
Tech Rating/Availability: F/X-X-X-F
Cost: 19,888,800 C-bills

Type: A-go-go
Technology Base: Mixed (Experimental)
Movement Type: VTOL
Tonnage: 60
Battle Value: 1,155

Equipment                                          Mass
Internal Structure                                   12
Engine                        310 XL                 16
Cruising MP: 9
Flank MP: 14
Heat Sinks:                   10                      0
Control Equipment:                                  3.0
Lift Equipment:                                     6.0
Power Amplifier:                                    0.0
Armor Factor (Vehicular Stealth)80                      5

                          Internal   Armor   
                          Structure  Value   
     Front                   6         20   
     R/L Side               6/6      20/20   
     Rear                    6         18   
     Rotor                   6         2     


Weapons
and Ammo                               Location    Tonnage   
Vehicular Sponson Turret                 Left        0.25   
8 AP Gauss Rifle                       Sponson       4.0     
ProtoMech AC/8                          Front        5.5     
Vehicular Sponson Turret                Right        0.25   
Targeting Computer                        BD         2.0     
Angel ECM Suite                          Body        2.0     
ProtoMech AC/8 Ammo (20)                 Body        2.0     
Anti-Personnel Gauss Rifle Ammo (80)     Body        2.0     

Stealth Armor + 151kph = Hard to hit; Angel ECM Suite to mess with enemy electronics; A ProtoMech AC/8 provides somewhat flexibility due to specialist ammunitions (which is easier to choose with 2 tons of ammo); 8 AP Gauss Rifle, 4 on each side sponsons to eviscerate Infantry and Battle Armor Troops; Targeting Computer is a must for effectiveness.
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Aerospace Combat / Re: FC Naval Command Decision
« Last post by Cannonshop on Today at 08:20:07 »
I generally agree.  My variance would be 6x NL-55s and using some of the freed mass for more AMS and fighter defense.
Warships were extinct in the IS at one time so it doesn't seem like a crazy lift to make a new line of oversized DS?  As far s I can tell, it's just easier than the Fox---a yard is smaller, the engine is smaller, no KF, no LF, no warship weapons etc....  As far as bankrupting the ASF assets of a navy, of course using some of the savings of not producing a new warship in quantity could produce quite a few ASF.  It would take a timescale of years to expand piloting schools, but that also seems doable.   Also, of course, some of those dropcollars could be used for regimental scale mech carriers making orbital drops (with smallcraft ground support rather than dropship ground support).
There are two reasons why I like a small quantity of raiders in a fleet.

(1) What's your apex predator in naval combat?  Is it other warships or ASF?  If it's warships, then 3/5 is hard to beat.  If it's ASF, then you might consider 5/8 pretty desirable as it means 5/8 ASF can't close, 6/9 ASF may run out of fuel before closing, 7/11 or 8/12 ASF may take structural damage before closing, and 9/14 or 10/15 ASF may run out of fuel before closing, leaving 11/17 the first ASF profile to be able to consistently close without structural damage or running out of fuel.   That's a much lighter ASF than a 5/8 which can close on 4/6 warship readily. 

(2) If you are using individual ranges LNG+5/8 can achieve faster + longer range enabling the possibility of lopsided victories vs. opponents without the speed or range.  A prepared opponent might of course mount more LNGs on a 3/5, but forcing your opponent to mount an inefficient weapon in quantity so the smallest deployed fleet element has sufficient LNGs to ward off a raider has a quite significant value.   Thus the suggestion for a small quantity of raider profiles---either opponents respond by significantly weakening their overall direct fire weaponry or they don't respond and are subject to lopsided sniping.

Both of the above are tactical combat considerations, so they seem like legitimate use of a 5/8 move taking into account the limits of human physiology.

I"ll give you a better argument.  It's one thing to measure your gee tolerance sitting in a customized acceleration couch, with a gee-suit like they issue fighter pilots.

It's something else entirely to measure it while walking, climbing stairs or ladders, carrying heavy things, moving heavy things, taking a crap, eating breakfast...

or running down a corridor with a fire extinguisher and a halligan tool, bracing, and maybe a repair patch to keep your air in.

guess which one's going to be a lot harder to do, at 2 to 2.5 gees (each MP is .5 gees)  never mind 4.

And these are absolutely things your crew needs to be able to do, see, Warships don't have a handy carrier deck to land on if something breaks.  If something breaks (and things will break)  They have to do it in situ-that is, inside the ship, without letting too much of the life giving oxygen out. (OR water).

OR they have to do them in hard vacuum because the life giving oxygen's already gotten out.

They ARE the carrier deck, that means the crew has to be able to move around, but it doesn't stop there.  Battletech does not include gravity or inertia control.  That means your passengers, off-duty crew, hospital cases, etc. are all subjected to the forces of brutal acceleration, and the fact is, high gees don't make you superman.

High Gees, especially over distance and time, make you a hospital patient or an invalid if they last more than a few seconds to a few minutes, especially if you're not wearing a full-on acceleration suit, and reclined in a nice, padded, supportive, acceleration couch.

It's very hard to effect repairs or reloads while reclining in a nice acceleration couch.

This means that while there's a high theoretical thrust involved, on the practical scale, aside from dedicated smallcraft, dropships or fighters whose crews get to recline in comfy couches in full bladder suits, your practical acceleration curve tops out at 2/3, (1 to 1.5 gees) for any distance over about five minutes.

Longer than that, and you can start looking into investments in arthritis medicines, blood pressure medication, and splints for broken bones (because someone is gonna trip coming down the corridor, especially in something as wild as combat.)

these things are built to accelerate for days (because at one gee, it takes seven days to get from zenith or Nadir to the orbital plane of most inhabitable planets).

Guess what most of 'em are going to be doing? 2 MP, one gee for that distance, because it's safer and healthier for crew and passengers (such as the ground troops you're hauling.)

This makes armor and point defenses more important than thrust curve, because having a high thrust curve is just one more thing you can't afford to use for 99% of the time you're in operation.

That means that your crew aren't doing battle damage mitigation at those higher accelerations, they're buckled in their couch with the funky bladders keeping the blood going to their brains instead.  They're not switching feeds for the ship's guns or anything, but buckled in securely, and with plenty of advance warning that it's about to happen.

Otherwise you're damaging your crew, and the ship, since loose objects become kinetic projectiles pretty easily, and hit a lot harder, at higher gee.

mabye even hard enough to break sensitive equipment and create MORE dangerous FOD.

so most of your fleet? are going to be cruising at one gee, even in combat conditions, because THAT way, they  can do damage mitigation, damage control, activate and maintain auxiliary systems, and keep your ship, which is the 'whole world' for its crew, functional enough to keep the crew (and passengers) alive.

Thus, most ships aren't going to use that huge thrust curve.  Not without extensive pre-preparation.  It's not like dogfighting a fighter.


4
Aerospace Combat / Re: FC Naval Command Decision
« Last post by Lagrange on Today at 07:46:13 »
1.  The only real issue I've ever had w/ the Fox itself is minor nitpicks about weapons choices & maybe having "too much" SI.
I generally agree.  My variance would be 6x NL-55s and using some of the freed mass for more AMS and fighter defense.

2.  I'm not sure I see a Behemoth sized anything as super realistic since any DS that sized is fluffed as being really rare.
Warships were extinct in the IS at one time so it doesn't seem like a crazy lift to make a new line of oversized DS?  As far s I can tell, it's just easier than the Fox---a yard is smaller, the engine is smaller, no KF, no LF, no warship weapons etc....  As far as bankrupting the ASF assets of a navy, of course using some of the savings of not producing a new warship in quantity could produce quite a few ASF.  It would take a timescale of years to expand piloting schools, but that also seems doable.   Also, of course, some of those dropcollars could be used for regimental scale mech carriers making orbital drops (with smallcraft ground support rather than dropship ground support).

3.  After years looking at 2/3 & 5/8+ ships, none of them impresses me.   3/4 & 4/6 are truly the sweet spots for Warships.
There are two reasons why I like a small quantity of raiders in a fleet.

(1) What's your apex predator in naval combat?  Is it other warships or ASF?  If it's warships, then 3/5 is hard to beat.  If it's ASF, then you might consider 5/8 pretty desirable as it means 5/8 ASF can't close, 6/9 ASF may run out of fuel before closing, 7/11 or 8/12 ASF may take structural damage before closing, and 9/14 or 10/15 ASF may run out of fuel before closing, leaving 11/17 the first ASF profile to be able to consistently close without structural damage or running out of fuel.   That's a much lighter ASF than a 5/8 which can close on 4/6 warship readily. 

(2) If you are using individual ranges LNG+5/8 can achieve faster + longer range enabling the possibility of lopsided victories vs. opponents without the speed or range.  A prepared opponent might of course mount more LNGs on a 3/5, but forcing your opponent to mount an inefficient weapon in quantity so the smallest deployed fleet element has sufficient LNGs to ward off a raider has a quite significant value.   Thus the suggestion for a small quantity of raider profiles---either opponents respond by significantly weakening their overall direct fire weaponry or they don't respond and are subject to lopsided sniping.

Both of the above are tactical combat considerations, so they seem like legitimate use of a 5/8 move taking into account the limits of human physiology.
5
Fan Fiction / Re: Opalescent Reflections
« Last post by Gorgon on Today at 07:45:24 »
That was brutal. But it did take care of the Cats. That's two Clans out of the invasion force dealt with, one way or another. And with the losses they've taken I doubt the Jaguars are long for this world, either. The repercussions are going to be interesting.
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I saw Primus three times.
I saw Primus once back in 2008, and Les Claypool the following year (he played a bunch of Flying Frog Brigade songs, along with his solo stuff). His music is what got me interested in learning bass guitar. I loved seeing Weird Al live as well.

Currently listening to:
A Day to Remember - Sometimes You're The Hammer, Sometimes You're The Nail
7
The Inner Sphere / Re: Battlemech Distribution
« Last post by MadCapellan on Today at 06:52:08 »
Honestly it seems unlikely. Field Manual Updates indicates many bottom-tier line formations are lacking in even Star League tech. A brand new design seems extremely unlikely to show up on a FedSuns backwater world only a few years after its debut, & in the middle of the Jihad no less!

Certainly, if this is something you want for a named character in a campaign, it wouldn't be impossible to have happen, but it certainly would be seen as wildly unusual.
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Nightwish - Turn loose the mermaids
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Forgotten weapons
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Off Topic / Re: What Are We Listening To: This List Goes Up To Eleven!
« Last post by ISD on Today at 04:35:07 »
I haven't been a huge gig-visitor, but I am glad I got to see Motörhead with my own foul eyes (when Motörizer was fresh). And had my ears ringing for three days after :shocked:

\m/

edit: np Instant Remedy - Comic Bakery
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