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1
Well, I could put a Salvo Rocket (Medium) system on it with a 40km range, compared to the Tube Artillery (Light) 20km range.  That matches the early models of M270 MLRS rockets, so I'll say it's using the same system, just with two four-shot pods instead.  The tube artillery piece had a self-protection minigun mounted on it with the same 200 burst ammo supply as the IFV, so I kept it for the rocket artillery vehicle. 

I also made the Type 89 tank hunter variant of the vehicle, with heavy ATGMs in a triple launcher in the turret and twenty-one missiles stored in the hull.  Since this is built to take on enemy tanks, I added some protection to the front and the turret in the form of ERA; it won't completely stop an incoming missile but it will mitigate the damage if using the Overkill Rules for critical hits.  The Inabans are likely importing advanced missiles from Sapporo, and putting them to use here.  The vehicle's not intended as a line combatant of its own but a supplement - there's three companies per brigade, and typically attach one company of Type 89s to each battalion of mechanized infantry for a fire support role.  The ATGM carrier didn't initially have a self-protection minigun, so I added one to it to keep common themes across the AFV fleet; the Inabans love their miniguns.  Posting the revised record sheet here and deleting the old one.

Tracked APC family
  Type 87 IFV (25.93 tons)
  Type 88 Artillery Carrier (24.51 tons)
  Type 88 Engineer Vehicle (
  Type 89 ATGMV (24.85 tons)
  Type 90 Command Post Vehicle (
  Type 90 FDCC Vehicle (
  Type 91 Rocket Artillery Vehicle (25.21 tons)
  Type 92 Heavy Mortar Vehicle (
  Type 93 Antiaircraft Vehicle (
2
Some snapshot versions might be available through auto-update mechanisms in the game client itself if you already have MegaMek installed.

Sprunked
3
I'm likely going to whip up some Design Quirks for things like that, just for simplicity; though I might elect for some kind of meddling with the control mass for lower minimum crew. Need to figure out why there's a ~3500 ton discrepancy between the calculator sheet and my manual tabulation, first.
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If you want to know how effective Inner Sphere pulse lasers are, I suggest you start playing on more built-up maps, with fast jumpers, or both. Even with improved gunnery skill, the difference a -2 to hit makes at range 1-2 is worth it, and if the terrain blocks LOS, it doesn't matter how much range you are potentially losing - at 2 hexes the IS Large Pulse Laser outperforms PPCs.
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Off Topic / Re: Armored Fighting Vehicles VI: Eye of the Tiger
« Last post by Goose on Today at 20:48:28 »
No one uses a light(er) tank unless there's a reason you can't get an MBT there

Has there ever been any commentary on how baddy some Lt. wished they had a tank gun at their beck'n call?

Bradlys would seem to be demo'ing the modern minimum armor requirement for being that close to the line: Has the weight to live through danger-close artillery strikes changed? :blank:
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You can even make a 100 tons mech with speed of 1/2/10 with it!
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You get this adorable lil' murderball.

Code: [Select]
Murderbird MRB-1D

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-D
Production Year: 3132
Dry Cost: 10,475,140 C-Bills
Total Cost: 10,475,140 C-Bills
Battle Value: 1,126

Chassis: Endo-Steel
Power Plant: 300 Fusion XL Engine
Walking Speed: 108.0 km/h
Maximum Speed: 162.0 km/h (270.0 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Ferro-Fibrous
Armament:
    1  Light PPC
    1  Guardian ECM Suite
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    51 points                1.50
    Internal Locations: 3 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 10
    Running MP: 15 (25)
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             10                        0.00
Gyro:               XL                                                     1.50
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 105                  6.00
    Armor Locations: 4 LT, 3 RT, 3 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     10           15       
                                 Center Torso (rear)                  5         
                                           L/R Torso     7            11       
                                    L/R Torso (rear)                  3         
                                             L/R Arm     5            10       
                                             L/R Leg     7            14       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light PPC                                    LA        5         2         3.00
Guardian ECM Suite                           RT        0         2         1.50
MASC                                         RT        -         2         2.00
Supercharger                                 LT        0         1         1.00
Targeting Computer                           HD        -         1         1.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 11
15         1       1       1       0      1     0   Structure:  1
Special Abilities: ECM, ENE, SRCH, ES, SEAL, SOA


I admit I was *highly* tempted to drop the armor down to LFF, simply so I could try to cram in a Chameleon LPS, just to crank those to-hit modifiers further right through the roof. But I wanted to survive the firepower of an entire Lance/Star that it just went Leeroy Jenkins into the middle of and out the back. Turn and face the annoying speedster and get nailed by the rest of my unit - which likely has far heavier firepower, or ignore it as it plinks your rear armor off.

Decisions. Decisions.
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Just pull a Julius Caesar and adopt someone from your extended family. Ironically, it now seems Alaric Ward is the first in this era to figure it out.
that ended horribly for the roman empire..

also not sure it will help Alaric much.. clan society is very much the anti-primogeniture, so he's going to have an uphill battle succession wise.. the new Star League he's building really relies on the combination of 'third league' resources and clan military authority.. but the clan society is very much not geared for hereditery succession. so once he dies either his position of khan of the wolf clan (and ilkhan by extension) is going to go to whoever the clan elects via trials. and if the first lord position does not go with it, that's going to be a big rift. but at the same time there is zero chance he can force the clans to accept the khan/ilkhan position as a hereditary one.
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Scorpions did start building omnis just before the Crusade, Snow Fox and Warhawk for example

Restoring ability to build them was a signal that they were now ready for frontal conflict
was referring more ot how they were able to debut a pair of omnimechs that, while adapted from captured IS schematics for standard mechs, would have had to have been heavily redesigned to be turned into cutting edge clantech omnis. the warhawk was them getting an existing unit set up for production, which seems likely to have involved at least partial tooling they brought with them. the Snow Fox being omnified is impressive, but it is very possible they already had the tooling for the standard version.

my point is that when they took over the Ummayid and castillian worlds, they were so industrially limited that a lot of their output was armed industrialmechs, because the locals didn't really have much better. they improved it greatly, but their output was still fairly low if you remember.
from the point they took the hansa worlds to the point they debued their all new omnis a small fraction of the time by comparison. suggesting they've now got not only an industrial base in high gear and quickly adaptable to making full clantech, but science and technician castes able to work at full tilt to turn out very sophisticated stuff in fairly fast time.
10
Well, that explains that, thanks! :)
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