In my latest attempt to figure out something near-impossible, I'm curious how feasible it is for a well-designed mech using 3025 tech to have a good chance against clantech mechs. Below is an attempt---comments/criticism welcome.
Deathwalker
Mass: 100 tons
Chassis: Standard Tripod
Power Plant: 300 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
8 Medium Laser
1 Sniper
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3025
Tech Rating/Availability: F/X-X-X-X
Cost: 9,900,000 C-bills
Type: Deathwalker
Technology Base: Inner Sphere (Experimental)
Tonnage: 100
Battle Value: 1,902
Equipment Mass
Internal Structure 11
Engine 300 Fusion 19
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink 19 9
Gyro 3
Tripod Cockpit 4
Armor Factor 349 22
Internal Armor
Structure Value
Head 3 9
Center Torso 31 47
Center Torso (rear) 15
R/L Torso 21 32
R/L Torso (rear) 10
R/L Arm 17 34
R/C/L Leg 21 42
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
Cluster Sniper Ammo (20) LL 2 - 2.0
2 Medium Laser CT 2 3 2.0
3 Medium Laser RT 3 3 3.0
3 Double Heat Sink RT 9 - 3.0
Sniper LT 20 10 20.0
Heat Sink CL 1 - 1.0
Medium Laser RA 1 3 1.0
Heat Sink CL 1 - 1.0
Medium Laser RA 1 3 1.0
Medium Laser HD 1 3 1.0
Fuel-Air Sniper Ammo (10) RL 1 - 1.0
2 Double Heat Sink RA 6 - 2.0
Smoke Sniper Ammo (10) RL 1 - 1.0
There are several oddball choices here which combine to make the Deathwalker particularly lethal against any mech.
A huge sniper artillery piece (20 criticals!) with 4 tons of ammunition (=40 shots) is the main gun. Although the artillery can be used in a standard multiple-boards-away-with-a-spotter style, it's also good in direct fire situations. Against airborne units, the special flak rules imply you suffer a flat +3 modifier to hit independent of target movement, and direct fire at a ground unit is a flat +4 modifier to hit, independent of target movement. The Sniper isn't quite a Long Tom, but it puts out good damage---20/10 points with a standard hit, 20/10/5 with Fuel-Air rounds, and 15/5 with cluster rounds. The cluster rounds are the best default choice since they use the shot-from-above table, implying 6 hits (=18 5-point hits) is an expected kill against any mech due to head damage. The odds of a hit are decent (4+4=8) when standing still. Smoke rounds provide mobile cover. The Fuel-air rounds are most useful for attacking lighter ground units where it's not worthwhile to work your way through the head armor. The Sniper is also a Nova killer, since any direct hit eliminates an entire point of battle armor.
The drawback of a direct fire Sniper is a minimum range of 6, so an array of 8 medium lasers are spread all over the upper body to provide additional fire. Using a Called Shot[high] as per TO rules, these use the punch table (= shot from above) at a +3 penalty to hit, implying that the medium lasers can efficiently exacerbate any damage that an enemy mech sustained from cluster rounds while approaching.
The final element of the arsenal is the two hand actuators which enable the mech to punch, again on the punch table, providing two more chances to take out a cockpit. Thus
all weapons can contribute significantly to the odds of taking out a cockpit.
You can't fire all weapons, but between 14 single heat sinks and 5 experimental freezers, you can dissipate 24 heat, enough to fire all medium lasers (0 heat) or the sniper + 5 medium lasers (1 heat). Playing with heat sink linking rules in TO, you can also fully link 6 medium lasers, leaving the remaining 12 heat sinks in the engine for the Sniper and 2 remaining medium lasers, giving an alpha strike overheat of only 4. Additionally, 2 of the heat sinks are in the center leg providing the possibility of additional cooling in water.
All of this is held together on a weirdo tripod frame, which has several significant advantages for our purposes.
- The tripod frame has 3 legs, each of which sports the armor of a normal bipod's leg. Since the odds of hitting the legs is not increased and the leg hit is randomized, this effectively means that leg armor is increased by 50%. Since leg armor tends to be heavy for the odds of a hit anyways, the ammunition for the Sniper is buried in the legs which are unlikely to be destroyed before the rest of the mech is.
- The tripod's upper body functions as a turret, implying all 8 of the medium lasers and a punch (or 6 medium lasers and 2 punches) can be applied to any unit jumping into the rear.
- The tripod can go hull down behind partial cover, adding an additional +2 to hit penalty. This is great of course for sniping with the Sniper.
- The tripod can target multiple opponents without a multitarget penalty since it has a dedicated gunner. Since it's fairly feasible to fire all weapons (since heat sink links above) and the Sniper has a very different range profile, this is useful.
- The tripod has a dedicated pilot which provides a bonus of 1 on all pilot skill rolls (plus a cumulative bonus of 1 for avoiding falls or standing up). In particular, this makes the punches more lethal.
Is this good enough?A Dire Wolf Prime can output a sustained 50 damage at long ranges which appears much larger than the 15 the Deathwalker outputs. However, since the Deathwalker's Sniper ignores target movement, potentially ignores cover, and effectively makes a "free" called shot[high], it's actually more lethal. For example, after 6 rounds of exchanged hits, the Dire Wolf has an expected 15 damage to the cockpit. In exchange, the Deathwalker would sustain 300 points of damage... which would likely include internal damage, but might very well be survivable.
There are many caveats of course. The Deathwalker has more range using (inaccurate-but-plentiful) indirect fire. The Dire Wolf has more range with direct fire. Clan pilots tend to have better skills and might be able to use that to eat the Called Shot[high] penalty with their more plentiful weapons at range. The Deathwalker can use hull-down effectively. A clan pilot might get within the 6 hex minimum range of artillery. On the other hand, if it takes a single cluster hit to the head on the way in, every punch has a 1-in-6 chance of being lethal.
Overall, perhaps the Deathwalker provides a credible threat with the outcome of combat dependent on tactical circumstances and luck. I can't say this about the Atlas---Atlas vs. Dire Wolf results in the Atlas losing almost always. Does anyone know a better approach?
And a freezer-free version.
Deathwalker 3025
Mass: 100 tons
Chassis: Standard Tripod
Power Plant: 300 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
7 Medium Laser
1 Sniper
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3025
Tech Rating/Availability: F/X-X-X-F
Cost: 9,508,000 C-bills
Type: Deathwalker
Technology Base: Inner Sphere (Advanced)
Tonnage: 100
Battle Value: 1,817
Equipment Mass
Internal Structure 11
Engine 300 Fusion 19
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink 21 11
Gyro 3
Tripod Cockpit 4
Armor Factor 336 21
Internal Armor
Structure Value
Head 3 9
Center Torso 31 45
Center Torso (rear) 14
R/L Torso 21 32
R/L Torso (rear) 10
R/L Arm 17 32
R/C/L Leg 21 40
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 Heat Sink LL 2 - 2.0
2 Medium Laser CT 2 3 2.0
4 Medium Laser RT 4 3 4.0
Sniper LT 20 10 20.0
2 Heat Sink CL 2 - 2.0
2 Heat Sink RL 2 - 2.0
Medium Laser HD 1 3 1.0
3 Heat Sink RA 3 - 3.0
Fuel-Air Sniper Ammo (10) RA 1 - 1.0
Cluster Sniper Ammo (20) RA 2 - 2.0
Smoke Sniper Ammo (10) RA 1 - 1.0
Edits: swapped sniper ammo for sniper smoke ammo, added freezer free version.