Author Topic: Ultralight combined arms mechs  (Read 4117 times)

PanNScan

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Ultralight combined arms mechs
« on: 03 January 2020, 23:57:04 »
Hello, it has been several years since I've been getting back into Battletech. I like the setting for RP opportunities and had wanted the setting to have some mechs that are closer to Player Character scale. Also, mechs that a Firefly-esque crew or special forces may run into out in the lower tech parts of the universe. So I've made the following designs that cover a variety of tech levels for the IS, but are still at the standard rule level.


Within the past decades The Magistracy of Canopus had found itself in a position where it had access to advanced technology and the capability to build light mech designs. However it's heavy industry is still behind much of the rest of the Inner Sphere. MoC designers were inspired by the industrial mechs that low tech powers had converted to makeshift millitary vehicles by welding on armor and weaponry. They attempted to build a relatively low cost ultra-light mech that was able to use common commercial parts and could be used by planetary militia units. All components were picked to be cost effective and widely available.

Older technology was used to make a rugged build, with flexibility, as well as a low production cost. The resulting mech, the Hunter, was viewed as a flexible military asset. Its main role on the battlefield is combined arms support due to its high speed of 97 kph and good maneuverability. To save space and weight, 3 tons of armor and a small cockpit was used. Weapons included a arm mounted machine gun, arm mounted medium laser, and one single shot rocket 10 launcher. The most useful feature was the 3 jump jets that enabled the mech to quickly transit difficult terrain.

MoC trade fleets found that the Hunter had a high demand for export to lower tech powers in the periphery. Customers desired a standardized battlemech that could be easily supported and repaired, and at a low cost. However the cramped cockpit made piloting difficult.

Code: [Select]
Hunter 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 90 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     1 Medium Laser
     1 Machine Gun
     1 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 996,935 C-bills

Type: Hunter
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 347

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        90 Fusion               3
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sink                     10                      0
Gyro                                                  1
Small Cockpit                                         2
Armor Factor                  48                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         7     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
2 Heat Sinks                     LL        2        -       2.0   
Jump Jet                         CT        1        -       0.5   
Heat Sink                        CT        1        -       1.0   
2 Jump Jets                      RT        2        -       1.0   
Heat Sink                        RT        1        -       1.0   
Half Machine Gun Ammo (100)      LA        1        -       0.5   
Machine Gun                      LA        1        0       0.5   
CASE                             LT        1        -       0.5   
Heat Sink                        LT        1        -       1.0   
Rocket Launcher 10               LT        1        3       0.5   
2 Heat Sinks                     RL        2        -       2.0   
Medium Laser                     RA        1        3       1.0   



The Jagger is an upgraded version of the Hunter primarily made for foreign sale. It is marketed as an upgrade, though the main difference is improved armor coverage and a standard sized cockpit. This was accomplished by a light engine and extra light gyro and a marginal cost increase. The high volume of sales led to the design of other ultra light mechs that could fill combat support roles, leaving the Jagger as a all purpose unit. An increasingly common variant is replacing the machine gun and ammunition with a flamer.

Code: [Select]
Jagger 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 90 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     1 Medium Laser
     1 Machine Gun
     1 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,148,160 C-bills

Type: Jagger
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 368

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        90 Fusion               3
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
2 Heat Sinks                     LL        2        -       2.0   
3 Jump Jets                      RT        3        -       1.5   
2 Heat Sinks                     RT        2        -       2.0   
Half Machine Gun Ammo (100)      LA        1        -       0.5   
Machine Gun                      LA        1        0       0.5   
CASE                             LT        1        -       0.5   
Heat Sink                        LT        1        -       1.0   
Rocket Launcher 10               LT        1        3       0.5   
2 Heat Sinks                     RL        2        -       2.0   
Medium Laser                     RA        1        3       1.0   

The Gila is a scout mech, a scaled down version of the Jagger. It has a higher maxim speed of 119 kph. It mounts an ER small laser as a defensive weapon and a Flamer for anti-infantry work and fire setting.

Code: [Select]
Gila 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 105 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     1 ER Small Laser
     1 Rocket Launcher 10
     1 Flamer
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,508,397 C-bills

Type: Gila
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 350

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        105 Fusion            3.5
Walking MP: 7
Running MP: 11
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                               1
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
3 Jump Jets              RT        3        -       1.5   
Heat Sink                RT        1        -       1.0   
Flamer                   LA        1        3       1.0   
3 Heat Sinks             LT        3        -       3.0   
Rocket Launcher 10       LT        1        3       0.5   
2 Heat Sinks             RL        2        -       2.0   
ER Small Laser           RA        1        2       0.5   


Designed as a fire support mech, the Spitting Cobra is made to be able to use several types of missiles to assist with logistical concerns. It has a multi missile launchers so that it can use both short and long range missiles with CASE. Also, it has two ER small lasers mounted in the arms as secondary weapons. To make room for the weapons, ferro armor and endo steel was used, requiring the loss of hands in the arms.

Code: [Select]
Spitting Cobra 1A

Mass: 15 tons
Chassis: Endo Steel Biped
Power Plant: 90 Light
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Ferro-Fibrous
Armament:
     2 ER Small Laser
     1 MML 3
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,399,550 C-bills

Type: Spitting Cobra
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 335

Equipment                                          Mass
Internal Structure            Endo Steel              1
Engine                        90 Light              2.5
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Ferro)          44                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               1     
     R/L Torso               4         6     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         4     


Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Heat Sinks             LL        2        -       2.0   
3 Jump Jets              RT        3        -       1.5   
2 Heat Sinks             RT        2        -       2.0   
ER Small Laser           LA        1        2       0.5   
MML 3                    LT        2        2       1.5   
MML 3 LRM Ammo (40)      LT        1        -       1.0   
CASE                     LT        1        -       0.5   
Heat Sink                LT        1        -       1.0   
2 Heat Sinks             RL        2        -       2.0   
ER Small Laser           RA        1        2       0.5   


Markted as an advanced mech due to it's light engine and weapons, the Mamba is a mobile direct fire platform to attack vehicles and mechs at range. It uses a light PPC for this purpose and a ER small laser as backup. It only has 3 tons of armor and relies on its maneuverability to stay out of range of opponents.

Code: [Select]
Mamba 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 90 Light
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     1 Light PPC
     1 ER Small Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: 1,413,523 C-bills

Type: Mamba
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 418

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        90 Light              2.5
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                LL        1        -       1.0   
2 Jump Jets              RT        2        -       1.0   
2 Heat Sinks             RT        2        -       2.0   
ER Small Laser           LA        1        2       0.5   
Jump Jet                 LT        1        -       0.5   
2 Heat Sinks             LT        2        -       2.0   
2 Heat Sinks             RL        2        -       2.0   
Light PPC                RA        2        5       3.0   


« Last Edit: 10 January 2020, 00:28:11 by PanNScan »

PanNScan

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  • Posts: 22
Re: Ultralight combined arms mechs
« Reply #1 on: 04 January 2020, 00:52:50 »
The MoC military began to take notice of the successful sales of the ultra light series. While they had purchased and used several of the commercially available mechs they desired to have a technological advantage for MoC used units. They began to further the combined arm approach and created Omni-mech versions for use with integrated battle armor units as well as quick repair.


The Wolverine is an attempt to modernize for domestic use the successful Hunter and Jagger model, adding newer technology while retaining the reliability of the original. Like its predecessor, it is able to contribute effectively in almost any situation thanks to its well-rounded design. Additionally, it is a omnimech and is typically paired with a battle armor squad.

The IIA variant enhances the capabilities of the original Hunter. Upgrades the medium laser to an ER version and adds a second rocket pod. It also adds CASE to help protect against ammunition explosions for the machine gun. To make room for these improvements a light engine, extra light gyro, and heavy ferro armor were used. A common sub-variant is replacing the machine gun in the arm with a flamer and ER small laser.

Code: [Select]
Wolverine IIA 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 90 Light
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     3.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,775,887 C-bills

Type: Wolverine IIA
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 416

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        90 Light              2.5
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heavy Ferro-Fibrous     0
Center Torso                  None                    0
Right Torso                   6 Heavy Ferro-Fibrous    0
                              2 Light Engine           
                              2 Heat Sink             
                              2 Jump Jet               
Left Torso                    2 Heavy Ferro-Fibrous    3
                              2 Light Engine           
                              Jump Jet                 
                              4 Heat Sink             
Right Arm                     7 Heavy Ferro-Fibrous    1
Left Arm                      5 Heavy Ferro-Fibrous    3
Right Leg                     2 Heat Sink             0
Left Leg                      2 Heat Sink             0

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Half Machine Gun Ammo (100)      LA        1        -       0.5   
Machine Gun                      LA        1        0       0.5   
CASE                             LT        1        -       0.5   
2 Rocket Launcher 10s            LT        2        3       1.0   
ER Medium Laser                  RA        1        5       1.0   

The Cheetah is a pared down version of the Wolverine, featuring less armor and weaponry and an XL engine. What it gains in return is a surprising amount of speed and maneuverability, making it an excellent scout and EW mech. It can't hold up to very many hits, but a skilled pilot can make getting even one a difficult proposition.

The IIA version caries either a Beagle Active Probe or Guardian ECM for EW. It also has a TAG for spotting. Weapons include a ER small laser and rocket 10 pod.

Code: [Select]
Cheetah IIA 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 120 XL
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     4.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,855,450 C-bills

Type: Cheetah IIA
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 465

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        120 XL                  2
Walking MP: 8
Running MP: 12
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                               1
Cockpit                                               3
Armor Factor (Heavy Ferro)    39                      2

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         5     
     Center Torso (rear)               1     
     R/L Torso               4         6     
     R/L Torso (rear)                  1     
     R/L Arm                 2         2     
     R/L Leg                 3         3     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heavy Ferro-Fibrous     0
Center Torso                  None                    0
Right Torso                   3 Heavy Ferro-Fibrous    2
                              2 Heat Sink             
                              2 Jump Jet               
                              3 XL Engine             
Left Torso                    3 Heavy Ferro-Fibrous    2
                              3 Heat Sink             
                              Jump Jet                 
                              3 XL Engine             
Right Arm                     6 Heavy Ferro-Fibrous    2
Left Arm                      8 Heavy Ferro-Fibrous    0
Right Leg                     Heat Sink               1
Left Leg                      Heat Sink               1

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
ECM Suite                RT        2        -       1.5   
TAG                      LT        1        0       1.0   
Rocket Launcher 10       LT        1        3       0.5   
ER Medium Laser          RA        1        5       1.0   

The IIIA is an experimental model. It mounts stealth armor tied into a Guardian ECM. It has a TAG for spotting and a single ER small laser.

Code: [Select]
Cheetah IIIA 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 120 XL
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Stealth
Armament:
     4.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,844,309 C-bills

Type: Cheetah IIIA
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 366

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        120 XL                  2
Walking MP: 8
Running MP: 12
Jumping MP: 3
Heat Sink                     11                      1
XL Gyro                                               1
Cockpit                                               3
Armor Factor (Stealth)        39                      2

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         5     
     Center Torso (rear)               1     
     R/L Torso               4         6     
     R/L Torso (rear)                  1     
     R/L Arm                 2         2     
     R/L Leg                 3         3     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          None                    1
Center Torso                  None                    0
Right Torso                   2 Stealth               2
                              3 Heat Sink             
                              2 Jump Jet               
                              3 XL Engine             
Left Torso                    2 Stealth               2
                              4 Heat Sink             
                              Jump Jet                 
                              3 XL Engine             
Right Arm                     2 Stealth               6
Left Arm                      2 Stealth               6
Right Leg                     2 Stealth               0
Left Leg                      2 Stealth               0

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
ECM Suite                RT        2        -       1.5   
TAG                      LT        1        0       1.0   
ER Small Laser           RA        1        2       0.5   
Heat Sink                RA        1        -       1.0   


The Jaguar up-armored Cheetah that retains the original's high speed. It is used as a traditional scout and guerilla mech to support it's battle armor attachment. The Jaguar IIA has an ER medium laser and a rocket 10 pod as the primary weapon. It also has a flamer as a support weapon.

Code: [Select]
Jaguar IIA 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 120 XL
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     3.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,526,263 C-bills

Type: Jaguar IIA
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 427

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        120 XL                  2
Walking MP: 8
Running MP: 12
Jumping MP: 3
Heat Sink                     11                      1
XL Gyro                                               1
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heavy Ferro-Fibrous     0
Center Torso                  None                    0
Right Torso                   7 Heavy Ferro-Fibrous    0
                              2 Jump Jet               
                              3 XL Engine             
Left Torso                    3 Heavy Ferro-Fibrous    2
                              3 Heat Sink             
                              Jump Jet                 
                              3 XL Engine             
Right Arm                     6 Heavy Ferro-Fibrous    2
Left Arm                      4 Heavy Ferro-Fibrous    4
Right Leg                     2 Heat Sink             0
Left Leg                      2 Heat Sink             0

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Flamer                   LA        1        3       1.0   
Rocket Launcher 10       LT        1        3       0.5   
Heat Sink                RA        1        -       1.0   
ER Medium Laser          RA        1        5       1.0   

A relatively recent design, the Grizzly is above all else a weapons platform. Support from other units may be necessary, though, as it is quite slow on its feet at 85 kph and only has a single jump jet. A light engine helps the mech survive damage and saves weight for weaponry. The IIA version is a direct fire support mech with a light PPC tied to a targeting computer. Two rocket 10 pods and an ER small laser are back up weapons.

Code: [Select]
Grizzly IIA

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 75 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 30 meters
Armor: Heavy Ferro-Fibrous
Armament:
     6.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: 1,722,412 C-bills

Type: Grizzly IIA
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 480

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        75 Light              1.5
Walking MP: 5
Running MP: 8
Jumping MP: 1
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heavy Ferro-Fibrous     0
Center Torso                  None                    0
Right Torso                   5 Heavy Ferro-Fibrous    4
                              2 Light Engine           
                              Heat Sink               
Left Torso                    2 Heavy Ferro-Fibrous    4
                              2 Light Engine           
                              3 Heat Sink             
                              Jump Jet                 
Right Arm                     7 Heavy Ferro-Fibrous    3
Left Arm                      6 Heavy Ferro-Fibrous    2
Right Leg                     2 Heat Sink             0
Left Leg                      Heat Sink               1

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                Location  Critical   Heat    Tonnage
Heat Sink                  RT        1        -       1.0   
Targeting Computer         RT        1        -       1.0   
ER Small Laser             LA        1        2       0.5   
2 Rocket Launcher 10s      LT        2        3       1.0   
Light PPC                  RA        2        5       3.0     

The Grizzly IIB version is a indirect fire support mech. It contains a two MML launcher 3s, typically armed with LRMs, with one ton of ammunition and CASE. A medium laser is a back up weapon

Code: [Select]
Grizzly IIB

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 75 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 30 meters
Armor: Heavy Ferro-Fibrous
Armament:
     6.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: 1,734,991 C-bills

Type: Grizzly IIB
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 392

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        75 Light              1.5
Walking MP: 5
Running MP: 8
Jumping MP: 1
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heavy Ferro-Fibrous     0
Center Torso                  None                    0
Right Torso                   6 Heavy Ferro-Fibrous    3
                              2 Light Engine           
                              Heat Sink               
Left Torso                    2 Light Engine          6
                              3 Heat Sink             
                              Jump Jet                 
Right Arm                     7 Heavy Ferro-Fibrous    3
Left Arm                      7 Heavy Ferro-Fibrous    1
Right Leg                     2 Heat Sink             0
Left Leg                      Heat Sink               1

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                RT        1        -       1.0   
2 MML 3s                 LT        4        2       3.0   
MML 3 LRM Ammo (40)      LT        1        -       1.0   
CASE                     LT        1        -       0.5   
Medium Laser             RA        1        3       1.0   


The IIC version is designed for urban warfare and has two additional jump jets. It mounts medium lasers in each arm, a small pulse laser, and has two single shot rocket 10s. It also is equipped with a anti-personnel pod.

Code: [Select]
Grizzly IIC

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 75 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     6.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: 1,653,772 C-bills

Type: Grizzly IIC
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 461

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        75 Light              1.5
Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    49                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         7     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heavy Ferro-Fibrous     0
Center Torso                  None                    0
Right Torso                   6 Heavy Ferro-Fibrous    3
                              2 Light Engine           
                              Heat Sink               
Left Torso                    2 Light Engine          6
                              3 Heat Sink             
                              Jump Jet                 
Right Arm                     7 Heavy Ferro-Fibrous    3
Left Arm                      7 Heavy Ferro-Fibrous    1
Right Leg                     2 Heat Sink             0
Left Leg                      Heat Sink               1

Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                Location  Critical   Heat    Tonnage
Anti-Personnel Pods        LL        1        -       0.5   
Heat Sink                  RT        1        -       1.0   
Medium Laser               LA        1        3       1.0   
2 Jump Jets                LT        2        -       1.0   
2 Rocket Launcher 10s      LT        2        3       1.0   
Medium Laser               RA        1        3       1.0   
Small Pulse Laser          RA        1        2       1.0   

« Last Edit: 09 January 2020, 22:53:44 by PanNScan »

PanNScan

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  • Posts: 22
Re: Ultralight combined arms mechs
« Reply #2 on: 04 January 2020, 09:38:37 »
 Optional Rules:

Crouching; Using full size structural components that were overbuilt for a ultra light mech resulted in non optimal weight efficiency. However, there were a few benefits. One of these were that the heavier components and light weight of the mech allowed a greater range of joing support flexibility than larger mechs. This enabled some battlefield benifits as well as transportation benefits useful to the typical customer.

Ultra-light mechs equipped with a standard cockpit may crouch down when moving. This allows the ultra-light to change it's height between a standard battlemech of 2 levels and a crouched position of 1 level. At the end of the movement phase the player will declare what height the ultra-light is for that turn. Changing height costs 1 MP.

Due to the ability to enter a crouched mode, two ultra-light mechs may be transported in a single mech bay without penalty. Additionally, a ultra light may be transported in a light vehicle bay or two may be carried in a heavy vehicle bay.

Omni-mech battle armor integration; Due to the small mass of the ultra-light mechs, Omni-mechs had been able to be further integrated with their attached battle armor. When configured to a particular battle armor squad, an ultra-light mech may tie into squad level battle armor systems. This is typically battle armor TAG, battle armor ECM, or battle armor C3. The Omni-mech may be considered to be equipped with the battle armor level systems however, the battle armor needs to be within 3 hexes of the ultralight mech. The battle armor squad still needs to maintain a certain amount of functional units for the battle armor level systems to operate, but the Omni-mech counts as an additional unit.

« Last Edit: 10 January 2020, 00:33:31 by PanNScan »

Red Pins

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Re: Ultralight combined arms mechs
« Reply #3 on: 04 January 2020, 12:40:48 »
Interesting!  These are made with the standard construction rules?
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Tymers Realm

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Re: Ultralight combined arms mechs
« Reply #4 on: 04 January 2020, 13:00:29 »
Umm....  PanNscan, there's a problem with your weights on the 90LFE.

Tech Manual shows a 90 LFE weighing 2.5 tons, not 2.0 tons.

PanNScan

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Re: Ultralight combined arms mechs
« Reply #5 on: 04 January 2020, 15:13:37 »
Hm, I made them using REMLAB (remlab.sourceforge.net) using the standard construction rules. Is there an regularly used mech builder program?

Daryk

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Re: Ultralight combined arms mechs
« Reply #6 on: 04 January 2020, 15:53:26 »
I prefer Solaris Skunkwerks personally... many other use MegaMek Lab...

Tymers Realm

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Re: Ultralight combined arms mechs
« Reply #7 on: 04 January 2020, 15:58:52 »
While I haven't used that program.

Megamek Lab and Solaris Skunkworks are more current.

Crimson Dawn

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Re: Ultralight combined arms mechs
« Reply #8 on: 04 January 2020, 16:41:33 »
One thing I noticed about REMLAB and you may want to check is that the program will have the correct stats when building but when you look at the TRO stats it makes they may be wrong.  For instance I remember making a 75 ton mech with a 4/6/4 movement rate and everything checked out as it should but when I looked up the TRO info to post it here it changed the engine to a 340 with the weight for that engine but still kept the 4/6/4 movement.  Obviously that is wrong and when I post that and forget to correct that some eagle eyed posters pointed out that the design should be overweight but the real problem was that it had listed the wrong stats and the general mech was valid.

Might be worth checking.

Red Pins

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Re: Ultralight combined arms mechs
« Reply #9 on: 04 January 2020, 19:37:39 »
I gave up and made my own rules for extra lights, but  I like these, they might be good for the Periphery militias, etc.
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Re: Ultralight combined arms mechs
« Reply #10 on: 05 January 2020, 12:36:19 »
REMLAB was great for it's time but it was last updated in 2013.  There has been a lot of errata since then.
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TigerTiger74

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Re: Ultralight combined arms mechs
« Reply #11 on: 06 January 2020, 10:29:35 »
Am i mistaken or were these all inspired by Heavy Gear?

packhntr

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Re: Ultralight combined arms mechs
« Reply #12 on: 06 January 2020, 12:18:50 »
I like the idea.  I have always envisioned ultralights as sort of an innersphere answer to the protomechs. .   
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Karack Blackstone

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Re: Ultralight combined arms mechs
« Reply #13 on: 06 January 2020, 23:02:52 »
Inspired by Heavy Gear?

Mechwarrior rules now need UL Mechs (ULM's) to have wheeled motive systems instead of MASC but they lose the advantage of being walkers and instead, turn into wheeled vehicles.

Not quite sure how to do it legally, but it'd be fun!

There also needs to be rules for some sort of Heavy Gear, an actual translation. Might be a Protomech with some different weapons loadouts, or just a 15 ton Mech like here, but either way, the concept is sound, just need a little finesse.

TigerTiger74

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Re: Ultralight combined arms mechs
« Reply #14 on: 07 January 2020, 11:02:41 »
I was referring to the names, and the rocket pods.

kaliban

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Re: Ultralight combined arms mechs
« Reply #15 on: 07 January 2020, 16:38:06 »
I regularly use ultralight IndustrialMechs with ICE and Fuel Cell engines. You normally only mount MGs on them  but you can also use Rocket Launcher in handheld weapons that eliminate the heat issue. An 15ton IndustrialMech with Industrial TSM can carry a 3 ton handheld weapon (6 RL/10s)

One trick to reduce BV and cost is to use commercial armor instead of standard armor.

Daryk

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Re: Ultralight combined arms mechs
« Reply #16 on: 07 January 2020, 16:39:11 »
The commercial armor trick also works on 20 ton regular 'mechs...

PanNScan

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Re: Ultralight combined arms mechs
« Reply #17 on: 09 January 2020, 23:02:54 »
Am i mistaken or were these all inspired by Heavy Gear?

Yep. I wanted to have a variety of combat roles at different tech levels. I thought that some of the factions in HG make good related designs.
« Last Edit: 09 January 2020, 23:56:45 by PanNScan »

PanNScan

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Re: Ultralight combined arms mechs
« Reply #18 on: 09 January 2020, 23:56:05 »
( I updated the previous mechs, now made with MegaMek. There were a few minor changes but still made with the standard rules. MegaMek won't allow 15 ton mechs as a standard rule build.)

The Scorpion is an experimental omni-mech that was made using clan technology. It uses an XL engine, endo steel, and ferro armor. Anti-infantry and battle armor weapons include a small pulse laser and flamer. It also has an ER medium laser and an SRM 2 launcher for general use.

Code: [Select]
Scorpion A

Mass: 15 tons
Chassis: Endo Steel Biped
Power Plant: 90 XL
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Ferro-Fibrous
Armament:
     5.0 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 1,939,044 C-bills

Type: Scorpion
Technology Base: Clan (Advanced)
Tonnage: 15
Battle Value: 538

Equipment                                          Mass
Internal Structure            Endo Steel              1
Engine                        90 XL                 1.5
Walking MP: 6
Running MP: 9
Jumping MP: 3
Double Heat Sink              10 [20]                 0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Ferro)          55                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         8     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         6     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Endo Steel              0
Center Torso                  Endo Steel              0
                              Jump Jet                 
Right Torso                   8 Double Heat Sink      2
                              2 XL Engine             
Left Torso                    8 Double Heat Sink      2
                              2 XL Engine             
Right Arm                     5 Endo Steel            1
                              2 Ferro-Fibrous         
Left Arm                      5 Ferro-Fibrous         3
Right Leg                     2 Double Heat Sink      0
Left Leg                      2 Double Heat Sink      0

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Jump Jets              RT        2        -       1.0   
Small Pulse Laser        LA        1        2       1.0   
Flamer                   LA        1        3       0.5   
SRM 2                    LT        1        2       0.5   
SRM 2 Ammo (50)          LT        1        -       1.0   
ER Medium Laser          RA        1        5       1.0   


The Warrior was made for budget sale, in the same vein as the successful Hunter. It uses cheap and easily found components. It has a small cockpit like all of the budget line. The Warrior is a reconnaissance mech with minimum armor and weaponry. It has a small laser and flamer, as well as a single use rocket launcher.

Code: [Select]
Warrior 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 105 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     1 Small Laser
     1 Rocket Launcher 10
     1 Flamer
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,264,023 C-bills

Type: Warrior
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 287

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        105 Fusion            3.5
Walking MP: 7
Running MP: 11
Jumping MP: 3
Heat Sink                     10                      0
Gyro                                                  2
Small Cockpit                                         2
Armor Factor                  40                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         6     
     Center Torso (rear)               1     
     R/L Torso               4         5     
     R/L Torso (rear)                  1     
     R/L Arm                 2         2     
     R/L Leg                 3         4     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                LL        1        -       1.0   
Heat Sink                CT        1        -       1.0   
Jump Jet                 CT        1        -       0.5   
Heat Sink                RT        1        -       1.0   
Jump Jet                 RT        1        -       0.5   
Flamer                   LA        1        3       1.0   
Heat Sink                LT        1        -       1.0   
Jump Jet                 LT        1        -       0.5   
Rocket Launcher 10       LT        1        3       0.5   
2 Heat Sinks             RL        2        -       2.0   
Small Laser              RA        1        1       0.5   

The Agamemnon is a budget 'assault' ultralight. It has a low top speed but all weight is dedicated to as much armor as the structure can support. It carries a machine gun, two medium lasers, and two rocket pods.

Code: [Select]
Agamemnon 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 60 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     2 Medium Laser
     1 Machine Gun
     2 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,029,710 C-bills

Type: Agamemnon
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 402

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        60 Fusion             1.5
Walking MP: 4
Running MP: 6
Jumping MP: 3
Heat Sink                     10                      0
Gyro                                                  1
Small Cockpit                                         2
Armor Factor                  55                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         8     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         6     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                Location  Critical   Heat    Tonnage
2 Heat Sinks               LL        2        -       2.0   
Heat Sink                  CT        1        -       1.0   
Jump Jet                   CT        1        -       0.5   
Jump Jet                   RT        1        -       0.5   
Machine Gun                LA        1        0       0.5   
CASE                       LT        1        -       0.5   
Heat Sink                  LT        1        -       1.0   
Jump Jet                   LT        1        -       0.5   
2 Rocket Launcher 10s      LT        2        3       1.0   
2 Heat Sinks               RL        2        -       2.0   
2 Heat Sinks               HD        2        -       2.0   
2 Medium Lasers            RA        2        3       2.0   

Rounding out the low tech product line, the Myrmidon is built for anit-mech and anti-vehicle support while still retaining good maneuverability. It has two medium lasers and two rocket pods.

Code: [Select]
Myrmidon 1A

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 90 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     2 Medium Laser
     2 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 995,210 C-bills

Type: Myrmidon
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 445

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        90 Fusion               3
Walking MP: 6
Running MP: 9
Jumping MP: 3
Heat Sink                     10                      0
Gyro                                                  1
Small Cockpit                                         2
Armor Factor                  48                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         7     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Heat Sinks             LL        2        -       2.0   
Heat Sink                CT        1        -       1.0   
Jump Jet                 CT        1        -       0.5   
Heat Sink                RT        1        -       1.0   
Jump Jet                 RT        1        -       0.5   
Rocket Launcher 10       RT        1        3       0.5   
Medium Laser             LA        1        3       1.0   
Heat Sink                LT        1        -       1.0   
Jump Jet                 LT        1        -       0.5   
Rocket Launcher 10       LT        1        3       0.5   
2 Heat Sinks             RL        2        -       2.0   
Medium Laser             RA        1        3       1.0   


The Kodiak is related the the Grizzly frame, but increases the armor to the maximum able to be supported and has 3 jump jets. It is built for close in work, having a sword, and medium laser. It also has an ER laser and two rocket pods for longer ranged fighting.

Code: [Select]
Kodiak  IIA

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 75 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Heavy Ferro-Fibrous
Armament:
     5.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,721,262 C-bills

Type: Kodiak  IIA
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 494

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        75 Light              1.5
Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor (Heavy Ferro)    55                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         8     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         6     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heat Sink               0
Center Torso                  None                    0
Right Torso                   5 Heavy Ferro-Fibrous    4
                              2 Light Engine           
                              Heat Sink               
Left Torso                    4 Heavy Ferro-Fibrous    2
                              2 Light Engine           
                              4 Heat Sink             
Right Arm                     7 Heavy Ferro-Fibrous    1
Left Arm                      5 Heavy Ferro-Fibrous    3
Right Leg                     2 Heat Sink             0
Left Leg                      2 Heat Sink             0

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                Location  Critical   Heat    Tonnage
3 Jump Jets                RT        3        -       1.5   
ER Medium Laser            RT        1        5       1.0   
Medium Laser               LA        1        3       1.0   
2 Rocket Launcher 10s      LT        2        3       1.0   
Sword                      RA        1        -       1.0   

« Last Edit: 10 January 2020, 01:32:46 by PanNScan »

mbear

  • Stood Far Back When The Gravitas Was Handed Out
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  • Posts: 4498
    • Tower of Jade
Re: Ultralight combined arms mechs
« Reply #19 on: 10 January 2020, 10:32:44 »
These are really cool. How about modifying one (or more) of them to be used by police SWAT teams? They don't need to be real fast, and SRMs can launch tear gas missiles. Commercial armor would be fine too.

Plus the light weight would be less damaging to the city.

Edit: Here's my take on the idea.

Beat Cop

Mass: 15 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: D/C-E-D-D
Production Year: 0
Dry Cost: 852,035 C-Bills
Total Cost: 893,535 C-Bills
Battle Value: 240

Chassis: Unknown Standard
Power Plant: Unknown 45 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    1  SRM-2
    2  Machine Guns
    1  Vehicle Flamer
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The Beat Cop is an ultralight 'Mech designed for use by police and other
paramilitary forces. Equipped with a tear gas firing missile launcher and a
vehicle flamer loaded with water, it can quell riots with few casualties.
During riot suppression missions, it typically carries rubber bullets for the
machine guns.

The design has also been used successfully in hostage situations; The
appearance of a BattleMech has intimidated many criminals into surrendering
without a shot being fired.

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      26 points                1.50
Engine:             Fusion Engine                 45                       1.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 2 CT, 2 LT, 2 RT, 1 RA, 1 LL, 1 RL
Gyro:               Standard                                               1.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV -  55                  3.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     5            8         
                                 Center Torso (rear)                  2         
                                           L/R Torso     4            6         
                                    L/R Torso (rear)                  2         
                                             L/R Arm     2            4         
                                             L/R Leg     3            6         

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Machine Guns                               RA        0         2         1.00
Vehicle Flamer                               LA        3         1         0.50
SRM-2                                        LT        2         1         1.00
@Vehicle Flamer (Water) (20)                 LA        -         1         1.00
@MG (1/2) (100)                              RT        -         1         0.50
@SRM-2 (Tear Gas) (50)                       LT        -         1         1.00
                                            Free Critical Slots: 31

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 2
3          1       1       0       0      1     0   Structure:  1
Special Abilities: SRCH, ES, SEAL, SOA
« Last Edit: 10 January 2020, 10:42:11 by mbear »
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

packhntr

  • Lieutenant
  • *
  • Posts: 1246
Re: Ultralight combined arms mechs
« Reply #20 on: 10 January 2020, 19:32:40 »
My take on a little Pain in the A.......


 BattleMech Technical Readout

Type/Model:    PITA PITA 1A
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 3, Standard design

Mass:          10 tons
Chassis:       Composite
Power Plant:   60 Leenex Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Light Ferro-Fibrous
Armament:     
  3 ER Medium Lasers
Manufacturer:  (Unknown)
  Location:    (Unknown)
Communications System:  (Unknown)
Targeting & Tracking System:  (Unknown)

--------------------------------------------------------
Type/Model:    PITA PITA 1A
Mass:          10 tons
Construction Options:  Fractional Accounting

Equipment:                                 Crits    Mass
Int. Struct.:  19 pts Composite              0       .50
Engine:        60 Fusion                     6      1.50
   Walking MP:   6
   Running MP:   9
   Jumping MP:   0
Heat Sinks:     10 Double [20]              24       .00
 (Heat Sink Loc: 4 LT, 4 RT)
Gyro:                                        4      1.00
Small Cockpit, Life Supt., Sensors:          4      2.00
Actuators: L: Sh+UA+LA+H    R: Sh+UA+LA+H   16       .00
Armor Factor:   34 pts Light Ferro-Fibrous   7      2.00
 (Armor Crit Loc: 1 HD, 2 LA, 2 RA, 2 CT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          8     
   Center Torso:              4          4     
   Center Torso (Rear):                  2     
   L/R Side Torso:            3        4/4     
   L/R Side Torso (Rear):              1/1     
   L/R Arm:                   1        2/2     
   L/R Leg:                   2        3/3     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER Medium Laser        RA      5           1      1.00
1 ER Medium Laser        LA      5           1      1.00
1 ER Medium Laser        HD      5           1      1.00
--------------------------------------------------------
TOTALS:                         15          64     10.00
Crits & Tons Left:                          14       .00

Calculated Factors:
Total Cost:        1,058,860 C-Bills
Battle Value 2:    408 (old BV = 379)
Cost per BV2:      2,595.25
Weapon Value:      149 / 149 (Ratio = .37 / .37)
Damage Factors:    SRDmg = 13;  MRDmg = 5;  LRDmg = 0
BattleForce2:      MP: 6,  Armor/Structure: 1/1
                   Damage PB/M/L: 2/2/-,  Overheat: 0
                   Class: ML;  Point Value: 4
If at first you don't succeed, make it worth the repairman's time!

Hominid Mk II

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  • Posts: 714
  • Unofficial, sure. But better than nothing, right?
Re: Ultralight combined arms mechs
« Reply #21 on: 14 January 2020, 18:29:23 »
These are all excellent! And having the Canopians as the faction to come up with the basic design philosophy is very logical too - they've always favoured subtlety over brute force. And the technological advances they've gained from their alliance with the Capellans will open up new avenues of research, while the bad example of Cappie sneakiness will only encourage them in that direction too.
Ever felt that The Powers That Were at FASA, WizKids and FanPro never gave Victor Steiner-Davion and the Federated Commonwealth a fair shake in the canon timeline? Then you might be interested in my Victor Victorious AU at

https://bg.battletech.com/forums/index.php?topic=65976.0

.

PanNScan

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  • Posts: 22
Re: Ultralight combined arms mechs
« Reply #22 on: 15 January 2020, 20:53:12 »
Thanks everyone!

The Beat Cop is pretty awesome. I usually avoided SRMs because of the weight limitations of the ultralights but it makes a lot of sense for using tear gas missiles. And a police unit does not need a really high speed so there are a lot of weight savings with the smaller engine.

The PITA does look super annoying for an enemy! It made me wonder if you can have a mech without arms so that you don't have to armor them, instead maximizing armor in other locations. You would save a few C-Bills from the lack of arms and have a AT-ST type of mech that would zip around wherever it is needed.

Here are a few more designs, some might work well for RP based games.
--------------------
Many of the ultralight series originally derived from a industrial mech sold across the Inner Sphere. The Strongman was built to be an all purpose and somewhat modular frame to be used within dropships and on ports to help load cargo. It is equipped with industrial triple strength myomer as well as 4.5 tons dedicated to carry cargo internally. A unique feature, the cargo compartments contain securing points that can accept a variety of industrial mech accessories designed for the Strongman, such as a lift hoist. Instead of an expensive fusion engine, the Strongman runs on a Fuel Cell engine that is slightly more affordable but able to be used within crew compartments. Unfortunately the Strongman is not environmentally sealed and so pilots operating in toxic environments must don protective equipment while piloting the mech. The adaptive nature of the mech and relatively high amount of comercial armor led many unsavory users to adapt weapons to the securing points....

Code: [Select]
Strongman

Mass: 15 tons
Chassis: Industrial Industrial Biped
Power Plant: 75 Fuel Cell
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Commercial
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 747,934 C-bills

Type: Strongman
Technology Base: Inner Sphere (Standard)
Tonnage: 15
Battle Value: 115

Equipment                                          Mass
Internal Structure            Industrial              3
Engine                        75 Fuel Cell          2.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     1                       0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Commercial)     36                    1.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         6     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         5     
     R/L Torso (rear)                  1     
     R/L Arm                 2         2     
     R/L Leg                 3         3     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                               Location  Critical   Heat    Tonnage
Industrial Triple Strength Myomer      CT/RT/LT   1/7/4      -       0.0   
7 Industrial Triple Strength Myomers   CT/RT/LT   1/7/4      -       0.0   
3 Cargo (0.5 tons)s                       LA        3        -       1.5   
4 Industrial Triple Strength Myomers   CT/RT/LT   1/7/4      -       0.0   
3 Cargo (0.5 tons)s                       LT        3        -       1.5   
2 Cargo (0.5 tons)s                       RA        2        -       1.0   


Taking note of some of the combat enhancements made by some crew, engineers began making weapon packages for the Strongman. These weapons packages were marketed as 'Sport Utility Mech' equipment for users who wished to take their mechs on hunting expeditions or exploring wildernesses while still having utilitarian ability. Of course, one of the main purchaser of these packages intended to use them for additional security for their ships and cargo. The Sportsman mech uses a variety of weapons packages but retains the triple strength industrial myomer and industrial cockpit so that the mech can still be used for utilitarian tasks. As the Sportsman is simply the Strongman with a few specific cargo pods, it is difficult to distinguish what mechs have weapon packages until the weapons are put to use. Designers claim this 'feature' was unintentional.

These mechs can often be found within the Trojan blockade runner version of the Danis dropship. 

Weapons packages include a retractable blade, light machine gun, and vehicle flamer.

Code: [Select]
Sportsman

Mass: 15 tons
Chassis: Industrial Industrial Biped
Power Plant: 75 Fuel Cell
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Commercial
Armament:
     1 Light Machine Gun Array
     1 Flamer (Vehicle)
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 779,059 C-bills

Type: Sportsman
Technology Base: Inner Sphere (Standard)
Tonnage: 15
Battle Value: 87

Equipment                                          Mass
Internal Structure            Industrial              3
Engine                        75 Fuel Cell          2.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     1                       0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Commercial)     36                    1.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         6     
     Center Torso            5         6     
     Center Torso (rear)               2     
     R/L Torso               4         5     
     R/L Torso (rear)                  1     
     R/L Arm                 2         2     
     R/L Leg                 3         3     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                               Location  Critical   Heat    Tonnage
Industrial Triple Strength Myomer      CT/RT/LT   1/7/4      -       0.0   
7 Industrial Triple Strength Myomers   CT/RT/LT   1/7/4      -       0.0   
Light Machine Gun Array                   LA        1        0       0.5   
Light Machine Gun Ammo (100)              LA        1        -       0.5   
4 Industrial Triple Strength Myomers   CT/RT/LT   1/7/4      -       0.0   
Vehicle Flamer Ammo (20)                  RA        1        -       1.0   
Flamer                                    RA        1        3       0.5   
Retractable Blade                         RA        2        -       1.5   


Running off of the success of the Sportsman, designers decided to try to make an ultra light mech for planetary militia use. It would give militia commands additional flexability in support of their existing vehicle fleet at a low cost rather than be a one-machine-solution like most large battlemechs. While most components would be rated for battlemechs it would not use a fusion engine. Instead, a Fuel Cell engine was used to keep cost and maintenance low. While the range is limited, this would not be an issue as the mech has the same range of other militia vehicles.

The Huntsman had mixed reviews and limited success. While the unit had manuverability comparable to most battlemechs, it only mounted two light machine guns and two rocket 10 pods. The rocket pods added some punch to the light mech but the unit had limited offensive capabilities after these pods were expended. The weighty fuel cell limited the top speed of the mech and the Huntsman was unable to use jump jets. The follow on design of the Hunter used many of the lessons learned from the Huntsman.

Code: [Select]
Huntsman

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 90 Fuel Cell
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     2 Light Machine Gun Array
     2 Rocket Launcher 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 737,323 C-bills

Type: Huntsman
Technology Base: Inner Sphere (Experimental)
Tonnage: 15
Battle Value: 266

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        90 Fuel Cell            4
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sink                     1                       0
Gyro                                                  1
Cockpit                                               3
Armor Factor                  48                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         7     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  1     
     R/L Arm                 2         3     
     R/L Leg                 3         5     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                       Location  Critical   Heat    Tonnage
2 Rocket Launcher 10s             LT        2        3       1.0   
2 Light Machine Gun Arrays        RA        2        0       1.0   
Light Machine Gun Ammo (100)      RA        1        -       0.5   



The Nanuuk takes the Kodiak concept and makes some changes to maximize physical attacks. It adds triple strength myomer and several high heat generating weapons. Like the Kodiak, it is equipped with a sword and three jump jets. Weapons are two ER lasers and one ER flamer.

Code: [Select]
Nanuuk

Mass: 15 tons
Chassis: Endo Steel Biped
Power Plant: 75 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     5.5 tons of pod space
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,024,575 C-bills

Type: Nanuuk
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 531

Equipment                                          Mass
Internal Structure            Endo Steel              1
Engine                        75 Light              1.5
Walking MP: 5
Running MP: 8
Jumping MP: 3
Heat Sink                     10                      0
XL Gyro                                             0.5
Cockpit                                               3
Armor Factor                  55                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         8     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         6     

Weight and Space Allocation
Location                      Fixed               Space Remaining
Head                          Heat Sink               0
Center Torso                  None                    0
Right Torso                   Endo Steel              4
                              4 Triple Strength Myomer     
                              2 Light Engine           
                              Heat Sink               
Left Torso                    4 Endo Steel            1
                              Triple Strength Myomer     
                              2 Light Engine           
                              4 Heat Sink             
Right Arm                     6 Endo Steel            1
                              Triple Strength Myomer     
Left Arm                      3 Endo Steel            5
Right Leg                     2 Heat Sink             0
Left Leg                      2 Heat Sink             0

Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
3 Jump Jets              RT        3        -       1.5   
ER Medium Laser          RT        1        5       1.0   
ER Flamer                LA        1        4       1.0   
ER Medium Laser          LT        1        5       1.0   
Sword                    RA        1        -       1.0   

[code]

« Last Edit: 15 January 2020, 20:57:28 by PanNScan »

Daryk

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Re: Ultralight combined arms mechs
« Reply #23 on: 15 January 2020, 20:59:33 »
The Strongman really needs a Lift Hoist...  ^-^

PanNScan

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Re: Ultralight combined arms mechs
« Reply #24 on: 15 January 2020, 22:40:37 »
The Strongman really needs a Lift Hoist...  ^-^

I figured the strongman could use a lift hoist attached into it's cargo compartments. One day you can have a lift hoist for moving cargo, the next day paint and sealant in fluid sprayers, and at night several spotlights and a ladder for night time external repair to your dropship hull.   I didn't want to make several variants with different utilitarian equipment, so I figured any of that stuff could fit in/replace the cargo compartments as needed. 

Daryk

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Re: Ultralight combined arms mechs
« Reply #25 on: 16 January 2020, 04:26:41 »
So basically an omni-industrial 'mech...  8)

PanNScan

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Re: Ultralight combined arms mechs
« Reply #26 on: 22 January 2020, 06:37:55 »
I was looking at the design quirks for battlemechs and I think these would be balanced, compared to the optional rules I proposed above.

Narrow/Low Profile
    The unit is constructed to present a very narrow or low profile to any incoming fire. They impose a penalty to ranged attack rolls made by enemy units.
    Points: 3

Compact 'Mech
    Compact 'Mechs are especially small and easy to transport. They take up half the normal space in a transport's 'Mechbay, though they will still take up a full Repair bay. Two Compact 'Mechs may be loaded into one standard Transport bay.
    Points: 1

Easy to Pilot
    Units with the Easy to Pilot Quirk are typically training units, designed to be used by the Greenest pilots, crews and MechWarriors. When piloted by someone with a Piloting Skill lower than Elite level a unit with the Easy to Pilot gives the operator a bonus to the target number modifier for most Piloting Skill rolls.
    Points: 2

Easy to Maintain
    Repair and replacement rolls made for a unit with the Easy to Maintain Quirk receive a bonus to the target number modifier to reflect the fact that the unit is easier to maintain and repair by design.
    Points: 1

Extended Torso Twist
BattleTech:
    Capable of twisting their torso sections much further than the average BattleMech. 'Mechs with the Extended Torso Twist Quirk can Torso Twist one hexside farther than normal. This Quirk can be applied to units which cannot normally Torso Twist, such as Quad Mechs, granting them the ability to perform a normal Torso Twist.
    Points: 3

Total Points: 10

Exposed Actuators
    Swarm and Leg attacks are more effective against units that suffer from having poorly-armored or exposed actuators; a unit with this particular Quirk is an easier target for enemy units conducting such attacks against the unit.
Points Rebate: 1

No Ejection Mechanism
    The No Ejection Mechanism Quirk indicates that the unit in question lacks any form of emergency escape or ejection system, and as a result the pilot can't escape the unit in an emergency.
Points Rebate: 2

Poor Life Support
    Units which suffer from the Poor Life Support Quirk have inferior life support systems. Whenever the pilot or MechWarrior of the equipment may take damage from excessive heat and a damaged Life Support system, the quirk worsens the Heat level modifiers. In addition, the Life Support system's operating time is halved.
Points Rebate: 1

Weak Legs
    BattleMechs with the Weak Legs Quirk were never designed to deal with the stresses associated with physical attacks, and as a result whenever a unit with the Weak Legs Quirk is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit, even if the leg armor isn't breached by the attack itself.
Points Rebate: 1

Poor Sealing
    Units suffering from the Poor Sealing Quirk are more susceptible to leaks and failures in hostile environments as a result of imperfections within the design of its armor and internal structure. In any situation where the unit has to check for hull breaches and/or flooding the unit attracts a penalty to the roll, and even units that would not normally be susceptible to such rolls are forced to check because of this Quirk. In addition to having to check in each situation that generates such a roll, units with the Poor Sealing Quirk must also make an additional check the first time they enter a hostile environment, suffering potentially catastrophic damage if the roll is failed.
    In SBF, only the breach roll penalty applies
Points Rebate: 2

Poor Performance
    The Poor Performance Quirk reflects a unit that is unable to accelerate to maximum speed quickly; as a result, any unit with this Quirk must spend one turn limited to moving at the unit's Cruising, Safe Thrust or Walking rating before being able to use up to its full movement allowance in the next turn.
Points Rebate: 3

Total Rebate: 10
« Last Edit: 22 January 2020, 06:47:32 by PanNScan »

mrobinette

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Re: Ultralight combined arms mechs
« Reply #27 on: 06 February 2020, 18:14:13 »
I like these. I had done a series of ultralights years ago, the P-Series (so named both because they were built by the Paulsen Design Team and also all their names began with a P--Pup, Pug, Patrolman, Peltast, etc), which were kind of similar but used Clan tech. I like the fact that these don't--it makes more sense for ultralights to be from a lower-tech power.

truetanker

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Re: Ultralight combined arms mechs
« Reply #28 on: 25 February 2020, 21:14:50 »
Anyone do a Quad?

TT
Khan, Clan Iron Dolphin
Azeroth Pocketverse
That is, if true tanker doesn't beat me to it. He makes truly evil units.Col.Hengist on 31 May 2013
TT, we know you are the master of nasty  O0 ~ Fletch on 22 June 2013
If I'm attacking you, conventional wisom says to bring 3x your force.  I want extra insurance, so I'll bring 4 for every 1 of what you have :D ~ Tai Dai Cultist on 21 April 2016
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packhntr

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Re: Ultralight combined arms mechs
« Reply #29 on: 26 February 2020, 17:07:49 »
Anyone do a Quad?

TT

Funny you ask,

15t, Composite internals, 59pts of LFF armor (3.478T) (laid out with 9-H, 6/4 ct, 6/3 each leg, 6/2 side torso), 10x double heat sinks, 105 XLFE, 7/11/0 movement, Small cockpit, Standard Gyro, 1x ER Large Laser.  0.022 tons and 3 crit left.  Can't take much of a hit, but, with a BV2 of 518 and decent speed, it can be a real bother!
If at first you don't succeed, make it worth the repairman's time!