BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: Terrace on 22 November 2014, 21:44:22
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Ok, you're the Master Tech for a mercenary company around 3050-3052 that just captured a Clan Omnimech and intends to field it with full Clan equipment. Thankfully, information you have available indicates the Clans already have standardized configurations they pull out as needed. But there's one problem. While the lethality of the designs is undeniable, and there's good ideas in the configurations, some of the specifics of the loadouts have you pulling your hair out! Useless frills, way too many guns for their heat sinks, not enough ammo for extended operations, it makes you wonder if your long-ago counterpart among the Clans was trying to get Warriors killed!
When you bring this up with the unit commander, he tells you to tweak a configuration and go, as the MechWarrior he's assigned to the 'Mech likes the look of some of those configurations, and wants one of the specific loadouts you identified problems with.
Now the challenge is before you. Take that configuration, and make the least amount of changes you think are needed to make it field worthy. Be careful, though. Too many changes, and the prima-donna MechWarrior is gonna notice that you're not giving him what he wants and pitch a fit.
Out-of-universe rules: Pick a single Clan Omnimech from the original sixteen. Pick one of the configurations, preferably one of the "looks like a good idea" examples. Now start tweaking it. You can pick an Omnimech that someone else claimed, but if so you need to do a different canon configuration. Try to keep to equipment that the Invading Clans had with them in 3050, since that's what you'll be taking off the battlefield. Only tinker with the loadout, not the fixed equipment.
To get us started, I'll go with the Summoner A. With only a single ton of ammo for the Gauss Rifle, the Summoner A doesn't have enough endurance for a long-range slugging match. The Large Pulse Laser helps with the shell-cracking, but the problem is that your headcapper and longest ranged weapon is gonna run out of ammo quick. While this is (probably) fine in one-on-one Trials, that's not enough when you're expecting to engage multiple opponents. The other problem is the glut of ammunition for the SRM-6. The Summoner A carries two(!) tons of ammo for a single launcher. Just... why? Were they expecting the Warrior to switch out one ton for inferno rounds? I got a better use for that extra ton of ammo that neatly solves the first problem while I'm at it.
Thor (Summoner)
Mass: 70 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 19,078,958 C-Bills
Battle Value: 887
Chassis: Unknown Standard
Power Plant: Unknown 350 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous
Armament:
22.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 107 points 7.00
Engine: XL Fusion Engine 350 15.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LL, 2 RL 5.00
Heat Sinks: Double Heat Sink 14(28) 4.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 173 9.50
Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 0
Center Torso 22 27
Center Torso (rear) 8
L/R Torso 15 22
L/R Torso (rear) 7
L/R Arm 11 17
L/R Leg 15 23
================================================================================
Loadout Name: A2 Cost: 20,478,271
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,174
Equipment Type Rating Mass
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Jumping MP: 5 (Standard)
Jump Jet Locations: 1 CT, 2 LL, 2 RL 0.00
CASE Locations: LT, LA 0.00
Actuators: L: SH+UA R: SH+UA+LA
Equipment Location Heat Critical Mass
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Large Pulse Laser RA 10 2 6.00
Gauss Rifle LA 1 6 12.00
SRM-6 LT 4 1 1.50
@Gauss Rifle (16) LA - 2 2.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 22
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 22
5j 4 4 3 0 3 0 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
Deleting a ton of SRM ammo let me double the endurance for the Gauss Rifle. While two tons still isn't great for Gauss Rifle ammo, at least the darn thing won't become dead weight after a mere eight shots. The best part of this mod is that it's still visually identical to the canon A configuration. I didn't even have to touch the weapons!
Let's see you guys try it!
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The is a Timberwolf tweaked to match the iconic cover art, since none of the variants actually matched it.
MadCat-Iconic MadCat-I
Mass: 75 tons
Tech Base: Clan
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-D
Production Year: 3051
Cost: 19,340,125 C-Bills
Battle Value: 2,708
Chassis: Unknown Endo-Steel
Power Plant: Unknown 375 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 ER Large Lasers
2 LRM-15s w/ Artemis IV FCS
2 ER Medium Lasers
2 ER Small Lasers
4 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 1 LT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 375 19.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 19(38) 9.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Ferro-Fibrous AV - 230 12.00
Armor Locations: 1 HD, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
CASE Locations: LT, RT 0.00
Internal Armor
Structure Factor
Head 3 9
Center Torso 23 36
Center Torso (rear) 9
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 32
================================================================================
Equipment Location Heat Critical Mass
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ER Large Laser RA 12 1 4.00
ER Medium Laser RA 5 1 1.00
ER Large Laser LA 12 1 4.00
ER Medium Laser LA 5 1 1.00
Machine Gun RT 0 1 0.25
LRM-15 RT 5 2 3.50
Artemis IV FCS RT - 1 1.00
ER Small Laser RT 2 1 0.50
Machine Gun LT 0 1 0.25
LRM-15 LT 5 2 3.50
Artemis IV FCS LT - 1 1.00
ER Small Laser LT 2 1 0.50
2 Machine Guns CT 0 2 0.50
@MG (1/2) (100) RT - 1 0.50
@LRM-15 (Artemis) (8) RT - 1 1.00
@LRM-15 (Artemis) (8) LT - 1 1.00
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 27
5 7 6 4 0 3 1 Structure: 4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 2
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Have a Dire Wolf Prime with some improvements. Swapping two of the ERLLs for MPLs lets you do an enormous amount of work once you rebalance the heat sinks around the sensible new bracketing setup (1 ERLL and 3 MPLs generate exactly the same amount of heat, and that is what you have in each arm). It might ruffle some feathers, but the addition of a shiny new high tech Targeting Computer should be enough to smooth things over, especially when you factor in the sensible heat curve.
Edit: I forgot to mention that one of the key distinguishing features of this design it that it is configured to do a lot of damage without drawing too much attention to itself. The bevvy of small to medium hits will not draw attention the way a 15 point brick to the face will, the peak damage is not spectacular, and many players will laugh at the autocannons, but the Targeting Computer means it will land quite a bit of damage at long range and grind down targets faster than it looks like it should at first glance. Of course, it is still a Dire Wolf so no one in their right mind will completely neglect it, but the lower apparent threat will still give it more freedom to operate which can be extremely useful under the right circumstances.
Daishi (Dire Wolf)
Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 24,900,000 C-Bills
Battle Value: 1,277
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
50.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
================================================================================
Loadout Name: Prime-2 Cost: 29,240,000
Tech Rating/Era Availability: F/X-X-E-A BV2: 2,940
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 16(32) 1.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT, 1 LL
CASE Locations: LT, LA, RA, RL 0.00
Actuators: L: SH+UA R: SH+UA
Equipment Location Heat Critical Mass
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Ultra AC/5 RA 1 3 7.00
ER Large Laser RA 12 1 4.00
3 Medium Pulse Lasers RA 12 3 6.00
Ultra AC/5 LA 1 3 7.00
ER Large Laser LA 12 1 4.00
3 Medium Pulse Lasers LA 12 3 6.00
Targeting Computer RT - 7 7.00
LRM-10 LT 4 1 2.50
ECM Suite LT 0 1 1.00
@Ultra AC/5 (20) RA - 1 1.00
@Ultra AC/5 (20) LA - 1 1.00
@LRM-10 (24) LT - 2 2.00
@Ultra AC/5 (20) RL - 1 1.00
Free Critical Slots: 11
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 29
3 6 6 3 0 4 4 Structure: 5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA
Also, Andras's design reminds me of a cleaned up Timber Wolf Prime I did a while back, although I had twice as much ammo for the LRMs, one less DHS, and cut the secondary battery down to three ERMLs and a Flamer.
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Nova Prime: well, it's hard to improve perfection ;) The only thing i'd change (and consider "better than the original") is taking two Lasers out and a Targeting Computer in. But that would really be the dot on the i ;)
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Mad Dog Prime has two problems: not enough ammo and not enough heat sinks. Sadly the two main big lasers are so important you can't take them out. And that advice-resistant MechWarrior probably still want some LRM as secondary weapon. This leaves not much choice.
I took out the LRM20 and put in LRM15 with Artemis IV. They have quite similar firepower and with three tons of ammo the shots per launcher are effectively doubled. Leaves the Heat Sink problem. I took one Medium Pulse out and put a ER Medium and a Heat Sink in. So the Vulture is now able to fire 2x Lg Pulse + Med Pulse + Running without heat, or Lg Pulse + 2x LRM15 + Med Pulse + Running without heat. That ER Medium is almost a tertiary weapon now.
Vulture (Mad Dog)
Mass: 60 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E-A
Production Year: 2963
Cost: 13.020.000 C-Bills
Battle Value: 796
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
28.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 99 points 6,00
Engine: XL Fusion Engine 300 9,50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2,00
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 163 8,50
Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 23
Center Torso (rear) 7
L/R Torso 14 16
L/R Torso (rear) 7
L/R Arm 10 16
L/R Leg 14 23
================================================================================
Loadout Name: Prime-Alternative Cost: 15.424.000
Tech Rating/Era Availability: F/X-E-E-A BV2: 2.278
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 1,00
Heat Sink Locations: 1 LL
CASE Locations: CT, LT, RT 0,00
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
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LRM-15 RT 5 2 3,50
Artemis IV FCS RT - 1 1,00
LRM-15 LT 5 2 3,50
Artemis IV FCS LT - 1 1,00
Medium Pulse Laser RA 4 1 2,00
Large Pulse Laser RA 10 2 6,00
Large Pulse Laser LA 10 2 6,00
ER Medium Laser LA 5 1 1,00
@LRM-15 (Artemis) (8) CT - 1 1,00
@LRM-15 (Artemis) (8) RT - 1 1,00
@LRM-15 (Artemis) (8) LT - 1 1,00
Free Critical Slots: 21
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 23
5 5 5 4 0 3 2 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
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Mad Dog Prime has two problems: not enough ammo and not enough heat sinks. Sadly the two main big lasers are so important you can't take them out. And that advice-resistant MechWarrior probably still want some LRM as secondary weapon. This leaves not much choice.
I took out the LRM20 and put in LRM15 with Artemis IV. They have quite similar firepower and with three tons of ammo the shots per launcher are effectively doubled. Leaves the Heat Sink problem. I took one Medium Pulse out and put a ER Medium and a Heat Sink in. So the Vulture is now able to fire 2x Lg Pulse + Med Pulse + Running without heat, or Lg Pulse + 2x LRM15 + Med Pulse + Running without heat. That ER Medium is almost a tertiary weapon now.
Vulture (Mad Dog)
Mass: 60 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E-A
Production Year: 2963
Cost: 13.020.000 C-Bills
Battle Value: 796
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
28.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 99 points 6,00
Engine: XL Fusion Engine 300 9,50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2,00
Gyro: Standard 3,00
Cockpit: Standard 3,00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 163 8,50
Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 23
Center Torso (rear) 7
L/R Torso 14 16
L/R Torso (rear) 7
L/R Arm 10 16
L/R Leg 14 23
================================================================================
Loadout Name: Prime-Alternative Cost: 15.424.000
Tech Rating/Era Availability: F/X-E-E-A BV2: 2.278
Equipment Type Rating Mass
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Heat Sinks: Double Heat Sink 13(26) 1,00
Heat Sink Locations: 1 LL
CASE Locations: CT, LT, RT 0,00
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
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LRM-15 RT 5 2 3,50
Artemis IV FCS RT - 1 1,00
LRM-15 LT 5 2 3,50
Artemis IV FCS LT - 1 1,00
Medium Pulse Laser RA 4 1 2,00
Large Pulse Laser RA 10 2 6,00
Large Pulse Laser LA 10 2 6,00
ER Medium Laser LA 5 1 1,00
@LRM-15 (Artemis) (8) CT - 1 1,00
@LRM-15 (Artemis) (8) RT - 1 1,00
@LRM-15 (Artemis) (8) LT - 1 1,00
Free Critical Slots: 21
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 23
5 5 5 4 0 3 2 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 2
Bringing this topic back from the dead to tell you that you're doing it wrong.
Rules Edit: You now can modify a configuration that someone else has done, but only if you think you can do it better.
Now, regarding the Mad Dog Prime, you've correctly identified the two problems, but you went in completely the wrong direction in fixing them. The LRMs are the primary weapon, considering how they're two of the biggest LRM size available, with the lasers being mostly a backup weapon for when the ammo is depleted. So I'm posting the correct way to go about it.
Vulture (Mad Dog)
Mass: 60 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E
Production Year: 3070
Cost: 13,020,000 C-Bills
Battle Value: 796
Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
28.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 99 points 6.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: GyroStandard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 163 8.50
Armor Locations: 1 HD, 2 LT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 20 23
Center Torso (rear) 7
L/R Torso 14 16
L/R Torso (rear) 7
L/R Arm 10 16
L/R Leg 14 23
================================================================================
Loadout Name: Prime2 Cost: 15,152,000
Tech Rating/Era Availability: F/X-X-E BV2: 2,501
Equipment Type Rating Mass
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CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Equipment Location Heat Critical Mass
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2 Medium Pulse Lasers RA 8 2 4.00
2 Medium Pulse Lasers LA 8 2 4.00
LRM-20 RT 6 4 5.00
Artemis IV FCS RT - 1 1.00
LRM-20 LT 6 4 5.00
Artemis IV FCS LT - 1 1.00
Targeting Computer CT - 2 2.00
@LRM-20 (Artemis) (18) RT - 3 3.00
@LRM-20 (Artemis) (18) LT - 3 3.00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 25
5 7 7 4 0 3 0 Structure: 3
Special Abilities: OMNI, CASE, SRCH, ES, SOA, IF 3
Ammo endurance is vastly improved, enhanced with Artemis IV, and the lasers are now extra accurate thanks to a Targeting Computer. You can fire the lasers or the missiles at a dead run and remain ice cold even while buried in Infernos, or add a single LRM-20 to the Medium Pulse Lasers at close range at still remain heat-neutral while running.
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I'll have to give this a shot later :)
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Here's a simple one that doesn't even require a readout: Take the Mad Cat D and turn all the SRMs forward facing, since this Mech is in a mercenary unit now and doesn't need a Grand Melee configuration. And 4 Streak SRM 6 are a lot of punishment.
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Puma shenanigans
The original Puma Prime had a problem, it carried a 6-ton decorative ornament, namely one of its two ER PPC. You couldn't realistically use both PPCs without monstrous heat issues. And whilst it would be 'easy' to just rip them out and replace with a pair of ER Large lasers and some supporting weapons to make an alpha boat, thats boring as all hell. So instead I went for a more multi-purpose design. The big change is the speed, going up to 7/11, whilst mixing long and short range firepower and retaining targetting computer
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 7,273,013 C-bills
Battle Value: 1,809
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 6.0
Type: Fusion XL
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 13 [26] 3.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Large) LA 1 4.0
ER Laser (Medium) RA 1 1.0
ER Laser (Medium) RA 1 1.0
ER Laser (Medium) RA 1 1.0
ER Laser (Medium) RA 1 1.0
ER Laser (Small) H 1 0.5
ECM Suite LT 1 1.0
BattleForce 2
MP Damage PB/M/L Overheat Class
7 4/4/1 3 L
The Alfa is basically the same as the standard Puma, whilst its long range firepower isn't quite so extensive with a pair of LRM-15's instead of LRM-20s, the endurance does go up. Each launcher has 2 tons of ammo giving it 16 shots vs 12 per launcher for the standard A. The defences also go up and instead of the point blank anti-infantry weapons the new A has a collection of ER Mediums.
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 6,283,463 C-bills
Battle Value: 1,336
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 6.0
Type: Fusion XL
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 [20] 0.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) RT 1 1.0
ER Laser (Medium) CT 1 1.0
ER Laser (Small) H 1 0.5
LRM 15 LA 2 3.5
LRM 15 RA 2 3.5
Ammo (LRM 15) 8 LA 1 1.0
Ammo (LRM 15) 8 LA 1 1.0
Ammo (LRM 15) 8 RA 1 1.0
Ammo (LRM 15) 8 RA 1 1.0
The Bravo becomes more of a skirmisher and raider, and is the first Puma to jump. Built more for close range battles the B mounts a large pulse laser for firepower at all ranges, a quartet of ER smalls for close in work and a SRM-4 for barrage work. An Active probe rounds it out.
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 6,457,275 C-bills
Battle Value: 1,498
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 6.0
Type: Fusion XL
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 [20] 0.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Small) RA 1 0.5
ER Laser (Small) RA 1 0.5
ER Laser (Small) RA 1 0.5
ER Laser (Small) RA 1 0.5
Pulse Laser (Large) LA 2 6.0
SRM 4 LT 1 1.0
Active Probe RT 1 1.0
Ammo (SRM 4) 25 LT 1 1.0
The Charlie is a missile boat but built for close in fighting rather than long range engagement. Unlike the B the C can't jump but it trades firepower for accuracy. A pair of SSRM-6's and a pair of medium pulse lasers make most of its armament. The remaining tonnage is consumed by a ECM, ER Small laser and a targetting computer making the C very accurate with its lasers.
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 6,841,013 C-bills
Battle Value: 1,482
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 6.0
Type: Fusion XL
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 [20] 0.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Small) H 1 0.5
Pulse Laser (Medium) LT 1 2.0
Pulse Laser (Medium) RT 1 2.0
Streak SRM 6 LA 2 3.0
Streak SRM 6 RA 2 3.0
ECM Suite CT 1 1.0
Ammo (SSRM 6) 15 LA 1 1.0
Ammo (SSRM 6) 15 RA 1 1.0
The Delta mounts the biggest single weapon on a Puma, an ultra AC-10 fed by 2 tons of ammunition, this heavy weapon naturally restricts what else it can carry and supporting armament is a pair of ER mediums and a single flamer for anti-infantry defence.
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 6,000,300 C-bills
Battle Value: 1,192
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 6.0
Type: Fusion XL
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 [20] 0.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) RT 1 1.0
Flamer RA 1 0.5
Ultra AC/10 LA 4 10.0
Ammo (uAC/10) 10 LA 1 1.0
Ammo (uAC/10) 10 LA 1 1.0
Finally the Echo was built to be a multi-role unit that could engage at all ranges, but its differing types of weapons made it unpopular as it was a bit of a resource drain.
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 35
Cost: 6,507,225 C-bills
Battle Value: 1,356
Equipment Mass
Internal Structure: Endo Steel 2.0
Engine: 245 6.0
Type: Fusion XL
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10 [20] 0.0
Gyro: Standard 3.0
Cockpit: 3.0
Armor Factor: 119 6.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 6
L/R Torso 8/8 12/12
L/R Torso (rear) 4/4
L/R Arms 6/6 12/12
L/R Legs 8/8 16/16
Weapons and Ammo Location Crits Tons
ER Laser (Large) LA 1 4.0
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) RT 1 1.0
LRM 10 RA 1 2.5
SRM 4 LT 1 1.0
SRM 4 RT 1 1.0
ECM Suite CT 1 1.0
TAG H 1 1.0
Ammo (LRM 10) 12 RA 1 1.0
-
Are you sure? Those are some rather extensive changes. The point is to make them effective with the least amount of alterations.
-
I'm going with a tweak on the Timberwolf C - this setup got me my first game in MWO with over 1K damage dealt and it works pretty well on the actual table too.
Mad Cat (Timber Wolf) C
================================================================================
Loadout Name: C Cost: 23,460,391
Tech Rating/Era Availability: F/X-E-E-A BV2: 2,393
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 16(32) 1.00
Heat Sink Locations: 1 LT
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Flamer CT 3 1 0.50
LRM-5 RT 2 1 1.00
LRM-5 LT 2 1 1.00
Medium Pulse Laser LT 4 1 2.00
Ultra AC/10 RA 3 4 10.00
2 ER Large Lasers LA 24 2 8.00
@Ultra AC/10 (20) RT - 2 2.00
@LRM-5 (24) RT - 1 1.00
@LRM-5 (24) LT - 1 1.00
Free Critical Slots: 16
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 24
5 5 4 4 0 3 1 Structure: 4
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA, IF 1
-
I'm not going to take credit for the idea that was not mine, but as it was mentioned in some thread discussing PPC capacitors, Puma Prime could trade Targeting Computer for two capacitors and a heat sink. Fire one ER PPC while charging the capacitor for the other, cool down once in a while, since you are still 1-2 DHS short.
Puma (Adder) Prime
Clan TW
35 tons
BV: 2,182
Cost: 7,487,438 C-bills
Movement: 6/9
Engine: 210 XL
Heat Sinks: 12 [24]
Gyro: Standard Gyro
Internal: 58 (Endo-Steel)
Armor: 115/119 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 11 16
Center Torso (rear) 6
Right Torso 8 12
Right Torso (rear) 4
Left Torso 8 12
Left Torso (rear) 4
Right Arm 6 12
Left Arm 6 12
Right Leg 8 14
Left Leg 8 14
Weapon Loc Heat
----------------------------------------
ER PPC LA 15
Flamer CT 3
ER PPC RA 15
Equipment Loc
----------------------------------
PPC Capacitor LA
PPC Capacitor RA
Carrying Capacity:
One battle armor squad
Hellbringer Prime can do the same trick, I believe.
-
Simply refine the original to something that makes a bit more sense and use of all those otherwise extra heat sinks.
Gladiator (Executioner)
Mass: 95 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E-A
Production Year: 3001
Cost: 33,564,781 C-Bills
Battle Value: 1,270
Chassis: Unknown Standard
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
26.5 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 145 points 9.50
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6 (8)
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 8.00
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 RT
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 259 13.50
Armor Locations: 1 HD, 2 CT, 2 RT, 1 LA, 1 RA
Internal Armor
Structure Factor
Head 3 9
Center Torso 30 37
Center Torso (rear) 9
L/R Torso 20 20
L/R Torso (rear) 10
L/R Arm 16 32
L/R Leg 20 40
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
MASC LT - 4 4.00
Free Critical Slots: 30
================================================================================
Loadout Name: Ox1 Cost: 35,767,916
Tech Rating/Era Availability: F/X-E-E-A BV2: 3,465
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 4 (Standard)
Jump Jet Locations: 2 LL, 2 RL 0.00
Heat Sinks: Double Heat Sink 20(40) 4.00
Heat Sink Locations: 1 LT, 2 RT, 1 LA, 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Flamer RT 3 1 0.50
2 Medium Pulse Lasers RT 8 2 4.00
MASC LT - 4 4.00
Targeting Computer LT - 4 4.00
ER PPC RA 15 2 6.00
2 ER Large Lasers LA 24 2 8.00
Free Critical Slots: 9
-
Sorry for the minor Necro but I was thinking this morning about the Gargoyle and whilst the A is terrifying the Prime is...well its this. Given Mech form.
https://www.youtube.com/watch?v=V8XTpCwicwE
This version of the Prime is more akin to a Mad Cat prime and indeed features almost identical arm weapons, but trades long range firepower for an extensive battery of Streak and standard SRM's whilst A-Pods and an ECM keep infantry honest and foul up hostile targetting systems. The big change comes from the installation of an endo-steel skeleton to save more weight as there's more than enough room in the hull for it, as well as a slight thickening of armour on the rather weak legs.
Type: Gargoyle Prime
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 80
Cost: 21,962,940 C-bills
Battle Value: 1,896
Equipment Mass
Internal Structure: Endo Steel 4.0
Engine: 400 26.5
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 16 [32] 6.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 219 11.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 25 30
Center Torso (rear) 10
L/R Torso 17/17 24/24
L/R Torso (rear) 10/10
L/R Arms 13/13 23/23
L/R Legs 17/17 28/28
Weapons and Ammo Location Crits Tons
ER Laser (Large) LA 1 4.0
ER Laser (Large) RA 1 4.0
ER Laser (Medium) LA 1 1.0
ER Laser (Medium) RA 1 1.0
ER Laser (Small) LA 1 0.5
ER Laser (Small) RA 1 0.5
SRM 4 LT 1 1.0
SRM 4 RT 1 1.0
Streak SRM 6 LT 2 3.0
Streak SRM 6 RT 2 3.0
Anti-Personel Pod LL 1 0.5
Anti-Personel Pod RL 1 0.5
ECM Suite H 1 1.0
Ammo (SRM 4) 25 LT 1 1.0
Ammo (SRM 4) 25 RT 1 1.0
Ammo (SSRM 6) 15 LT 1 1.0
Ammo (SSRM 6) 15 RT 1 1.0
Alpha - Really keep it as is, add a few more heat sinks, an extra ER small and keep the ECM.
Type: Gargoyle A
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 80
Cost: 21,498,540 C-bills
Battle Value: 2,328
Equipment Mass
Internal Structure: Endo Steel 4.0
Engine: 400 26.5
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 18 [36] 8.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 219 11.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 25 30
Center Torso (rear) 10
L/R Torso 17/17 24/24
L/R Torso (rear) 10/10
L/R Arms 13/13 23/23
L/R Legs 17/17 28/28
Weapons and Ammo Location Crits Tons
ER Laser (Medium) LA 1 1.0
ER Laser (Small) RA 1 0.5
ER Laser (Small) RA 1 0.5
Pulse Laser (Large) LA 2 6.0
Pulse Laser (Medium) LA 1 2.0
ER PPC RA 2 6.0
ER PPC RA 2 6.0
ECM Suite H 1 1.0
Bravo - Kind of the same, but with heavier long range punch thanks to the LRM being upgraded to an LRM-15 whilst close to mid range firepower is far greater thanks to the addition of a quartet of ER Mediums and finally an ER Small, the SRM-4 is also retained
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 80
Cost: 21,386,490 C-bills
Battle Value: 1,964
Equipment Mass
Internal Structure: Endo Steel 4.0
Engine: 400 26.5
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 15 [30] 5.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 219 11.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 25 30
Center Torso (rear) 10
L/R Torso 17/17 24/24
L/R Torso (rear) 10/10
L/R Arms 13/13 23/23
L/R Legs 17/17 28/28
Weapons and Ammo Location Crits Tons
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) RT 1 1.0
ER Laser (Medium) RT 1 1.0
ER Laser (Small) H 1 0.5
Gauss Rifle RA 6 12.0
LRM 15 LA 2 3.5
SRM 4 LA 1 1.0
Ammo (Gauss) 8 RT 1 1.0
Ammo (Gauss) 8 RT 1 1.0
Ammo (LRM 15) 8 LA 1 1.0
Ammo (LRM 15) 8 LA 1 1.0
Ammo (SRM 4) 25 LA 1 1.0
Delta - Undergunned but vastly mobile the Delta gets a firepower boost with an extra medium pulse laser and an ECM for defense the big change is that this Gargoyle can jump with a full array of jump jets giving it a massive 150 meter leaping capacity, allowing it to keep up with the advancing battle line.
Type: Gargoyle Delta
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 80
Cost: 26,413,440 C-bills
Battle Value: 2,792
Equipment Mass
Internal Structure: Endo Steel 4.0
Engine: 400 26.5
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 16 [32] 6.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 219 11.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 25 30
Center Torso (rear) 10
L/R Torso 17/17 24/24
L/R Torso (rear) 10/10
L/R Arms 13/13 23/23
L/R Legs 17/17 28/28
Weapons and Ammo Location Crits Tons
ER Laser (Large) LA 1 4.0
ER Laser (Large) RA 1 4.0
Pulse Laser (Medium) LA 1 2.0
Pulse Laser (Medium) LA 1 2.0
Pulse Laser (Medium) RA 1 2.0
Pulse Laser (Medium) RA 1 2.0
ECM Suite H 1 1.0
I appologise for any janky layout, I did these on Remlab at work during a break. Thoughts are always welcome.
-
Thor
Again the Thor sees the use of Endo-steel and Ferro-Fibrous to save more weight, it retains its jump jets, a key feature of the design but gains extra protection across the board, always a flaw of the design.
Prime - Very much more of the same, the ammo load for the LRM remains at 2 tons but the LB-10 now finally has 2 tons of ammo. A Streak SRM-4 is added as is an ER small laser for close range firepower but its very much similar to the standard prime.
Type: Untitled
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 70
Cost: 17,431,432 C-bills
Battle Value: 2,026
Equipment Mass
Internal Structure: Endo Steel 3.5
Engine: 350 15.0
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 12 [24] 2.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 201 10.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 22 30
Center Torso (rear) 8
L/R Torso 15/15 22/22
L/R Torso (rear) 8/8
L/R Arms 11/11 21/21
L/R Legs 15/15 26/26
Weapons and Ammo Location Crits Tons
ER Laser (Small) H 1 0.5
ER PPC RA 2 6.0
LB 10-X AC LA 5 10.0
LRM 15 LT 2 3.5
Streak SRM 4 RT 1 2.0
Ammo (LB 10-X) 10 LA 1 1.0
Ammo (LB 10-X) 10 LA 1 1.0
Ammo (LRM 15) 8 LT 1 1.0
Ammo (LRM 15) 8 LT 1 1.0
Ammo (SSRM 4) 25 RT 1 1.0
Alfa - Again, more of the same, but the ammo load for the gauss rifle is now a generous 3 tons whilst the SRM-6 is upgraded to a Streak SRM-6 with 1 ton of ammo. Mid to close range firepower goes up thanks to the addition of a pair of ER medium lasers mounted alongside the Large pulse laser
Type: Thor Alfa
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 70
Cost: 17,014,507 C-bills
Battle Value: 2,176
Equipment Mass
Internal Structure: Endo Steel 3.5
Engine: 350 15.0
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 12 [24] 2.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 201 10.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 22 30
Center Torso (rear) 8
L/R Torso 15/15 22/22
L/R Torso (rear) 8/8
L/R Arms 11/11 21/21
L/R Legs 15/15 26/26
Weapons and Ammo Location Crits Tons
ER Laser (Medium) LA 1 1.0
ER Laser (Medium) LA 1 1.0
Pulse Laser (Large) LA 2 6.0
Gauss Rifle RA 6 12.0
Streak SRM 6 RT 2 3.0
Ammo (Gauss) 8 RA 1 1.0
Ammo (Gauss) 8 RA 1 1.0
Ammo (Gauss) 8 RT 1 1.0
Ammo (SSRM 6) 15 LT 1 1.0
Bravo - Retaining the LRM-20's, now guided by Artemis IV the Bravo has a far more meaty punch and endurance thanks to the addition of a quartet of ER Medium lasers, an ER small and a single ER Large. An AMS and ECM add to the defenses but heat sinks were not increased making this machine quite the heat hog.
Type: Thor Bravo
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 70
Cost: 18,347,732 C-bills
Battle Value: 2,332
Equipment Mass
Internal Structure: Endo Steel 3.5
Engine: 350 15.0
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 12 [24] 2.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 201 10.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 22 30
Center Torso (rear) 8
L/R Torso 15/15 22/22
L/R Torso (rear) 8/8
L/R Arms 11/11 21/21
L/R Legs 15/15 26/26
Weapons and Ammo Location Crits Tons
ER Laser (Large) LT 1 4.0
ER Laser (Medium) RA 1 1.0
ER Laser (Medium) LA 1 1.0
ER Laser (Medium) LT 1 1.0
ER Laser (Medium) RT 1 1.0
ER Laser (Small) RT 1 0.5
Anti-Missile System H 1 0.5
LRM 20 LA 4 5.0
LRM 20 RA 4 5.0
ECM Suite LT 1 1.0
Artemis IV FCS LA 1 1.0
Artemis IV FCS RA 1 1.0
Ammo (AMS) 12 CT 1 1.0
Ammo (LRM 20) 6 LA 1 1.0
Ammo (LRM 20) 6 LA 1 1.0
Ammo (LRM 20) 6 RA 1 1.0
Ammo (LRM 20) 6 RA 1 1.0
Charlie - Built to get close and cut an opponent in half with its Ultra 20 class AC, the Charlie has a heavier bite at long range thanks to an ER PPC whilst a pair of SRM-6's can unleash a cloud of missiles to find holes punched by the heavy weapons. An ECM is added to protect the Mech as it closes.
Type: Thor Charlie
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 70
Cost: 17,659,487 C-bills
Battle Value: 2,073
Equipment Mass
Internal Structure: Endo Steel 3.5
Engine: 350 15.0
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 12 [24] 2.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 201 10.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 22 30
Center Torso (rear) 8
L/R Torso 15/15 22/22
L/R Torso (rear) 8/8
L/R Arms 11/11 21/21
L/R Legs 15/15 26/26
Weapons and Ammo Location Crits Tons
ER PPC LA 2 6.0
Ultra AC/20 RA 8 12.0
SRM 6 LT 1 1.5
SRM 6 RT 1 1.5
ECM Suite H 1 1.0
Ammo (uAC/20) 5 RA 1 1.0
Ammo (uAC/20) 5 RT 1 1.0
Ammo (uAC/20) 5 RT 1 1.0
Ammo (SRM 6) 15 LT 1 1.0
Ammo (SRM 6) 15 RT 1 1.0
Delta - A mobile sniper the Delta's firepower is increased thanks to the addition of a pair of medium pulse lasers, one in each arm alongside the usual ER Large and Medium combo. A single AMS protects against missiles whilst a pair of machine guns can turn infantry formations into chunky salsa. The targetting computer installed just makes the package far more formidable.
Type: Thor Delta
Technology Base: Clan / 3075
Ruleset: Standard (5th edition)
Tonnage: 70
Cost: 21,008,742 C-bills
Battle Value: 2,877
Equipment Mass
Internal Structure: Endo Steel 3.5
Engine: 350 15.0
Type: Fusion XL
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 18 [36] 8.0
Gyro: Standard 4.0
Cockpit: 3.0
Armor Factor: 201 10.5
Internal
Structure Armor
Value
Head 3 9
Center Torso 22 30
Center Torso (rear) 8
L/R Torso 15/15 22/22
L/R Torso (rear) 8/8
L/R Arms 11/11 21/21
L/R Legs 15/15 26/26
Weapons and Ammo Location Crits Tons
ER Laser (Large) LA 1 4.0
ER Laser (Large) RA 1 4.0
ER Laser (Medium) LA 1 1.0
ER Laser (Medium) RA 1 1.0
ER Laser (Medium) CT 1 1.0
ER Laser (Small) RT 1 0.5
Pulse Laser (Medium) LA 1 2.0
Pulse Laser (Medium) RA 1 2.0
Anti-Missile System H 1 0.5
Machine Gun LT 1 0.25
Machine Gun RT 1 0.25
Ammo (MG) 100 RT 1 0.5
Ammo (AMS) 12 RT 1 1.0
As always, I appologise for the janky Remlab layout and any thoughts and feedback are most welcome!
-
The Loki, or Hellbringer, B variant only uses the LB 5-X AC for cluster shots, having only one ton of ammo. So in an effort to increase its versatility, one ton of Artemis-capable SRMs are dropped for a ton of AC slugs. The pilot will just have to save those SRMs for a nice big hole left by the Gauss rifle...
Loki (Hellbringer) B2
Clan TW
65 tons
BV: 1,599
Cost: 17,747,984 C-bills
Movement: 5/8
Engine: 325 XL
Heat Sinks: 13 [26]
Gyro: Standard Gyro
Internal: 104
Armor: 128/211
Internal Armor
--------------------------------------
Center Torso 21 17
Center Torso (rear) 8
Right Torso 15 14
Right Torso (rear) 7
Left Torso 15 14
Left Torso (rear) 7
Right Arm 10 11
Left Arm 10 11
Right Leg 15 15
Left Leg 15 15
Weapon Loc Heat
----------------------------------------
LB 5-X AC LA 1
Gauss Rifle RA 1
ER Small Laser LT 2
SRM 6 RT 4
SRM 6 RT 4
Ammo Loc Shots
----------------------------------------
LB 5-X Cluster Ammo LA 20
Gauss Ammo RA 8
SRM 6 (Clan) Artemis-capable Ammo RT 15
LB 5-X AC Ammo RT 20
Equipment Loc
----------------------------------
Standard None
Standard None
Artemis IV FCS RT
Artemis IV FCS RT
-
A Cauldron-Born Prime captured by the Kell Hounds came in with a damaged SRM 2. Not really understanding why they would bother podding an SRM 2 on any Mech, an enterprising tech decided to upgrade the LRM rack, especially as Clan LRMs have no minimum range targeting issues, thereby precluding the need for SRMs in many cases. So this Cauldron-Born Prime sports an LRM 20 in place of the LRM 10 and SRM 2, leaving everything else intact.
Cauldron-Born (Ebon Jaguar) Prime 2
Clan TW
65 tons
BV: 2,070
Cost: 18,042,406 C-bills
Movement: 5/8
Engine: 325 XL
Heat Sinks: 13 [26]
Gyro: Standard Gyro
Internal: 104 (Endo-Steel)
Armor: 182/211 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 21 32
Center Torso (rear) 9
Right Torso 15 22
Right Torso (rear) 8
Left Torso 15 22
Left Torso (rear) 8
Right Arm 10 17
Left Arm 10 17
Right Leg 15 19
Left Leg 15 19
Weapon Loc Heat
----------------------------------------
LB 5-X AC LA 1
Gauss Rifle RA 1
ER Medium Laser LT 5
LRM 20 LT 6
Ammo Loc Shots
----------------------------------------
LB 5-X AC Ammo LA 20
LB 5-X Cluster Ammo LA 20
Gauss Ammo RT 8
Gauss Ammo RT 8
LRM 20 Ammo LT 6
-
Tech's Log
3051 April 25
That @#%$#&$$# Mechjock just HAS to have his machine guns! I told him it would be a lot easier to shoehorn in those ER PPCs if he'd let me drop them, but nooooooooo...he just HAS to have those machine guns. Psycopathic little tyrant probably can't wait to shoot up a bunch of infantry just to watch 'em bleed. Not that he's likely to see many unarmored infantry among the Clans...I hope he doesn't have an itchy trigger finger around those civvies. Maybe I need to talk to the Captain about this one. At least I got the stupid work done. Kinda proud of it, if I do say so myself. That Mech doesn't need all those heat sinks anyway!
Gladiator (Executioner) Prime
Clan TW
95 tons
BV: 3,283
Cost: 35,868,219 C-bills
Movement: 4/6(8)/4
Engine: 380 XL
Heat Sinks: 15 [30]
Gyro: Standard Gyro
Internal: 145
Armor: 259/293 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 30 37
Center Torso (rear) 9
Right Torso 20 20
Right Torso (rear) 10
Left Torso 20 20
Left Torso (rear) 10
Right Arm 16 32
Left Arm 16 32
Right Leg 20 40
Left Leg 20 40
Weapon Loc Heat
----------------------------------------
Gauss Rifle LA 1
Machine Gun RT 0
Machine Gun RT 0
ER PPC RA 15
ER PPC RA 15
Ammo Loc Shots
----------------------------------------
Gauss Ammo LT 8
Gauss Ammo LT 8
Machine Gun Ammo RT 200
Equipment Loc
----------------------------------
Standard None
MASC LT
-
Now perhaps this change is a bit too extensive, but the Masakari B can be much, much, muchmuchmuchmuch nastier, at the cost of some heat curve.
Dropping the Narcs and the excessive SRM bins (5 total!) and a few heat sinks (not having to touch the fixed sinks, either) allows the 3 ER medium lasers in the RA to become 3 ER large lasers. Bzzzap.
Of course, the targeting computer had to get bigger, but it's nothing an inspired technician can't wire together! There's plenty of open space with the SRM ammo bins missing!
Masakari (Warhawk) B
Clan TW
85 tons
BV: 2,781
Cost: 25,883,042 C-bills
Movement: 4/6
Engine: 340 XL
Heat Sinks: 16 [32]
Gyro: Standard Gyro
Internal: 130
Armor: 259/263 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 27 42
Center Torso (rear) 10
Right Torso 18 26
Right Torso (rear) 10
Left Torso 18 26
Left Torso (rear) 10
Right Arm 14 28
Left Arm 14 28
Right Leg 18 35
Left Leg 18 35
Weapon Loc Heat
----------------------------------------
Gauss Rifle LA 1
ER Small Laser LA 2
SRM 6 RT 4
SRM 6 RT 4
ER Large Laser RA 12
ER Large Laser RA 12
ER Large Laser RA 12
Ammo Loc Shots
----------------------------------------
Gauss Ammo LA 8
Gauss Ammo LA 8
SRM 6 Ammo RA 15
SRM 6 Ammo RA 15
Equipment Loc
----------------------------------
Standard None
Targeting Computer RT
-
Here's a take on the Mist Lynx B. It's now a long-range fighter that swaps the SRM6s for a pair of LRM5s. With the weight savings, one of the ER Mediums becomes a medium pulser. Weapons are moved around to put an LRM5 in each arm.
BattleMech Technical Readout
Type/Model: Mist Lynx (Koshi) B2
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
Mass: 25 tons
Chassis: Endo Steel
Power Plant: 175 XL Fusion
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 6 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Ferro-Fibrous
Armament:
2 LRM 5s
1 ER Medium Laser
1 ER Small Laser
1 Medium Pulse Laser
1 Active Probe
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
------------------------------------------------------------------------------
Type/Model: Mist Lynx (Koshi) B2
Mass: 25 tons
Equipment: Crits Mass
Int. Struct.: 43 pts Endo Steel 7 1.50
(Endo Steel Loc: 1 LA, 1 RA, 1 LT, 1 RT, 1 CT, 1 LL, 1 RL)
Engine: 175 XL Fusion 10 3.50
Walking MP: 7
Running MP: 11
Jumping MP: 6
Heat Sinks: 10 Double [20] 6 .00
(Heat Sink Loc: 2 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 67 pts Ferro-Fibrous 7 3.50
(Armor Crit Loc: 1 LA, 1 RA, 2 LT, 2 RT, 1 CT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 8 10
Center Torso (Rear): 6
L/R Side Torso: 6 7/7
L/R Side Torso (Rear): 5/5
L/R Arm: 4 4/4
L/R Leg: 6 5/5
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LRM 5 RA 2 48 3 3.00
(Ammo Locations: 1 LA, 1 RA)
1 ER Medium Laser RA 5 1 1.00
1 ER Small Laser RA 2 1 .50
1 LRM 5 LA 2 1 1.00
1 Medium Pulse Laser LA 4 1 2.00
1 Active Probe HD 0 1 1.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS: 15 69 25.00
Crits & Tons Left: 9 .00
Calculated Factors:
Total Cost: 4,792,058 C-Bills
Battle Value 2: 1,198 (old BV = 1,242)
Cost per BV2: 4,000.05
Weapon Value: 588 / 588 (Ratio = .49 / .49)
Damage Factors: SRDmg = 22; MRDmg = 12; LRDmg = 3
BattleForce2: MP: 7, Armor/Structure: 2/2
Damage PB/M/L: 3/3/1, Overheat: 0
Class: ML; Point Value: 12
Specials: omni, if, prb
-
Here's a version of the Ice Ferret Prime that swaps the ER PPC for a Large Pulse Laser and the Streak SRM-2 for an LRM5.
BattleMech Technical Readout
Type/Model: Ice Ferret (Fenris) P2
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
Mass: 45 tons
Chassis: Endo Steel
Power Plant: 360 XL Fusion
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
1 LRM 5
1 Large Pulse Laser
1 ER Small Laser
1 Active Probe
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
------------------------------------------------------------------------------
==Overview:==
Not only is the Clans' equipment new to the Inner Sphere, but so are some
of their tactics. The Fenris is an excellent example of a design alien to the
strategists of the Successor States, a medium scout 'Mech. Though its weight
class, armor, and standard weaponry clearly classify the Fenris as a medium
'Mech, other features make it useful for reconnaissance. It moves faster than
many light 'Mechs, and it commonly carries the Beagle active probe, which
allows it to locate hidden enemy positions. For these reasons, the Fenris has
shown up on all sorts of missions and in many different roles.
==Capabilities:==
One of the few Clan designs to feature the Beagle active probe in its
most common configuration, the Fenris sees regular reconnaissance duty
regardless of the composition of the rest of its Star. Its extended range
particle projector cannon provides punch, augmented by a small Streak missile
launcher and a small laser. The Streak system's efficient use of ammunition
makes the Fenris an excellent candidate for long missions away from logistical
support.
When accompanied by lighter 'Mechs assigned to providing reconnaissance,
the Fenris often appears in Alternate Configuration A. Though lacking the
long-range capabilities of the primary version, this model offers more weapons
suited for infighting and carries an anti-missile system to reduce the effects
of enemy fire. This configuration is most common when the Fenris is deployed
in the same Star with heavier 'Mechs.
Configuration B appears only when the Clans expect a quick and costly
battle at close range. In such a situation, the unmatched pair of short-range
missile launchers carried by this variant can deliver heavy damage, following
up that done by the extended-range large laser. In such a configuration, the
Fenris can deliver enormous amounts of punishment at short range for a 'Mech
of its size.
When called upon to provide long-range fire support, the Fenris appears
in Alternate Configuration C. This design, rarely seen, is unusual in two
respects. It has three LRM-5 launchers, allowing it to target three enemy
'Mechs at once. In addition, this version of the Fenris carries an Artemis IV
fire-control system with each launcher, rather than a single Narc missile
beacon for them all. The advantage of the independent systems is that some can
continue operating after the Fenris has taken damage to one area.
Configuration D is used when the Fenris is on a long-range mission and
lighter 'Mechs are providing reconnaissance. Though lacking the Beagle active
probe, this version requires ammunition only for its anti-missile system. The
combination of four medium pulse lasers on one frame is highly unusual.
==Deployment==
Though the Fenris has played a large part in Clan Wolf's military
successes, it is not widely used among the other Clan forces. Among the
Wolves, the Fenris has a place in every Cluster and in almost every Star. The
appearance of so many Fenrises in such widely differing configurations has
caused great difficulties for MechWarriors in the Free Rasalhague Republic
and, to a lesser extent, in the Federated Commonwealth.
--------------------------------------------------------
Type/Model: Ice Ferret (Fenris) P2
Mass: 45 tons
Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 7 2.50
(Endo Steel Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
Engine: 360 XL Fusion 10 16.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: 12 Double [24] 0 2.00
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA+LA+H 14 .00
Armor Factor: 144 pts Ferro-Fibrous 7 7.50
(Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 19
Center Torso (Rear): 8
L/R Side Torso: 11 14/14
L/R Side Torso (Rear): 7/7
L/R Arm: 7 14/14
L/R Leg: 11 19/19
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 LRM 5 RA 2 24 2 2.00
(Ammo Locations: 1 RA)
1 Large Pulse Laser LA 10 2 6.00
1 ER Small Laser LA 2 1 .50
1 Active Probe CT 0 1 1.00
--------------------------------------------------------
TOTALS: 14 53 45.00
Crits & Tons Left: 25 .00
Calculated Factors:
Total Cost: 12,300,712 C-Bills
Battle Value 2: 1,432 (old BV = 1,278)
Cost per BV2: 8,589.88
Weapon Value: 1,031 / 1,031 (Ratio = .72 / .72)
Damage Factors: SRDmg = 16; MRDmg = 11; LRDmg = 8
BattleForce2: MP: 8, Armor/Structure: 4/3
Damage PB/M/L: 3/2/1, Overheat: 0
Class: MM; Point Value: 14
Specials: omni, prb
-
The is a Timberwolf tweaked to match the iconic cover art, since none of the variants actually matched it.
Your pretty close to the original description of what that picture was supposed to be.
The ST weapons were MPLs.
Drop your DHS by 3 to upgrade the ERSLs to MPLs & you'll be dead on, IIRC.
-
This time I've got two versions of the Stormcrow B, one with an LB 20-X, the other with a Gauss Rifle. Each has minor secondary weapons changes.
LB 20-X version
BattleMech Technical Readout
Type/Model: Stormcrow (Ryoken) B2
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
Mass: 55 tons
Chassis: Endo Steel
Power Plant: 330 XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
5 ER Medium Lasers
1 LB 20-X AC
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
------------------------------------------------------------------------------
==Deployment==
The Ryoken, in several configurations, is one of the most common 'Mechs
in the Smoke Jaguar forces. The primary configuration is also common in the
other Clans, but the alternates are less widespread. Especially among the
Smoke Jaguars, the Ryoken draws so many different assignments that Draconis
Combine MechWarriors can expect to battle these OmniMechs in almost any
engagement.
--------------------------------------------------------
Type/Model: Stormcrow (Ryoken) B2
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 7 3.00
(Endo Steel Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
Engine: 330 XL Fusion 10 12.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 3 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA+LA+H 14 .00
Armor Factor: 182 pts Ferro-Fibrous 7 9.50
(Armor Crit Loc: 3 LT, 3 RT, 1 CT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 25
Center Torso (Rear): 10
L/R Side Torso: 13 17/17
L/R Side Torso (Rear): 9/9
L/R Arm: 9 18/18
L/R Leg: 13 25/25
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
5 ER Medium Lasers RA 25 5 5.00
1 LB 20-X AC LA 6 15 12 15.00
(Ammo Locations: 3 LT)
--------------------------------------------------------
TOTALS: 31 70 55.00
Crits & Tons Left: 8 .00
Calculated Factors:
Total Cost: 15,563,259 C-Bills
Battle Value 2: 2,143 (old BV = 1,795)
Cost per BV2: 7,262.37
Weapon Value: 2,819 / 2,819 (Ratio = 1.32 / 1.32)
Damage Factors: SRDmg = 40; MRDmg = 22; LRDmg = 2
BattleForce2: MP: 6, Armor/Structure: 5/3
Damage PB/M/L: 6/5/-, Overheat: 1
Class: MM; Point Value: 21
Specials: omni
Gauss version
BattleMech Technical Readout
Type/Model: Stormcrow (Ryoken) B3
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
Mass: 55 tons
Chassis: Endo Steel
Power Plant: 330 XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Ferro-Fibrous
Armament:
2 Medium Pulse Lasers
2 ER Medium Lasers
1 Gauss Rifle
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Stormcrow (Ryoken) B3
Mass: 55 tons
Equipment: Crits Mass
Int. Struct.: 91 pts Endo Steel 7 3.00
(Endo Steel Loc: 1 LT, 1 RT, 1 CT, 2 LL, 2 RL)
Engine: 330 XL Fusion 10 12.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 3 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA+LA+H 14 .00
Armor Factor: 182 pts Ferro-Fibrous 7 9.50
(Armor Crit Loc: 3 LT, 3 RT, 1 CT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 18 25
Center Torso (Rear): 10
L/R Side Torso: 13 17/17
L/R Side Torso (Rear): 9/9
L/R Arm: 9 18/18
L/R Leg: 13 25/25
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Medium Pulse Lasers RA 8 2 4.00
2 ER Medium Lasers RA 10 2 2.00
1 Gauss Rifle LA 1 16 8 14.00
(Ammo Locations: 2 LT)
--------------------------------------------------------
TOTALS: 19 65 55.00
Crits & Tons Left: 13 .00
Calculated Factors:
Total Cost: 14,710,759 C-Bills
Battle Value 2: 2,100 (old BV = 1,935)
Cost per BV2: 7,005.12
Weapon Value: 2,735 / 2,735 (Ratio = 1.30 / 1.30)
Damage Factors: SRDmg = 39; MRDmg = 26; LRDmg = 8
BattleForce2: MP: 6, Armor/Structure: 5/3
Damage PB/M/L: 5/4/2, Overheat: 0
Class: MM; Point Value: 21
Specials: omni
-
Take one Stormcrow.
Empty pod space.
Add 6 Jumpjets.
Add 12 ER Medium Lasers.
Fill with Heatsinks.
-
Mad Dog Prime has two problems: not enough ammo and not enough heat sinks. Sadly the two main big lasers are so important you can't take them out. And that advice-resistant MechWarrior probably still want some LRM as secondary weapon. This leaves not much choice.
I took out the LRM20 and put in LRM15 with Artemis IV. They have quite similar firepower and with three tons of ammo the shots per launcher are effectively doubled. Leaves the Heat Sink problem. I took one Medium Pulse out and put a ER Medium and a Heat Sink in. So the Vulture is now able to fire 2x Lg Pulse + Med Pulse + Running without heat, or Lg Pulse + 2x LRM15 + Med Pulse + Running without heat. That ER Medium is almost a tertiary weapon now.
Bringing this topic back from the dead to tell you that you're doing it wrong.
Rules Edit: You now can modify a configuration that someone else has done, but only if you think you can do it better.
Now, regarding the Mad Dog Prime, you've correctly identified the two problems, but you went in completely the wrong direction in fixing them. The LRMs are the primary weapon, considering how they're two of the biggest LRM size available, with the lasers being mostly a backup weapon for when the ammo is depleted. So I'm posting the correct way to go about it.
The MadDog is a Fire Support platform more than direct assault.
So I'll give you 2 options that both get that role done better.
Type/Model: Mad Dog P1
Mass: 60 tons
Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 6.00
Engine: 300 XL 10 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 16 Double [32] 8 6.00
(Heat Sink Loc: 1 LA, 1 RA, 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 163 pts Ferro-Fibrous 7 8.50
(Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 23
Center Torso (Rear): 7
L/R Side Torso: 14 16/16
L/R Side Torso (Rear): 7/7
L/R Arm: 10 16/16
L/R Leg: 14 23/23
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser LA 10 2 6.00
1 LRM 20 LT 6 6 5 6.00
(Ammo Locations: 1 LT, 1 RT)
1 Large Pulse Laser RA 10 2 6.00
1 LRM 20 RT 6 6 5 6.00
(Ammo Locations: 1 LT, 1 RT)
--------------------------------------------------------
TOTALS: 32 62 60.00
Crits & Tons Left: 16 .00
Type/Model: Mad Dog P2
Mass: 60 tons
Equipment: Crits Mass
Int. Struct.: 99 pts Standard 0 6.00
Engine: 300 XL 10 9.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 15 Double [30] 6 5.00
(Heat Sink Loc: 1 LT, 1 RT, 1 CT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 163 pts Ferro-Fibrous 7 8.50
(Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 23
Center Torso (Rear): 7
L/R Side Torso: 14 16/16
L/R Side Torso (Rear): 7/7
L/R Arm: 10 16/16
L/R Leg: 14 23/23
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 6.00
1 Medium Pulse Laser RA 4 1 2.00
1 Large Pulse Laser LA 10 2 6.00
1 Medium Pulse Laser LA 4 1 2.00
1 LRM 15 RT 5 16 4 5.50
(Ammo Locations: 1 LT, 1 RT)
1 LRM 15 LT 5 2 3.50
--------------------------------------------------------
TOTALS: 38 58 60.00
Crits & Tons Left: 20 .00 [code]
Either of these provides for a parked long range alpha strike
-
Minimal modifications - and keep the roll true?
Hm - let me try something.
The Nova A was designed to attack enemy missile boats and trade fire with them at extreme range while protected by an AMS umbrella - the ERPPCs have the killing power but the nova a lacks the heatsinks - most simple fix might be to drop the MPL for more heatsinks.... but what if you get swarmed by enemy battlearmor or infantry?
BattleMech Technical Readout
Type/Model: Nova (Black Hawk) A
Tech: Clan / 3050
Config: Biped OmniMech
Rules: Level 2, Standard design
Mass: 50 tons
Chassis: Star League XTA Standard
Power Plant: 250 Model SF-2 XL Fusion
Walking Speed: 54,0 km/h
Maximum Speed: 86,4 km/h
Jump Jets: 5 Clan Standard Type A2 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Forged Type HH32 with CASE Standard
Armament:
2 Series 6W ER Large Lasers
2 Shield 3 Anti-Missile Systems
2 Chi Series Small Pulse Lasers
Manufacturer: Tokasha MechWorks
Location: Tokasha
Communications System: CH3B
Targeting & Tracking System: Version Kappa-III TTS
------------------------------------------------------------------------------
==Capabilities:==
In its most common variation, Alternate Configuration A, the Black Hawk
carries an extended-range large laser in each arm. This model usually carries
two medium pulse lasers in its left torso. A targeting computer in the right
increases the accuracy of those guns.
With 2 AMS systems and whooping 2tons of ammo for those systems the Nova A can
fight enemy missile boats for a while.
--------------------------------------------------------
Type/Model: Nova (Black Hawk) A
Mass: 50 tons
Equipment: Crits Mass
Int. Struct.: 83 pts Standard 0 5,00
Engine: 250 XL Fusion 10 6,50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 14 Double [28] 8 4,00
(Heat Sink Loc: 2 LT, 2 RT)
Gyro: 4 3,00
Cockpit, Life Supt.: 5 3,00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 ,00
Armor Factor: 160 pts Standard 0 10,00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 16 23
Center Torso (Rear): 8
L/R Side Torso: 12 16/16
L/R Side Torso (Rear): 8/8
L/R Arm: 8 16/16
L/R Leg: 12 20/20
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER Large Laser RA 12 1 4,00
1 ER Large Laser LA 12 1 4,00
1 Anti-Missile System RT 1 48 3 2,50
(Ammo Locations: 1 LT, 1 RT)
1 Anti-Missile System LT 1 1 ,50
2 Small Pulse Lasers LT 4 2 2,00
1 Targeting Computer RT 2 2,00
5 Standard Jump Jets: 5 2,50
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
--------------------------------------------------------
TOTALS: 30 58 49,00
Crits & Tons Left: 20 1,00
Calculated Factors:
Total Cost: 11.158.749 C-Bills
Battle Value: 1.966
Cost per BV: 5.675,86
Weapon Value: 1.653 / 1.653 (Ratio = ,84 / ,84)
Damage Factors: SRDmg = 24; MRDmg = 17; LRDmg = 12
BattleForce2: MP: 5J, Armor/Structure: 4/3
Damage PB/M/L: 5/3/2, Overheat: 0
Class: MM; Point Value: 20
Specials: omni
-
Given how easy it is to kill one & how common they are w/ nearly every clan producing them, I'd imagine that the Hellbringer has to be the most Salvaged clan Omni among IS forces.
As such, I give you the Hellbringer-Prime-2
Drop the A-Pods since the IS techs aren't going to want to keep finding clan tech ones to rearm them after use.
Also drop off 1 of the ERML's to use it as a spare if either of the other 2 get damaged.
Now add 3 DHS to give you the ability to move & fire both PPCs at once.
If someone closes with you a single PPC is swapped for the ERMLs & Streak & MGs.
AMS ammo was moved for DHS to protect the CT from ammo explosion.
Same feel of the Hellbringer-Prime but with a much better combat performance heat curve.
[quote] BattleMech Technical Readout
Type/Model: Hellbringer Prime-2
Tech: Clan / 3053
Config: Biped OmniMech
Rules: Level 2, Modified design
Mass: 65 tons
Chassis: Standard
Power Plant: 325 XL Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
2 ER PPCs
1 Streak SRM 6
2 Machine Guns
1 ECM Suite
1 Active Probe
2 ER Medium Lasers
1 Anti-Missile System
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Hellbringer Prime-2
Mass: 65 tons
Equipment: Crits Mass
Int. Struct.: 104 pts Standard 0 6.50
Engine: 325 XL 10 12.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 16 Double [32] 6 6.00
(Heat Sink Loc: 1 LT, 1 RT, 1 CT)
Gyro: 4 4.00
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 128 pts Standard 0 8.00
Internal Armor
Structure Value
Head: 3 9
Center Torso: 21 17
Center Torso (Rear): 8
L/R Side Torso: 15 14/14
L/R Side Torso (Rear): 7/7
L/R Arm: 10 11/11
L/R Leg: 15 15/15
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 2 6.00
1 ER PPC LA 15 2 6.00
1 Streak SRM 6 RT 4 15 3 4.00
(Ammo Locations: 1 RT)
2 Machine Guns RT 0 100 3 1.00
(Ammo Locations: 1 RT)
1 ECM Suite LT 0 1 1.00
1 Active Probe LT 0 1 1.00
2 ER Medium Lasers LT 10 2 2.00
1 Anti-Missile System HD 1 24 2 1.50
(Ammo Locations: 1 LT)
1 Targeting Computer LT 3 3.00
--------------------------------------------------------
TOTALS: 45 56 65.00
Crits & Tons Left: 22 .00
Calculated Factors:
Total Cost: 18,934,436 C-Bills
Battle Value: 2,320
Cost per BV: 8,161.39
Weapon Value: 2,386 / 2,287 (Ratio = 1.03 / .99)
Damage Factors: SRDmg = 41; MRDmg = 29; LRDmg = 18
BattleForce2: MP: 5, Armor/Structure: 3/4
Damage PB/M/L: 6/4/2, Overheat: 2
Class: MH; Point Value: 23
Specials: omni, ecm, prb