BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => ProtoMechs => Topic started by: GreekFire on 12 April 2015, 08:23:07
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Starting this up as a place to dump some custom designs I have kicking around.
First off is the Harpy II. They're mostly supposed to patrol/headhunt alone or in very small groups, although I typically use them to secure a large perimeter around my base of operations.
Harpy II
Type: ProtoMech
Mass: 3 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 84
Chassis: Teslan Perricote
Power Plant: 9 Fusion Engine
Walking Speed: 21 km/h
Maximum Speed: 32 km/h
Jump Jets: MicroTan Streaks
Jump Capacity: 60 meters
Armor: PermaPlate Standard
Armament:
1 AP Gauss Rifle
1 Light Active Probe
Manufacturer: Clan Cloud Cobra
Primary Factory: Brim
Communications System: Tabitha-II Howler
Targeting and Tracking System: CEC-PM 7
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 8 points 300 kg
Engine: Fusion Engine 36 225 kg
Walking MP: 2
Running MP: 3
Jumping MP: 2 100 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 14 700 kg
Internal Armor
Structure Factor
Head 1 3
Torso 3 5
L/R Arm 1/1 1/1
Legs 2 4
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
AP Gauss Rifle T1 0 3 500 kg
Light Active Probe T2 - - 500 kg
AP Gauss Rifle Ammo (7) Torso - - 175 kg
And a Society version of the machine, basically the Super-Elemental I wish they had access to during the Reavings.
Harpy II - Society Super-Elemental
Type: ProtoMech
Mass: 3 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 88
Chassis: Teslan Perricote
Power Plant: 9 Fusion Engine
Walking Speed: 21 km/h
Maximum Speed: 32 km/h
Jump Jets: MicroTan Streaks
Jump Capacity: 60 meters
Armor: PermaPlate Standard
Armament:
1 Light Machine Gun
1 SRM-2
MagClamps
Manufacturer: The Society
Primary Factory: Ironhold
Communications System: Tabitha-II Howler
Targeting and Tracking System: CEC-PM 7
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 8 points 300 kg
Engine: Fusion Engine 36 225 kg
Walking MP: 2
Running MP: 3
Jumping MP: 3 300 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 16 800 kg
Internal Armor
Structure Factor
Head 1 3
Torso 3 5
L/R Arm 1/1 2/2
Legs 2 4
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Machine Gun RA 0 2 250 kg
SRM-1 T1 0 2 250 kg
Magnetic Clamp System T2 - - 250 kg
Machine Gun Ammo (11) Torso - - 55 kg
SRM-1 Ammo (7) Torso - - 70 kg
Take two on the same theme.
Harpy II - SSE v.2
Type: ProtoMech
Mass: 3 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 83
Chassis: Teslan Perricote
Power Plant: 9 Fusion Engine
Walking Speed: 21 km/h
Maximum Speed: 32 km/h
Jump Jets: MicroTan Improved Streaks
Jump Capacity: 60 meters
Armor: PermaPlate Standard
Armament:
1 Machine Gun
1 SRM-1
MagClamps
Manufacturer: The Society
Primary Factory: Ironhold
Communications System: Tabitha-II Howler
Targeting and Tracking System: CEC-PM 7
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 8 points 300 kg
Engine: Fusion Engine 36 225 kg
Walking MP: 2
Running MP: 3
Jumping MP: 2 100 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 15 750 kg
Internal Armor
Structure Factor
Head 1 2
Torso 3 5
L/R Arm 1/1 2/2
Legs 2 4
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Light Machine Gun RA 0 2 250 kg
SRM-2 T1 0 2 500 kg
Magnetic Clamp System T2 - - 250 kg
Light Machine Gun Ammo (9) Torso - - 45 kg
SRM-2 Ammo (4) Torso - - 80 kg
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Next up are a few Satyrs. Once again starting with one I'm running in my current campaign. It's a bit of a mix of the Standard and 2, and routinely act as point men for small hunter-killer formations. They rarely carry anything besides infernos, used to help flush infantry out from buildings and woods.
Satyr - 2C Variant
Type: ProtoMech
Mass: 4 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 135
Chassis: ProtoMech Standard 5-O
Power Plant: 45 Fusion Engine
Walking Speed: 76 km/h
Maximum Speed: 119 km/h
Jump Jets: X1 Series Jump Jets
Jump Capacity: 210 meters
Armor: Standard
Armament:
1 SRM-1
1 Light Active Probe
Manufacturer: Clan Cloud Cobra
Primary Factory: Huntress
Communications System: CH6-Baker Series Augmented
Targeting and Tracking System: CEC-PM 8
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 10 points 400 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 7
Running MP: 11
Jumping MP: 7 350 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 18 900 kg
Internal Armor
Structure Factor
Head 1 2
Torso 4 7
L/R Arm 1/1 2/2
Legs 3 5
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRM-1 T1 0 2 250 kg
Light Active Probe T2 - - 500 kg
SRM-1 Ammo - 10 Torso - - 100 kg
A first combat variant used for Society games. It's nothing fancy, but I felt like there was a need for an iHSL Proto that could use it well.
Satyr - Society Combat Variant
Type: ProtoMech
Mass: 4 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 119
Chassis: ProtoMech Standard 5-O
Power Plant: 45 Fusion Engine
Walking Speed: 76 km/h
Maximum Speed: 119 km/h
Jump Jets: X1 Series Jump Jets
Jump Capacity: 210 meters
Armor: Standard
Armament:
1 Improved Heavy Small Laser
Manufacturer: The Society
Primary Factory: Huntress
Communications System: CH6-Baker Series Augmented
Targeting and Tracking System: CEC-PM 8
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 10 points 400 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 3 750 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 17 600 kg
Internal Armor
Structure Factor
Head 1 2
Torso 4 6
L/R Arm 1/1 2/2
Legs 3 5
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Improved Small Heavy Laser T1 3 6 500 kg
And a final force multiplier take on the old design. It has no weapons, but the ECM still bumps BV up pretty high.
Satyr - Society EW Variant
Type: ProtoMech
Mass: 4 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 166
Chassis: ProtoMech Standard 5-O
Power Plant: 45 Fusion Engine
Walking Speed: 76 km/h
Maximum Speed: 119 km/h
Jump Jets: X1 Series Jump Jets
Jump Capacity: 210 meters
Armor: Standard
Armament:
1 Light TAG
1 ECM Suite
Manufacturer: The Society
Primary Factory: Huntress
Communications System: CH6-Baker Series Augmented
Targeting and Tracking System: CEC-PM 8
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 10 points 400 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 17 600 kg
Internal Armor
Structure Factor
Head 1 2
Torso 4 6
L/R Arm 1/1 2/2
Legs 3 5
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Light TAG T1 - - 500 kg
ECM Suite T2 - - 1000 kg
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Cool designs nice and tidy what do u use to design/keep neat for forum
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Cool designs nice and tidy what do u use to design/keep neat for forum
I calculate everything by hand. Protos are pretty easy to design, and most of their weapons fall within the same weightbands so it's pretty easy to fiddle around with stuff once I have a base draft made up. The only thing I have to have a rulebook open for are the engine weights.
From there I just put the stuff into a SSW-style .txt document.
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Third batch, revolving around upgraded Hydras. The first is a modern take on the design, renamed the "Naja" by the Cobras that produce it. It's mostly an experimental testbed for both the ProtoMech Myomer Booster and the Melee Weapon. A common refit sees these massive claws (considered dishonorable by some) replaced with an ER Micro Laser. These are in-your-face brawlers, through and through.
Hydra (Naja)
Type: ProtoMech
Mass: 6 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 202
Chassis: ProtoMech Standard C5P
Power Plant: 36 Fusion Engine
Walking Speed: 43 km/h
Maximum Speed: 65 km/h (86 km/h with Booster)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
1 SRM-3
1 Micro Pulse Laser
1 ProtoMech Melee Weapon
Manufacturer: Clan Cloud Cobra
Primary Factory: Roche
Communications System: Build 2084 Micro
Targeting and Tracking System: EI-Pattern J, Series 2.3
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 16 points 600 kg
Engine: Fusion Engine 36 900 kg
Walking MP: 4
Running MP: 6 (8)
Jumping MP: 0
Heat Sinks: Single Heat Sink 1 250 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 31 1550 kg
Internal Armor
Structure Factor
Head 2 4
Torso 6 12
L/R Arm 2/2 4/4
Legs 4 7
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRM-3 T1 0 2(x3) 750 kg
ProtoMech Myomer Booster T2 - - 150 kg
Micro Pulse Laser RA 1 3 500 kg
ProtoMech Melee Weapon LA - 4 500 kg
SRM-3 Ammo (10) Torso - - 300 kg
And obviously, there has to be a Society version as well. Probably the simplest modification so far.
Hydra - Society Refit
Type: ProtoMech
Mass: 6 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 215
Chassis: ProtoMech Standard C5P
Power Plant: 36 Fusion Engine
Walking Speed: 43 km/h
Maximum Speed: 65 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
Armament:
1 Streak SRM-3
MagClamps
Manufacturer: The Society
Primary Factory: Huntress
Communications System: Build 2084 Micro
Targeting and Tracking System: EI-Pattern J, Series 2.3
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 16 points 600 kg
Engine: Fusion Engine 36 900 kg
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 34 1700 kg
Internal Armor
Structure Factor
Head 2 4
Torso 6 12
L/R Arm 2/2 4/4
Legs 4 7
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Magnetic Clamp System T1 - - 500 kg
Streak SRM-3 MG 0 6 1500 kg
SRM-3 Ammo (10) Torso - - 300 kg
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Can't have a Cloud Cobra campaign without upgrades to the Basilisk. #1 uses the magic of Medium Chemical Lasers to finally give the ol' Basilisk plenty of rounds for its LRMs.
Basilisk - CC Variant
Type: ProtoMech
Mass: 7 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 282
Chassis: BSL Standard
Power Plant: 45 Fusion Engine
Walking Speed: 43 km/h
Maximum Speed: 64 km/h
Jump Jets: None
Jump Capacity: None
Armor: Proto Standard
Armament:
2 Medium Chemical Lasers
1 LRM-3
Manufacturer: Clan Cloud Cobra
Primary Factory: Homer
Communications System: PMT-429
Targeting and Tracking System: Ribaldi 402 TTS
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 18 points 700 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 38 1900 kg
Internal Armor
Structure Factor
Head 2 5
Torso 7 14
L/R Arm 2/2 4/4
Legs 4 8
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Medium Chemical Laser T1 0 5 500 kg
Medium Chemical Laser T2 0 5 500 kg
LRM-3 MG 0 1-3 600 kg
Medium Chemical Laser Ammo (30) Torso - - 1000 kg
LRM-3 Ammo (12) Torso - - 300 kg
And #2 reworks the weapons of the Basilisk 2 to give it some more flexibility and damage potential - but at the expense of battlefield longevity. I fiddled around with giving it an AMS for something different, but was ultimately unsatisfied with the result.
Basilisk - 2CC Variant
Type: ProtoMech
Mass: 7 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 271
Chassis: BSL Standard
Power Plant: 45 Fusion Engine
Walking Speed: 43 km/h
Maximum Speed: 64 km/h
Jump Jets: MegaTan Lifters
Jump Capacity: 120 meters
Armor: Proto Standard
Armament:
1 Medium Chemical Laser
2 SRM-1s
1 AP Gauss Rifle
Manufacturer: Clan Cloud Cobra
Primary Factory: Homer
Communications System: PMT-429
Targeting and Tracking System: Ribaldi 402 TTS
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 17 points 700 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 4
Running MP: 6
Jumping MP: 4 400 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 35 1750 kg
Internal Armor
Structure Factor
Head 2 5
Torso 7 14
L/R Arm 2/2 4/4
Legs 4 8
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Medium Chemical Laser T1 0 5 500 kg
AP Gauss Rifle T2 0 - 500 kg
SRM-1 RA 0 2 250 kg
SRM-1 LA 0 2 250 kg
SRM-1 Ammo (25) Torso - - 250 kg
AP Gauss Rifle Ammo (16) Torso - - 400 kg
Medium Chemical Laser Ammo (15) Torso - - 500 kg
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The Minotaur gave me some trouble. My design limitations for it were that it had to have one large torso-mounted gun instead of two and some sort of advanced Society technology. This was my first attempt, but at the end of the day I found it too bland (and too much like a Delphyne upgrade) to use often.
Minotaur - Prototype
Type: ProtoMech
Mass: 9 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: XXX
Chassis: Del-9 Standard
Power Plant: 75 Fusion Engine
Walking Speed: 54 km/h
Maximum Speed: 86 km/h
Jump Jets: X3 Series Extended Jump Jets
Jump Capacity: 210 meters
Armor: MicroSlab 5
Armament:
1 ER Medium Laser
Manufacturer: Clan Cloud Cobra
Primary Factory: Homer
Communications System: JRD-125p
Targeting and Tracking System: Proto-Enhanced, Model 5
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 20 points 900 kg
Engine: Fusion Engine 45 2000 kg
Walking MP: 5
Running MP: 8
Jumping MP: 7 1400 kg
Heat Sinks: Single Heat Sink 5 1250 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 39 1950 kg
Internal Armor
Structure Factor
Head 2 6
Torso 9 17
L/R Arm 2/2 4/4
Legs 5 8
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
ER Medium Laser T1 5 7 1000 kg
Second attempt here. I might stick with this one, not sure yet.
Minotaur - CC Variant
Type: ProtoMech
Mass: 9 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 422
Chassis: Del-9 Standard
Power Plant: 45 Fusion Engine
Walking Speed: 32 km/h
Maximum Speed: 54 km/h
Jump Jets: X3 Series Extended Jump Jets
Jump Capacity: 150 meters
Armor: MicroSlab 5
Armament:
1 ER Medium Laser
1 Machine Gun
1 ECM Suite
Manufacturer: Clan Cloud Cobra
Primary Factory: Homer
Communications System: JRD-125p
Targeting and Tracking System: Proto-Enhanced, Model 5
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 20 points 900 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 5 1000 kg
Heat Sinks: Single Heat Sink 5 1250 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 40 2000 kg
Internal Armor
Structure Factor
Head 2 6
Torso 9 18
L/R Arm 2/2 4/4
Legs 5 8
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
ER Medium Laser T1 5 7 1000 kg
ECM Suite T2 - - 1000 kg
Machine Gun RA - 2 250 kg
Machine Gun Ammo (20) Torso - - 100 kg
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I calculate everything by hand.
High five. O0
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Two final variants that I've been playing around with. The first is a brawling model, meant to be scattered throughout ProtoMech Stars in order to give them a larger brawling punch while providing Angel ECM coverage.
Sprite - Brawler Variant
Type: ProtoMech
Mass: 15 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 643
Chassis: SPT/15
Power Plant: 75 Fusion Engine
Walking Speed: 32 km/h
Maximum Speed: 54 km/h
Jump Jets: X5 Series Extended Jump Jets
Jump Capacity: 150 meters
Armor: UltraProto Standard
Armament:
4 Medium Chemical Lasers
1 Angel ECM Suite
Manufacturer: Clan Cloud Cobra
Primary Factory: Refit
Communications System: Proto-Type 4
Targeting and Tracking System: SAT-PM 1
================================================================================
Equipment Type Rating Mass
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Internal Structure: Standard 35 points 1500 kg
Engine: Fusion Engine 75 2000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 5 1500 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 65 3250 kg
Internal Armor
Structure Factor
Head 4 9
Torso 15 30
L/R Arm 4/4 6/6
Legs 8 14
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Medium Chemical Laser T1 0 5 500 kg
Medium Chemical Laser T2 0 5 500 kg
Medium Chemical Laser RA 0 5 500 kg
Medium Chemical Laser LA 0 5 500 kg
Angel ECM Suite T3 - - 2000 kg
Medium Chemical Laser Ammo (60) Torso - - 2000 kg
And the second is a command variant, with a heavy emphasis put on survivability. The ECM will nearly always be generating Ghost Targets. The firepower may appear anemic, but the unit isn't made to contribute via pure damage output.
Sprite - Command Variant
Type: ProtoMech
Mass: 15 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: 656
Chassis: SPT/15
Power Plant: 75 Fusion Engine
Walking Speed: 32 km/h
Maximum Speed: 54 km/h
Jump Jets: X5 Series Extended Jump Jets
Jump Capacity: 150 meters
Armor: UltraProto Standard
Armament:
1 Streak LRM-5
1 Light Machine Gun
1 Angel ECM Suite
1 Anti-Missile System
Manufacturer: Clan Cloud Cobra
Primary Factory: Refit
Communications System: Proto-Type 4
Targeting and Tracking System: SAT-PM 1
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 37 points 1500 kg
Engine: Fusion Engine 75 2000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 5 1500 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 71 3550 kg
Internal Armor
Structure Factor
Head 4 9
Torso 15 30
L/R Arm 4/4 6/6
Legs 8 14
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Streak LRM-5 T1 0 5 2000 kg
Anti-Missile System T2 0 5 500 kg
Angel ECM Suite T3 - - 2000 kg
Light Machine Gun MG 0 1 250 kg
Streak LRM-5 Ammo (12) Torso - - 500 kg
AMS Ammo (10) Torso - - 400 kg
Light Machine Gun Ammo (10) Torso - - 50 kg
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Have you, by any chance, built MM files for these? And if so, would you be willing to attach them to the respective posts?
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I have, and sure thing. I'm using about half of them in megamek as it stands, but some of the other ones are non-functional at the moment (AMS on Protos doesn't even let the game load, Ghost Targets isn't available to ProtoMechs yet, the Melee Combat System isn't implemented).
I'll update things tomorrow.
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Posts edited with .blk files.
Not included are designs with MagClamps (not yet implemented), AMS (will be fixed in the next release), or the Melee Combat System (not implemented).
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Trying something different with captured Triton production. I don't have a clue if it'll actually be worth its salt, but it's worth a shot.
Triton - Deep Sea Defense
Type: ProtoMech
Mass: 8 tons
Tech Base: Clan
Chassis Config: Biped
Battle Value: XXX
Chassis: Proto Standard
Power Plant: 50 Fusion Engine
Walking Speed: 43 km/h
Maximum Speed: 64 km/h
UMUs: 4
UMU Capacity: 120 meters
Armor: Proto Standard
Armament:
1 SRT-6
1 ER Small Laser
Manufacturer: Clan Cloud Cobra
Primary Factory: Roche
Communications System: PMT-429
Targeting and Tracking System: Ribaldi 402 TTS
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 20 points 800 kg
Engine: Fusion Engine 50 1500 kg
Walking MP: 4
Running MP: 6
UMU MP: 4 400 kg
Heat Sinks: Single Heat Sink 2 500 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 34 1700 kg
Internal Armor
Structure Factor
Head 2 4
Torso 8 12
L/R Arm 2/2 4/4
Legs 5 7
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRT-6 MG 0 2(x4) 1500 kg
ER Small Laser T1 2 5 500 kg
SRT-6 Ammo (10) Torso - - 600 kg
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Have you played around with Boggart yet, design-wise? You can do some pretty terrifying things (http://bg.battletech.com/forums/protomechs/'bucephalus'-(boggart-hh)/) with it.
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Yeah, I remember seeing your Bucephalus...should have commented on it. It's one hell of a nasty customer.
Haven't fiddled around with it yet on my end, been mostly focusing on stuff I can use in this Homeworld-based campaign. Dunno what I'd give it to make it stand out...I was tempted to do 'Mech Mortars but apparently it's not allowed. Bummer.
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First fully new design, and a Glider at that. Gliders are pretty interesting; although LB-X flak attacks can readily hit them, they don't suffer from movement criticals nearly as easily as WiGE vehicles or VTOLs. With TACs being non-existent on a ProtoMechs you need to land that 3 or 11 to slow them down, and even then its always only by one point. So while that might be a drawback on slower models such as the Svartalfa, faster WiGE Protos could probably be a pretty major threat. With that said, this thing is meant to be a rapid response ProtoMech made to cripple and destroy enemy vehicular/scouting formations.
Typhon
Type: ProtoMech
Mass: 13 tons
Tech Base: Clan
Chassis Config: Biped Glider
Battle Value: XXX
Chassis: Proto Glider 2
Power Plant: 170 Fusion Engine
Walking Speed: 10 km/h, 108 km/h Gliding
Maximum Speed: 10 km/h, 162 km/h Gliding
Armor: UltraProto Standard
Armament:
3 Micro Pulse Lasers
Manufacturer: Clan Cloud Cobra
Primary Factory: Roche
Communications System: PM-AV
Targeting and Tracking System: Harridon HJ Tracker
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 29 points 1300 kg
Engine: Fusion Engine 170 6000 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 10
WiGE Flank MP: 15
Heat Sinks: Single Heat Sink 3 750 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 54 2700 kg
Internal Armor
Structure Factor
Head 3 7
Torso 13 25
L/R Arm 3/3 5/5
Legs 7 12
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Micro Pulse Laser T1 1 3 500 kg
Micro Pulse Laser T2 1 3 500 kg
Micro Pulse Laser T3 1 3 500 kg
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That's..an impressive amount of movement.
I'm going to have to go back and reread the rules for Gliders.
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That WiGE Proto is pretty slick, but I feel like I'd wanna replace the armament with an ER medium.
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That WiGE Proto is pretty slick, but I feel like I'd wanna replace the armament with an ER medium.
Nah, I wanted a full point of them to be able to land as many hits as possible (gotta get those motives). The pulse bonus is part of its design as well, making it easier to take down quicker enemy designs.
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Been a while since I posted anything here. Doesn't mean I've stopped fiddling around with stuff...including a few variants for the old, 2-ton Harpy. The Horses have to use them somehow, right? The first is rather uninspired and bland, but there aren't that many things you can do with a 2-ton chassis.
Harpy - Light Scout
Type: ProtoMech
Mass: 2 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 7 points 200 kg
Engine: Fusion Engine 9 600 kg
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 8 400 kg
Internal Armor
Structure Factor
Head 1 1
Torso 3 3
L/R Arm 1/1 1/1
Legs 2 2
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRM-1 T1 0 2 250 kg
SRM-1 Ammo (5) Torso - - 50 kg
I'm a bigger fan of this one, and imagine it'd be quite useful if used in conjunction with BA ambushes.
Harpy - Disabler
Type: ProtoMech
Mass: 2 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 7 points 200 kg
Engine: Fusion Engine 9 450 kg
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: EDP Armor AV - 7 525 kg
Internal Armor
Structure Factor
Head 1 1
Torso 3 2
L/R Arm 1/1 1/1
Legs 2 2
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Machine Gun T1 - 1 250 kg
Machine Gun Ammo (15) Torso - - 75 kg
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Next, the Rusalka. I took the underwater Triton and tried to streamline it into as light a chassis as possible. Five tons turned out to be my cut-off point. This first variant is disgustingly useful in any underwater scenarios, although the LRT-1 spam is a bit optimized.
Rusalka
Type: ProtoMech
Mass: 5 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 12 points 500 kg
Engine: Fusion Engine 30 750 kg
Walking MP: 4
Running MP: 6
Jumping MP: 0
UMU MP: 4 200 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 21 1050 kg
Internal Armor
Structure Factor
Head 1 3
Torso 5 7
L/R Arm 1/1 2/2
Legs 3 5
Main Gun 1 2
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
LRT-1 T1 0 1 200 kg
LRT-1 T2 0 1 200 kg
LRT-1 LA 0 1 200 kg
LRT-1 RA 0 1 200 kg
LRT-1 Ammo (24) Torso - - 200 kg
ER Small Laser MG 2 5 500 kg
This second variant was designed for underwater breaching operations. Use the EDP to disable any submersibles or a local section of an underwater facility, breach any bulkheads with the SRTs, and cut down any opposition that survives the sudden surge of water with the Micro Pulse Laser. If I were to rebuild this on a heavier chassis, it would definitely use a ProtoMech Melee Weapon to silently tear bulkheads down.
Rusalka 2 “Topielec”
Type: ProtoMech
Mass: 5 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 12 points 500 kg
Engine: Fusion Engine 30 750 kg
Walking MP: 4
Running MP: 6
Jumping MP: 0
UMU MP: 4 200 kg
Heat Sinks: Single Heat Sink 1 250 kg
Cockpit: Standard 500 kg
Armor: EDP Armor AV - 22 1650 kg
Internal Armor
Structure Factor
Head 1 3
Torso 5 7
L/R Arm 1/1 2/2
Legs 3 5
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRT-1 T1 0 2 250 kg
SRT-1 T2 0 2 250 kg
Micro Pulse Laser MG 1 3 500 kg
SRM-1 Ammo (15) Torso - - 150 kg
The third variant is much more a SpecOps machine. Faster and with dual UMU/JJ capabilities, it is meant to hitch a ride on any fast raiders as they move behind enemy lines. Once there it drops loose, moving underwater to lose any pursuers before emerging to headhunt and spot for distant artillery missiles. This ProtoMech is fully meant to operate alone; if Stealth Armor was a possibility, you can bet this would have it.
Rusalka 3 “Vodyanoy”
Type: ProtoMech
Mass: 5 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 12 points 500 kg
Engine: Fusion Engine 30 1000 kg
Walking MP: 5
Running MP: 8
Jumping MP: 5 250 kg
UMU MP: 5 250 kg
Heat Sinks: Single Heat Sink 1 250 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 19 950 kg
Internal Armor
Structure Factor
Head 1 2
Torso 5 6
L/R Arm 1/1 2/2
Legs 3 5
Main Gun 1 2
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Light Machine Gun LA - 1 250 kg
ER Micro Laser RA 1 2 250 kg
Magnetic Clamp System T2 - - 250 kg
Light TAG MG - - 500 kg
Light Machine Gun Ammo (10) Torso - - 50 kg
-
Now for some Hippogriff variants. Although inefficient, there was no way I was ditching the Partial Wing. With hints that the Hippogriff struck fear in the hearts of many an infantry unit, this variant was built around dealing as much demoralizing damage to them as possible.
Hippogriff - Terrorizer
Type: ProtoMech
Mass: 8 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 19 points 800 kg
Engine: Fusion Engine 40 1000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 7 1000 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: EDP Armor AV - 26 1950 kg
Internal Armor
Structure Factor
Head 2 2
Torso 8 8
L/R Arm 2/2 4/4
Legs 5 8
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
ProtoMech Partial Wing T1 - - 1600 kg
ProtoMech Melee Weapon RA - 3 500 kg
Heavy Machine Gun LA - 3 500 kg
Heavy Machine Gun Ammo (15) Torso - - 150 kg
The second is a support unit, meant to keep pace with almost all Raven medium 'Mechs, no matter their speed. It focuses on the A-I firepower that those mediums typically lack, and synchronizes well with Dark Crows, Stormcrows and Shadow Hawk IICs.
Hippogriff - Raider
Type: ProtoMech
Mass: 8 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 19 points 800 kg
Engine: Fusion Engine 40 2000 kg
Walking MP: 6
Running MP: 9
Jumping MP: 7 500 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 24 1300 kg
Internal Armor
Structure Factor
Head 2 2
Torso 8 7
L/R Arm 2/2 4/4
Legs 5 7
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
ProtoMech Partial Wing T1 - - 1600 kg
AP Gauss Rifle RA - 3 500 kg
AP Gauss Rifle LA - 3 500 kg
AP Gauss Rifle Ammo (16) Torso - - 400 kg
-
Variants of the Minotaur P2 that attempt to maintain its visual aesthetic and MagClamps.
Minotaur P2 - Sniper
Type: ProtoMech
Mass: 9 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 21 points 900 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 2 500 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 45 2250 kg
Internal Armor
Structure Factor
Head 2 6
Torso 9 18
R/L Arms 2/2 4/4
Legs 5 10
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Micro Pulse Laser LA 1 3 500 kg
Micro Pulse Laser RA 1 3 500 kg
Streak LRM-5 MG - 5 2000 kg
Magnetic Clamp System T1 - - 500 kg
Streak LRM-5 Ammo (8) Torso - - 333 kg
Minotaur P2 - Bruiser
Type: ProtoMech
Mass: 9 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 21 points 900 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 45 2250 kg
Internal Armor
Structure Factor
Head 2 6
Torso 9 18
R/L Arms 2/2 4/4
Legs 5 10
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Machine Gun LA 1 3 250 kg
Machine Gun RA 1 3 250 kg
Streak SRM-6 MG - 5 3000 kg
Magnetic Clamp System T1 - - 500 kg
Machine Gun Ammo (10) Torso - - 50 kg
Streak SRM-6 Ammo (6) Torso - - 300 kg
Did you know that ProtoMechs can mount Re-Lasers, a Spheroid piece of tech? Now you do.
Minotaur P2 - Re-Laser Variant
Type: ProtoMech
Mass: 9 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 21 points 900 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Single Heat Sink 6 1500 kg
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 42 2100 kg
Internal Armor
Structure Factor
Head 2 5
Torso 9 16
R/L Arms 2/2 4/4
Legs 5 10
Main Gun 1 3
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Medium Re-Laser MG 6 6 2500 kg
Magnetic Clamp System T1 - - 500 kg
-
.
-
Oh cool, glad to see you're back at this. I especially like what you did with that first Minotaur P2 variant; I may have to try that out in Tau Galaxy.
Also, have you tried messing with the Orc at all? I want to use this because it's supposed to be a Horse staple, but it just feels so blah.
-
Also, have you tried messing with the Orc at all? I want to use this because it's supposed to be a Horse staple, but it just feels so blah.
Hey, the Orc is alright as long as you accept that it's expendable.
I can't say I've fiddled with it yet, but using a Proto Myomer Booster in conjunction with an engine reduction might save enough mass for more missile reloads. Otherwise...well, drop a launcher, I guess. I don't really want to change the weapons systems, though, because of how it makes good use of infernos.
Here's the Balaur - an experiment in making good use of a ProtoMech AC. This thing has one goal and one goal only: to take on and disable vehicles. Flak and AP rounds are both viable here, with both working better vs their intended targets than the PAC/2, while Precision can be used to help down Hovercraft. Still unsure if it's useful, but hey, it's something.
Balaur
Type: ProtoMech
Mass: 11 tons
Chassis Config: Quad
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 28 points 1100 kg
Engine: Fusion Engine 40 1000 kg
Walking MP: 4
Running MP: 6
Jumping MP: 4 600 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 42 2100 kg
Internal Armor
Structure Factor
Head 3 6
Torso 11 15
Legs 12 15
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
ProtoMech Autocannon/4 MG 0 4 4500 kg
PAC/4 Ammo (20) Torso - - 1000 kg
The Balaur 2 is more of a standard line trooper, albeit one that uses a LAMS because why the hell not.
Balaur 2
Type: ProtoMech
Mass: 11 tons
Chassis Config: Quad
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 28 points 1100 kg
Engine: Fusion Engine 40 1000 kg
Walking MP: 4
Running MP: 6
Jumping MP: 4 600 kg
Heat Sinks: Single Heat Sink 5 1250 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 47 2350 kg
Internal Armor
Structure Factor
Head 3 6
Torso 11 18
Legs 12 17
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Medium Chemical Laser MG 0 5 1000 kg
Medium Chemical Laser MG 0 5 1000 kg
MCL Ammo (30) Torso - - 1000 kg
Laser Anti-Missile System T1 5 - 1000 kg
-
Hey, the Orc is alright as long as you accept that it's expendable.
I can't say I've fiddled with it yet, but using a Proto Myomer Booster in conjunction with an engine reduction might save enough mass for more missile reloads. Otherwise...well, drop a launcher, I guess. I don't really want to change the weapons systems, though, because of how it makes good use of infernos.
I think my main issue with the Orc is that it doesn't seem to do anything that the Procyon (Quad) doesn't do better, which is what makes me want to re-purpose it altogether.
-
I think my main issue with the Orc is that it doesn't seem to do anything that the Procyon (Quad) doesn't do better, which is what makes me want to re-purpose it altogether.
Well...in my eyes the Procyon (Quad) was basically made to replace the older and more outdated Orcs and Centaurs, so mission accomplished there. I'll think about how to properly modernize the Orc and get back to you, now I'm really wondering what could be done.
-
Awesome, I'm excited to see what you come up with. You have a rare eye for Proto designs, and around here that's worth its weight in germanium, frankly.
-
Thanks, Kojak! Here's a Glider to tide you over while you wait.
The Kadlu isn't anything impressive; it's a bit of a ProtoRaven, if you ask me.
Kadlu
Type: ProtoMech
Mass: 12 tons
Chassis Config: Biped Glider
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 29 points 1200 kg
Engine: Fusion Engine 85 2500 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 6
WiGE Flank MP: 9
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 49 2450 kg
Internal Armor
Structure Factor
Head 3 7
Torso 13 15
L/R Arm 3/3 6/6
Legs 7 10
Main Gun 2 5
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Angel ECM T1 - - 2000 kg
Active Probe T2 - - 1000 kg
Remote Sensor Dispensor T3 - - 500 kg
LRM-5 MG 0 1-5 1000 kg
LRM-5 Ammo (15) Torso - - 625 kg
The variant was built for more combat-intensive operations. This one is meant to get into the thick of it all. The heavy weight of the NARC forced me to downgrade the ECM, but eh, worse things can happen.
Kadlu 2
Type: ProtoMech
Mass: 12 tons
Chassis Config: Biped Glider
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 29 points 1200 kg
Engine: Fusion Engine 85 2500 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 6
WiGE Flank MP: 9
Heat Sinks: Single Heat Sink 1 250 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 51 2450 kg
Internal Armor
Structure Factor
Head 3 7
Torso 13 15
L/R Arm 3/3 6/6
Legs 7 11
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
ECM Suite T1 - - 1000 kg
Light TAG T2 - - 500 kg
ER Micro Laser RA 1 2 250 kg
Narc Launcher MG 0 0 2000 kg
Narc Ammo (6) Torso - - 900 kg
-
More variants of the older Typhon. The speed gets invariably dropped in order to mount more equipment - but that's not to say that they don't remain quick and effective platforms. The first is a straight-up combat model.
Typhon 2
Type: ProtoMech
Mass: 13 tons
Chassis Config: Biped Glider
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 29 points 1300 kg
Engine: Fusion Engine 170 4500 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 8
WiGE Flank MP: 12
Heat Sinks: Single Heat Sink 3 750 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 54 2700 kg
Internal Armor
Structure Factor
Head 3 7
Torso 13 25
L/R Arm 3/3 5/5
Legs 7 12
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Improved Heavy Small Laser T1 - 1 500 kg
SRM-4 T2 0 3 1000 kg
SRM-4 T3 0 3 1000 kg
SRM-4 Ammo (12) Torso - - 480 kg
The second is...interesting, to say the least. It packs one hell of a punch, and works equally well against 'Mechs, vehicles or infantry. Fun fact: Arrays, when used on Protos, can link Machine Guns found throughout the entire chassis regardless of their location. The Recon Camera is there to give it some ranged utility, and I think it'd mesh pretty well with a Glider. If that's not your cup of tea, replace it with a Light TAG.
Typhon 3
Type: ProtoMech
Mass: 13 tons
Chassis Config: Biped Glider
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 31 points 1300 kg
Engine: Fusion Engine 170 4500 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 8
WiGE Flank MP: 12
Heat Sinks: Single Heat Sink 0 0 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 62 3100 kg
Internal Armor
Structure Factor
Head 3 7
Torso 13 25
L/R Arm 3/3 6/6
Legs 7 12
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Recon Camera MG - - 500 kg
Heavy Machine Gun Array T3 - - 250 kg
Heavy Machine Gun* T1 0 3 500 kg
Heavy Machine Gun* T2 0 3 500 kg
Heavy Machine Gun* LA 0 3 500 kg
Heavy Machine Gun* RA 0 3 500 kg
HMG Ammo (60) Torso - - 600 kg
-
My final Proto for now, the Amarok is exactly what its name would suggest: a solitary hunter. Each is built to destroy targets either through pure damage output or through an overwhelming number of crits. The first deals with hardened targets. The second, a generalist. The third, an infantry and battle armor hunter.
Amarok
Type: ProtoMech
Mass: 14 tons
Chassis Config: Quad
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 34 points 1400 kg
Engine: Fusion Engine 85 2500 kg
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 4 1000 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 53 2650 kg
Internal Armor
Structure Factor
Head 4 9
Torso 14 20
Legs 14 18
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
ER Small Laser T1 0 5 500 kg
ER Small Laser T2 0 5 500 kg
Streak SRM-2 T3 0 2(x2) 1000 kg
Streak SRM-2 T4 0 2(x2) 1000 kg
Streak SRM-2 MG1 0 2(x2) 1000 kg
Streak SRM-2 MG2 0 2(x2) 1000 kg
Streak SRM-2 Ammo (35) Torso - - 700 kg
Amarok 2
Type: ProtoMech
Mass: 14 tons
Chassis Config: Quad
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 34 points 1400 kg
Engine: Fusion Engine 85 2500 kg
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 55 2750 kg
Internal Armor
Structure Factor
Head 4 9
Torso 14 20
Legs 14 20
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
AP Gauss Rifle T1 0 3 500 kg
AP Gauss Rifle T2 0 3 500 kg
Medium Chemical Laser T3 0 5 1000 kg
Medium Chemical Laser T4 0 5 1000 kg
Streak SRM-2 MG1 0 2(x2) 1000 kg
Streak SRM-2 MG2 0 2(x2) 1000 kg
AP Gauss Rifle Ammo (20) Torso - - 500 kg
Medium Chemical Laser Ammo (21) Torso - - 700 kg
Streak SRM-2 Ammo (20) Torso - - 400 kg
Amarok 3
Type: ProtoMech
Mass: 14 tons
Chassis Config: Quad
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 34 points 1400 kg
Engine: Fusion Engine 60 1500 kg
Walking MP: 4
Running MP: 6
Jumping MP: 5 1500 kg
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 45 2750 kg
Internal Armor
Structure Factor
Head 4 7
Torso 14 16
Legs 14 16
Main Gun 2 6
================================================================================
Equipment Location Heat Damage Mass
Light Machine Gun T1 0 1 250 kg
Light Machine Gun T2 0 1 250 kg
Light Machine Gun T3 0 1 250 kg
Light Machine Gun T4 0 1 250 kg
SRM-6 MG1 0 4-12 1500 kg
SRM-6 MG2 0 4-12 1500 kg
SRM-6 Ammo (30) Torso - - 1800 kg
Light Machine Gun Ammo (60) Torso - - 300 kg
-
OK, Orc variants. Its biggest flaws were its low ammo endurance and armor. We can do something about one of those, but not with the other. First option is to go the "obvious" route. Slower, but works well for striking attack and more sustained actions against slower vehicles and battle armor.
Orc 5
Type: ProtoMech
Mass: 4 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 10 points 400 kg
Engine: Fusion Engine 24 600 kg
Walking MP: 4
Running MP: 6(8)
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 22 1100 kg
Internal Armor
Structure Factor
Head 1 4
Torso 4 8
L/R Arm 1/1 2/2
Legs 3 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRM-1 T1 0 2 250 kg
SRM-1 T2 0 2 250 kg
SRM-1 RA 0 2 250 kg
SRM-1 LA 0 2 250 kg
SRM-1 Ammo (30) Torso - - 300 kg
ProtoMech Myomer Booster Torso - - 100 kg
The second option is to drop an SRM rack. Vastly increased speed gives it a niche even in the era of the Procyon-Q, while it still maintains decent toughness and ammo endurance.
Orc 6
Type: ProtoMech
Mass: 4 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 10 points 400 kg
Engine: Fusion Engine 45 1000 kg
Walking MP: 7
Running MP: 11(14)
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 20 1000 kg
Internal Armor
Structure Factor
Head 1 4
Torso 4 7
L/R Arm 1/1 2/2
Legs 3 5
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRM-1 T1 0 2 250 kg
SRM-1 RA 0 2 250 kg
SRM-1 LA 0 2 250 kg
SRM-1 Ammo (25) Torso - - 250 kg
ProtoMech Myomer Booster Torso - - 100 kg
The third option would be to do something that the Procyon-Q can't, and jump. Basically drops that SRM tube for the JJs and a bit more ammo.
Orc 7
Type: ProtoMech
Mass: 4 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 10 points 400 kg
Engine: Fusion Engine 36 900 kg
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: Standard Armor AV - 18 900 kg
Internal Armor
Structure Factor
Head 1 3
Torso 4 6
L/R Arm 1/1 2/2
Legs 3 5
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
SRM-1 T1 0 2 250 kg
SRM-1 RA 0 2 250 kg
SRM-1 LA 0 2 250 kg
SRM-1 Ammo (25) Torso - - 250 kg
I don't want to ditch the SRMs because of the Orc's Inferno shtick. Going the Vehicular Flamer, Plasma Cannon or Fusillade route are completely out of the question because of their weigh demands, so...SRMs it is.
-
The Recon Camera is there to give it some ranged utility, and I think it'd mesh pretty well with a Glider. If that's not your cup of tea, replace it with a Light TAG.
The Recon Camera has a maximum range of 18 kilometers and can only be used on the Low Altitude map or ground map. Fliers equipped with a Recon Camera may act as a spotter for LRM Indirect Fire as if it were a TAG. Hidden units that are passed over by a Recon Camera-equipped flier must reveal themselves on an unsuccessful 2d6 roll. TO p.337
TT
-
The Recon Camera has a maximum range of 18 kilometers and can only be used on the Low Altitude map or ground map. Fliers equipped with a Recon Camera may act as a spotter for LRM Indirect Fire as if it were a TAG. Hidden units that are passed over by a Recon Camera-equipped flier must reveal themselves on an unsuccessful 2d6 roll. TO p.337
TT
Yep, exactly what I was going for! Not so useful for a normal ProtoMech, but with a Glider that can hover in place and then fly over the battlefield at altitude 8 or something? Handy.
-
They would make a great Recon Point working conjunction with Donar and the Asshur.
Thanks GreekFire!
TT
-
I really like what you did with those Orcs (the glider Protos too, but sadly I can't use them in MegaMek yet). Any chance you could attach the .blks for the non-gliders?
-
Greekfire all these are good designs that really get my mind thinking that Protos should be used more. Thanks for sharing.
By the way where did you find your neat looking Avatar?
-
No problem, man!
Avatar is the Siren ProtoMech, as redesigned by Iglesias. Just did a bit of coloring to make it fit with Cloud Cobra's Beta Galaxy. You can see the set here:
(https://docschottslab.files.wordpress.com/2013/06/1360369596916.png)
-
Seeing the old vs revision versions really makes me wonder want what some of those artists were thinking. Well a lot of the old art makes me ask want they were thinking. Thank you for the picture.
-
ProtoMechs are, oddly enough, the thing I miss most playing Spheroid. These just make me more of a sad panda.
Of course, I'm lunatic enough to like the Erinyes, so there's that. Think I've been inspired to fire up Megamek Lab when I get home.
Edit: Whiiiich won't work since MegaMek Lab doesn't support Protos?
-
ProtoMechs are, oddly enough, the thing I miss most playing Spheroid. These just make me more of a sad panda.
Don't worry, I've got you covered. (http://bg.battletech.com/forums/index.php?topic=12026.0) :D
Back on topic, tho, these are all terrific designs! I particularly like the redesigned art, makes the Protos fit with the rest of BattleTech far more smoothly. Also that one Proto that uses Handheld weaponry, I hadn't realized that was an option for Protos.
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Don't worry, I've got you covered. (http://bg.battletech.com/forums/index.php?topic=12026.0) :D
Back on topic, tho, these are all terrific designs! I particularly like the redesigned art, makes the Protos fit with the rest of BattleTech far more smoothly. Also that one Proto that uses Handheld weaponry, I hadn't realized that was an option for Protos.
Handheld weaponry is near-impossible to use well on ProtoMechs, but I fee like that design does a decent enough job.
-
You know, I actually kind of like the older art for the Protomechs. Mainly because I felt that, as a way for making up for their deficiencies, they were designed to look fearsome. Those redesigns above just look like scaled up, rather generic BA, and I don't really find that intimidating. On the other hand, if I saw a Chrysaor or a Centaur charging me down, looking like they did in the old art? My pants would turn brown and I'd GTFO like hell is coming for me personally.
I was actually thinking of creating a redesign for the Hobgoblin that would A) bring it's appearance more inline with other protomechs and B) make it a little endurant in protracted combat.
-
'ere Greek Fire, any chance of the Ravens getting a 15 tonne glider or jumper (your preference) design? Something to support their Hippogriff design and act more as a generalist than the dedicated harasser that is the Griff.
-
Can you make Gliders that are 2-9 tons, or is that possible only for Ultralights? I think a Hippogriff Glider would be great. You could even make a semi-useful Erinyes if it was possible to give them the Glider motive system.
-
Yep, exactly what I was going for! Not so useful for a normal ProtoMech, but with a Glider that can hover in place and then fly over the battlefield at altitude 8 or something? Handy.
You are mixing up elevations and altitudes. They are not the same, 8 altitudes are much higher then 8 elevations. The ceiling for a glider Proto is 12 elevations, I am not sure if it can be counted even as 2 altitudes. Does anybody know the official altitude-elevation conversion estimate?
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You are mixing up elevations and altitudes. They are not the same, 8 altitudes are much higher then 8 elevations. The ceiling for a glider Proto is 12 elevations, I am not sure if it can be counted even as 2 altitudes. Does anybody know the official altitude-elevation conversion estimate?
Off the top of my head, you can switch to either NoE or 1 altitude, at elevation 10.
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Can you make Gliders that are 2-9 tons, or is that possible only for Ultralights? I think a Hippogriff Glider would be great. You could even make a semi-useful Erinyes if it was possible to give them the Glider motive system.
Per pg 100 of IO (and somewhere in WoR), Glider ProtoMechs can only be constructed from biped Ultraheavy (10-15 tons) ProtoMechs.
-
I was going to suggest making an EDP Erinyes, but I see you've already beat me to it. Personally, I'd ditch the MG, give it a Protomech Myomer Booster and up the armor.
Another idea is to strip everything out and give it Light TAG
Harpy - Disabler
Type: ProtoMech
Mass: 2 tons
Chassis Config: Biped
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 7 points 200 kg
Engine: Fusion Engine 9 450 kg
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 0
Cockpit: Standard 500 kg
Armor: EDP Armor AV - 7 525 kg
Internal Armor
Structure Factor
Head 1 1
Torso 3 2
L/R Arm 1/1 1/1
Legs 2 2
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Machine Gun T1 - 1 250 kg
Machine Gun Ammo (15) Torso - - 75 kg
-
Per pg 100 of IO (and somewhere in WoR), Glider ProtoMechs can only be constructed from biped Ultraheavy (10-15 tons) ProtoMechs.
This makes the mad scientist part of me a sad panda, but I appreciate the clarification.
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What programme do you use to make the Proto's? As i've a few ideas for some myself.
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What programme do you use to make the Proto's? As i've a few ideas for some myself.
I use pen and paper. You don't happen to have HMP, do you?
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It struck me that I've never done a WiGE/Melee ProtoMech.
Ideally, they'll charge straight into physical range with a 'Mech and raise up to elevation 2, at which point all of their physical attacks roll using the punch table.
The two Flamers are there to give it a secondary purpose as an incendiary platform while keeping BV low.
Raróg
Type: ProtoMech
Mass: 10 tons
Chassis Config: Biped Glider
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 31 points 1300 kg
Engine: Fusion Engine 120 4000 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 9
WiGE Flank MP: 14
Heat Sinks: Single Heat Sink 0 0 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 35 1750 kg
Internal Armor
Structure Factor
Head 3 6
Torso 10 11
L/R Arm 3/3 6/6
Legs 6 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Flamer (Vehicular) T1 0 3 500 kg
Flamer (Vehicular) T2 0 3 500 kg
ProtoMech Melee Weapon RA 0 5 500 kg
Vehicular Flamer Ammo (20) Torso - - 1000 kg
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It struck me that I've never done a WiGE/Melee ProtoMech.
Ideally, they'll charge straight into physical range with a 'Mech and raise up to elevation 2, at which point all of their physical attacks roll using the punch table.
The two Flamers are there to give it a secondary purpose as an incendiary platform while keeping BV low.
Raróg
Type: ProtoMech
Mass: 10 tons
Chassis Config: Biped Glider
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 31 points 1300 kg
Engine: Fusion Engine 120 4000 kg
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 9
WiGE Flank MP: 14
Heat Sinks: Single Heat Sink 0 0 kg
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 35 1750 kg
Internal Armor
Structure Factor
Head 3 6
Torso 10 11
L/R Arm 3/3 6/6
Legs 6 6
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Flamer (Vehicular) T1 0 3 500 kg
Flamer (Vehicular) T2 0 3 500 kg
ProtoMech Melee Weapon RA 0 5 500 kg
Vehicular Flamer Ammo (20) Torso - - 1000 kg
The Protomech Melee Weapon is for Quads only and weighs a ton. Quads can't be Gliders, unfortunately. However, you could give it EDP armor instead to keep that "melee feel"