BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => Combat Vehicles => Topic started by: Caedis Animus on 26 March 2017, 02:09:50
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Less an ultraheavy Tank and more a design made for being an implacable assault vehicle, the Earthbreaker is designed for extreme firepower at range with ammo-fed weapons in all variants. Due to the extreme size and cost, the Earthbreaker also has the dubious honor of being made to order, with the presence of an Earthbreaker all but unheard of outside of extremely well-defended bases, where the Earthbreaker's firepower can be moved to other locations where defenses may, or have, been breached.
Version 1
The current rumor around many locations is that the Earthbreaker SPF-V1 was produced solely to give Defiance Industries a place to put all of their spare Ultra AC/20s for safekeeping. While the actual accuracy of this statement is dubious at best, the obscene firepower of the Earthbreaker SPF-V1 is sure to quiet nay-sayers... By deafening them. And likely sundering any and all forces they bring into the small parking lot this machine is hiding in, thanks to ECM.
Oh, and as a side note; "At Range" doesn't necessarily mean long range.
Earthbreaker Self-Propelled Fortress V1
IS experimental
175 tons
BV: 2,745
Cost: 34,756,333 C-bills
Movement: 1/2 (Tracked)
Engine: 175 XL
Internal: 126
Armor: 496 (Heavy Ferro-Fibrous)
Internal Armor
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Front 18 90
Front Right 18 70
Front Left 18 70
Rear Right 18 70
Rear Left 18 70
Rear 18 56
Turret 18 70
Weapon Loc Heat
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Ultra AC/20 TU 8
Ultra AC/20 TU 8
Ultra AC/20 TU 8
Ultra AC/20 TU 8
Medium Laser FR 3
Medium Laser FR 3
Medium Laser FR 3
Machine Gun FRRS 0
Machine Gun FRRS 0
Machine Gun FRLS 0
Machine Gun FRLS 0
Machine Gun RRRS 0
Machine Gun RRRS 0
Machine Gun RRLS 0
Machine Gun RRLS 0
Machine Gun RR 0
Machine Gun RR 0
Machine Gun FR 0
Machine Gun FR 0
Ammo Loc Shots
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Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Ultra AC/20 Ammo BD 5
Machine Gun Ammo BD 200
Machine Gun Ammo BD 200
Equipment Loc
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C3 Slave BD
CASE BD
Angel ECM Suite BD
Version 2
Do you like expensive LRM spam to be mobile in your base, with enough long-range missiles crammed on to make a Kraken 3 blush and maybe poop a little in terror? Well, look no further than the V2. Mounting a staggering 8 LRM-20 Launchers, making for a total of 160 tubes firing and recycling every 10 or so seconds. Oh, and we added C3 Slave, so that your turret can take advantage of the C3 Remote Launcher munitions you surely had a scout VTOL fire around the perimeter earlier, right?
Oh, and do be sure to have a munitions truck or three follow this thing around. Thanks to a well-designed mechanism (The fast reload quirk), the Earthbreaker V2's ammo can be restored quickly, but that two minutes of fire may get spent pretty quickly. And once that's gone, the Earthbreaker V2's existence is more of 175 tons of paperweight than an actually effective fighting vehicle.
Rumor has it that the three designs ordered by the Kell Hounds and Wolf-In-Exiles had the LRM-20 racks replaced with 16 Clanspec LRM-20s once they arrived. While we here at Overengineer Enterprises don't normally condone such modifications, the holovid footage of some 320 missiles hitting a Wolf Empire Tomahawk II in ten seconds was one of the most entertaining things seen this side of Solaris.
As a sidenote, the Earthbreaker SPF-V2-IIC is now available for purchase to enterprising defense coordinators who have more money to burn and a lot of enemies.
Earthbreaker Self-Propelled Fortress V2
IS experimental
175 tons
BV: 2,241
Cost: 32,344,583 C-bills
Movement: 1/2 (Tracked)
Engine: 175 XL
Internal: 126
Armor: 357 (Heavy Ferro-Fibrous)
Internal Armor
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Front 18 62
Front Right 18 51
Front Left 18 51
Rear Right 18 51
Rear Left 18 51
Rear 18 40
Turret 18 51
Weapon Loc Heat
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LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
LRM 20 TU 6
Ammo Loc Shots
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LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
LRM 20 Ammo BD 6
Equipment Loc
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C3 Slave BD
CASE BD
Version 3
For suicidally defensive units, where four head-cap capable shots wait until guns go dry and the engine can be detonated. On occassion, the MG ammo of this unit is halved in order to mount a C3 Slave; While such custom ordering is normally frowned upon by OE, the popularity of the C3S alteration allows for some extra wiggle room for production-level reproductions of that field refit.
(Note;An alternate, less insane, version of the V3 exists, which replaces the booby trap for yet another Gauss Rifle.)
Earthbreaker Self-Propelled Fortress V3
IS experimental
175 tons
BV: 2,367
Cost: 29,290,708 C-bills
Movement: 1/2 (Tracked)
Engine: 175 XL
Internal: 126
Armor: 426 (Heavy Ferro-Fibrous)
Internal Armor
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Front 18 78
Front Right 18 60
Front Left 18 60
Rear Right 18 60
Rear Left 18 60
Rear 18 48
Turret 18 60
Weapon Loc Heat
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Gauss Rifle TU 1
Gauss Rifle TU 1
Gauss Rifle TU 1
Gauss Rifle TU 1
Machine Gun FRRS 0
Machine Gun RRRS 0
Machine Gun FRLS 0
Machine Gun RRLS 0
Machine Gun RR 0
Machine Gun FR 0
Machine Gun FR 0
Machine Gun RR 0
Machine Gun FRRS 0
Machine Gun FRLS 0
Machine Gun RRRS 0
Machine Gun RRLS 0
Ammo Loc Shots
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Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Gauss Ammo BD 8
Machine Gun Ammo BD 200
Machine Gun Ammo BD 200
Equipment Loc
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CASE BD
Booby Trap BD
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I think I'd prefer a U-AC/LRM mix to the pure U-AC model. Or, heaven forbid, a smaller U-AC model.
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I'd strongly consider replacing the MGs with a mix of flamers, and AMS. Yes, you can't shoot down artillery, but being able to limit missile damage might just prevent one of those awkward mobility crits.
As for use, I'd put one underground at each major starport. "Illegal Union landing on platform seven ... " BOOOM "... cleanup to platform seven ..."
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I like the idea. If you don't mind, I have a fourth variant to add to this:
SPF-V4
SPF-V4
IS experimental
175 tons
BV: 2,322
Cost: 34,739,833 C-bills
Movement: 1/2 (Tracked)
Engine: 175 XL
Internal: 126
Armor: 320 (Vehicular Stealth)
Internal Armor
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Front 18 59
Front Right 18 45
Front Left 18 45
Rear Right 18 45
Rear Left 18 45
Rear 18 36
Turret 18 45
Weapon Loc Heat
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Long Tom Cannon TU 20
Long Tom Cannon TU 20
Long Tom Cannon TU 20
Long Tom Cannon TU 20
Vehicle Flamer (Sponson) FRRS 3
Vehicle Flamer (Sponson) FRRS 3
Vehicle Flamer (Sponson) FRRS 3
Vehicle Flamer (Sponson) FRLS 3
Vehicle Flamer (Sponson) FRLS 3
Vehicle Flamer (Sponson) FRLS 3
Ammo Loc Shots
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Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Vehicle Flamer (Inferno) Ammo BD 20
Vehicle Flamer (Inferno) Ammo BD 20
Equipment Loc
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CASE BD
C3 Slave BD
Angel ECM Suite BD
Vehicular Stealth BD
Vehicular Stealth BD
Sponson Turret FRRS
Sponson Turret FRLS
Lower armor thickness than even the -V3, but having it fully converted to stealth, paired with a quartet of Long Tom Cannons, will give anyone a bad day. This one also replaces the machine gun arsenal with dual sponsons that have a trio of vehicular flamers in each.
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Hmm. I'm not against the idea of slow, well protected defensive hardpoints, but the range has to be long enough to remain effective. Have you considered a TAG on each facing and a set of Arrow IV launchers besides the direct fire?
Personally, I have a homebrew system of mobile turrets, using vehicles to prep a site and re-position them. (A tow vehicle with a crane arm lifts it up off the ground onto a trailer.) Infantry use 5-10 ton turrets, anti-Mech or vehicle turrets are 15-20.
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I just noticed the C-bill cost on that thing is outrageous. Compare to:
100 tons tracked
1 movement
19 tons armor
F 74, R/L 60, R 50, T 60
(2x) U-AC 20 (8 tons ammo) (turret)
LRM 20 (3 tons ammo) (turret)
(4x) MGs (0.5 tons ammo)
CASE
C3 slave
Cost: 4,113,333
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I'd strongly consider replacing the MGs with a mix of flamers, and AMS. Yes, you can't shoot down artillery, but being able to limit missile damage might just prevent one of those awkward mobility crits.
As for use, I'd put one underground at each major starport. "Illegal Union landing on platform seven ... " BOOOM "... cleanup to platform seven ..."
shouldn't that BOOOOOOOOOOOOOOOOOM be longer.. I mean 4 Ultra AC20 will take a moment for the Banging to stop and the look for salvage to begin. Just remember to let them land 1st. Otherwise a horrible mess occurs
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I just noticed the C-bill cost on that thing is outrageous. Compare to:
100 tons tracked
1 movement
19 tons armor
F 74, R/L 60, R 50, T 60
(2x) U-AC 20 (8 tons ammo) (turret)
LRM 20 (3 tons ammo) (turret)
(4x) MGs (0.5 tons ammo)
CASE
C3 slave
Cost: 4,113,333
But it doesn't mount quad U-AC20s.
See the point of this is having maybe one or two per engagement of a highly fortified position; Like a Starbase. And to do that, it needed to mount a *lot* of gun. Two UAC20s and an LRM-20 is great, but 8 LRM-20s or 4 UAC20s is even better. Or the Four Gauss+Bomb.
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I absolutely love the Long Tom Cannon version, specifically for the indirect fire it can pour on enemies while parked somewhere safe. And that much AE damage simply evaporates the average scout, no matter how fast it runs.
But aside from sending out faster units to chase down the enemy artillery while the Earthbreaker hides in a cave, your best defense against artillery is counter-battery fire. Which is exactly why the Earthbreaker needs to tow a Long Tom trailer. :D
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Why settle for long range when you can get an Earthbreaker that has long range? ;D
This thing can walk fire onto a spotted target or even as counter-battery fire with pretty frightening speed.
Sure, it only does 90 damage per turn, but it can keep up a barrage for 20 turns.
Also, it can dig emplacements for smaller tanks and house a small community of combat engineers. Because why not? :D
Earthbreaker Mobile Emplacement
IS experimental
200 tons
BV: 1,426
Cost: 11,816,000 C-bills
Movement: 1/2 (Tracked)
Engine: 200 Fuel Cell
Internal: 140
Armor: 320 (Vehicular Stealth)
Internal Armor
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Front 20 52
Front Right 20 43
Front Left 20 43
Rear Right 20 43
Rear Left 20 43
Rear 20 36
Turret 20 60
Weapon Loc Heat
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Thumper TU 5
Thumper TU 5
Thumper TU 5
Thumper TU 5
Thumper TU 5
Thumper TU 5
Ammo Loc Shots
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Thumper Ammo BD 20
Thumper Ammo BD 20
Thumper Ammo BD 20
Thumper Ammo BD 20
Thumper Ammo BD 20
Thumper Ammo BD 20
Equipment Loc
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Vehicular Stealth BD
Vehicular Stealth BD
Guardian ECM Suite BD
Field Kitchen RR
Bulldozer FR
Carrying Capacity:
Troops - 8.0 tons
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...you do remember Thumpers can fire specialty ammo, right? This thing is scary.
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specialty ammo
Oh yes, a ton of FASCAM and a ton of Cluster are pretty much all you need. I do like Thermobaric ammo, but it's supposed to be very rare, so I'd only justify a single ton of it at most. A good tactic might be to fire FASCAM ammo in the first round of fire, to sight in a target hex, and then hammer that hex with hits at a -6 difficulty to hit (or whatever the maximum for walking fire is) the next round. The scatter doesn't have as much of a chance of harming your spotters that way.
I dislike the damage reduction of Copperhead ammo, but with that many tubes in a single volley it hardly matters.
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Do extra large vehicles take crits normally? Can the whole thing be taken out by one inferno SRM?