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1
The problem with the original RAKSHASA was fairly simple, it couldn't properly alpha strike without overheating to the point of silliness and its ammo had a habit of going up when you looked at it funny.

we Solved the ammo problem with case 2 We solved the overheating problem with light Ppc's, we solved the issue with lrm's by converting the lrm racks to mml racks. we increase the number of lasers by one 3 ermls and a single medium X pulse laser to back it up .

We sold the engine problem by using a light fusion engine, and we made sure to keep the mech speed As simple as the RAKSHASAs Original speed by using masc as well as a supercharger.



Code: [Select]
RAKSHASA  RAK-mk-ii

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-E
Production Year: 3132
Dry Cost: 20,363,875 C-Bills
Total Cost: 20,450,875 C-Bills
Battle Value: 2,128

Chassis: Endo-Steel
Power Plant: 300 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (108.0 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Standard Armor
Armament:
    2  Light PPCs
    2  MML-9s
    1  Medium X-Pulse Laser
    3  ER Medium Lasers
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 1 CT, 4 LA, 4 RA, 2 LL, 2 RL
Engine:             Light Fusion Engine          300                      14.50
    Walking MP: 4
    Running MP: 6 (10)
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             14(28)                    4.00
    Heat Sink Locations: 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE II Locations: 1 RT                                                1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           25       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     12           22       
                                             L/R Leg     16           31       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium X-Pulse Laser                         CT        6         1         2.00
MML-9                                        RT        5         5         6.00
Supercharger                                 RT        0         1         1.50
MML-9                                        LT        5         5         6.00
ER Medium Laser                              LT        5         1         1.00
MASC                                         LT        -         4         4.00
Light PPC                                    RA        5         2         3.00
ER Medium Laser                              RA        5         1         1.00
Light PPC                                    LA        5         2         3.00
ER Medium Laser                              LA        5         1         1.00
@MML-9 (LRM) (26)                            RT        -         2         2.00
@MML-9 (SRM) (11)                            RT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 21
6          4       4       2       0      3     1   Structure:  4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1

2
Aerospace / Re: Gangut Battleship: You basic
« Last post by Liam's Ghost on Today at 14:10:44 »

Space Hellstar


Kyiv Battleship
Mass: 2,500,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3125
Mass: 2,500,000
Battle Value: 409,140
Tech Rating/Availability: E/X-X-E-F
Cost: 45,505,958,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 9
KF Drive Integrity: 48
Heat Sinks: 15000 (30000)
Structural Integrity: 150

Armor
    Nose: 1265
    Fore Sides: 1265/1265
    Aft Sides: 1265/1265
    Aft: 1265

Cargo
    Bay 1:  Fighter (72)            12 Doors 
    Bay 2:  Small Craft (10)        4 Doors   
    Bay 3:  Cargo (58601.0 tons)    2 Doors   

Ammunition:
   None

Dropship Capacity: 10
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 100
Life Boats: 100
Crew:  114 officers, 431 enlisted/non-rated, 134 gunners, 194 bay personnel, 100 BA marines

Notes: Equipped with
    lithium-fusion battery system
   7,500 tons of lamellor ferro-carbide armor.

Weapons:                  Capital Attack Values (Standard)
Arc (Heat)            Heat  SRV     MRV     LRV      ERV    Class       
Nose (640 Heat)
20 ER PPC             300  20(200) 20(200) 20(200)   0(0)   PPC         
20 Large Pulse Laser  200  20(180) 18(180)  0(0)     0(0)   Pulse Laser
20 Laser AMS          140  0(60)    0(0)    0(0)     0(0)   AMS         
FRS/FLS (4,640 Heat)
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
20 Laser AMS          140  0(60)    0(0)    0(0)     0(0)   AMS         
RBS/LBS (4,640 Heat)
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
20 Laser AMS          140  0(60)    0(0)    0(0)     0(0)   AMS         
ARS/ALS (4,640 Heat)
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)   900  60(600) 60(600) 60(600) 60(600)  Capital PPC
20 Laser AMS          140  0(60)    0(0)    0(0)     0(0)   AMS         
Aft (640 Heat)
20 ER PPC             300  20(200) 20(200) 20(200)   0(0)   PPC         
20 Large Pulse Laser  200  20(180) 18(180)  0(0)     0(0)   Pulse Laser
20 Laser AMS          140  0(60)    0(0)    0(0)     0(0)   AMS         
3
"Amaris's Folly" wasn't a title until the Matar came to be in XTRO: Boondoggles in 2013. From 1992 to that point, it was simple Amaris's Behemoth with a big question mark to what it was but that all has now been retcon. It doesn't effect the game what so ever but as someone who grew up asking "wth was Amaris's Behemoth? Why did it spook so many people?" The reveal 20 years later that it was a piece of junk that never fired a shot was a hug let down.

My first-print copy of TRO 3055, copyright 1992, calls it "Amaris's Folly" and describes it as having taken one single step before all the actuators in its leg shattered.  It was always regarded as an in-universe failure, which was why Spheroid forces were so shocked to see the Clans using a functional version of it.  I have no idea where you're getting the idea that Amaris's mech was anything else.
4
Off Topic / Re: NHL 2024-2025: The Cats are out of the bag.
« Last post by Zeruel on Today at 13:58:48 »
And Shanahan is gone.
Only time will tell if any other management changes happen at the Leafs, but personally I think they'll give Treliving and Berube more chances (definitely Berube)

And of course, players we won't know until much later, although it's almost certain Marner is taking off
5
Combat Vehicles / Alpha Model Savannah Pastor
« Last post by Goose on Today at 13:51:15 »
Code: [Select]
          BattleTech Vehicle Technical Readout
                   * CUSTOM WEAPON

Type/Model:    Savannah Pastor Alpha
Tech:          Inner Sphere / 3067
Config:        Hovercraft
Rules:         Level 3, Standard design

Mass:          5 tons
Power Plant:   25 I.C.E.
Cruise Speed:  140.4 km/h
Maximum Speed: 216.0 km/h
Armor Type:    Standard
Armament:     
  1 Light Machine Gun*
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    Savannah Pastor Alpha
Mass:          5 tons
Construction Options:  Fractional Accounting

Equipment:                                 Items    Mass
Int. Struct.:  4 pts Standard                0       .50
Engine:        25 I.C.E.                     0      1.00
    Cruise MP:  13
     Flank MP:  20
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0       .25
Crew: 1 Members                              0       .00
Lift Equipment:                              0       .50
Armor Factor:   24 pts Standard              0      1.50

                          Internal    Armor
                          Structure   Value
   Front:                     1         10
   Left / Right Sides:        1        6/6
   Rear:                      1          2

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Light Machine Gun*     Front    0  100     2      1.00
Electrical Gobigook      Body                1       .25
--------------------------------------------------------
TOTALS:                           0          3      5.00
Items & Tons Left:                           3       .00

Calculated Factors:
Total Cost:        43,817 C-Bills
Battle Value 2:    93 (old BV = 38)
Cost per BV:       471.15
Weapon Value:      0 / 0 (Ratio = .00 / .00)
Damage Factors:    SRDmg = 1;  MRDmg = 0;  LRDmg = 0
BattleForce2:      MP: 13H,  Armor/Structure: 0 / 1
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: GL;  Point Value: 1

Born out'a my weak-arse google-fu not finding anyones elses first. :-*
6
Couple thoughts about the DLC:

Still suffers from:  field 5 assaults and grind everything down-itis.  Common fault with MW games.

Obvious missed opportunity in missions against CSJ and CJF:  faction flavored mech forces.  CSJ should have been a ton of Mist Lynx/Arctic Cheetahs, Stormcrows, Mad Dogs, and Dire Wolves.  CJF would have been fielding a bajillion Kit Foxes, Summoners, and Hellbringers.  Instead we saw a broad assortment of clan mechs, and I don't think in 3050 that would have been the case.

Also, missed opportunity on Alshain.  Couldn't they have given the 6th Alshain Regulars their own green paint scheme, and had the Sword of Light mechs in Kurita Red?  Seems like an obvious missed visual aid.

Also--I still don't like the "boss" fights.  That isn't the way to go in a MW game, just IMHO.

Played it, enjoyed it, and probably won't play it again. 
7
Sweet!
8
 looking closely to the Timby's Socket on the Arm the cone is angled to one side, plus there are features on the cast that indicate there would be right and left.
9
Please note that several of you are discussing/suggesting building a several billion, if not trillion, C-Bill industry just so you can save a few million, if that, on armored vehicles. And these worlds need not be poor, evidence suggests that Golden Worlds of the FedSuns don't have them, and post-SL a world may simply have decided to move along lines that don't involve fuels compatable with ICE power plants, FCE are, after all, still an option at the height of the SW, as is lots of public transport.
10
Fan Articles / Re: Mech of the Week: Behemoth/Stone Rhino
« Last post by SteelRaven on Today at 13:37:10 »
I find that logic almost hilarious, to be honest. The Corvis is a pretty bad Mech- anyone hate the Ryoken now?  ;D

Talking about folks who tend to have a bias against Clan Tech but pretend it's not a bias by finding any and all ways to justify it. "It was based on the Matar and we all know the Matar was crap." My dudes, just say you prefer IS mechs, OK? As for the mechs performance; It never needed to be good but I would have preferred something that would have hinted at the original text. A Macross Monster would have never been a good idea in the BTU with BT build rules but a failed attempt would have been more fun than just a bad Stone Rhino imo.   

Giving it the sobriquet "Amaris's Folly" does not really indicate that the Matar was successful in any way.

"Amaris's Folly" wasn't a title until the Matar came to be in XTRO: Boondoggles in 2013. From 1992 to that point, it was simple Amaris's Behemoth with a big question mark to what it was but that all has now been retcon. It doesn't effect the game what so ever but as someone who grew up asking "wth was Amaris's Behemoth? Why did it spook so many people?" The reveal 20 years later that it was a piece of junk that never fired a shot was a hug let down.
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