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1
Fan Fiction / Re: Guided by the light of a (Red) Cameron Star
« Last post by Daryk on Today at 03:12:52 »
With their (very) imperfect intel, they ascribed it all to the 295th.
2
Positive quirk: Undocumented feature
Negative quirk: Gremlins
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Code: [Select]
Bobcat BC-351
Base Tech Level: Advanced (IS)
Level                Era               
----------------------------------------
Experimental         -                 
Advanced             3145+ (Dark Ages -)
Standard             -                 
Tech Rating: E/X-X-X-D

Weight: 35 tons
BV: 645
Cost: 1,856,045 C-bills
Source: (Unknown)
Role: Missile Boat

Movement: 5/8
Engine: 175 Fusion
Heat Sinks: 10
Cockpit: Industrial Cockpit (Adv. FCS)
Gyro: Standard Gyro

Internal: 58 Industrial
Armor: 80/119 Heavy Industrial
                     Internal  Armor   
----------------------------------------
Head                     3       9     
Center Torso            11       12     
Center Torso (rear)              3     
Right Torso              8       9     
Right Torso (rear)               2     
Left Torso               8       9     
Left Torso (rear)                2     
Right Arm                6       7     
Left Arm                 6       7     
Right Leg                8       10     
Left Leg                 8       10     

Weapons         Loc      Heat   
---------------------------------
LRM 5            RT        2     
LRM 5            LT        2     
Medium Laser     LA        3     
Medium Laser     RA        3     

Ammo              Loc  Shots 
------------------------------
LRM 5 Smoke Ammo   RT    24   

Equipment                     Loc 
-----------------------------------
CASE                           RT 
Environmental Sealing (Mech)   *   

An attempt at making a fast moving heavy security mech, inspired by the cougar omnimech of clan jade falcon. the Bobcat does not stack up at well by militiamech standards but it did find potential as a security mech for use against rought industrialmechs that tried to play mechwarrior against it. Though the lasers as good enough for subdueing hostiles industrialmechs. the smoke rounds are to obscure it's approach as it gets into range.

OK, that's actually pretty neat: it lacks jump jets, but it's surprisingly competitive with other small LRM boats, including the Valkyrie, for a budget price, and definitely feels like it's more emphasizing stopping vehicles than stopping protesters, which is a nice bonus.

The Ferreter, while definitely staying within the bounds of the Security 'Mech Treaty guidelines, is still considered quite extravagant through the inclusion of an Medium X-Pulse Laser slaved to a Targeting Computer. This is backed up by quad LMGs, two in each arm which benefit from the TarComp, and two lightweight One-Shot SRMs. A Beagle Active Probe helps it "Ferret" out any ne'er-do-wells lurking within company grounds.

[INSERT] Security Solutions constructs the base frame of the Ferreter while outsourcing the TarComp and MXPL. Everything else is typically acquired from another of their branches or locally sourced.

Code: [Select]
Ferreter

Mass: 35 tons
Chassis: Industrial Industrial Biped
Power Plant: 175 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     2 SRM 2 (I-OS)
     4 Light Machine Gun
     1 Medium X-Pulse Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,062,534 C-bills

Type: Ferreter
Technology Base: Inner Sphere (Standard)
Tonnage: 35
Battle Value: 668

Equipment                                          Mass
Internal Structure            Industrial              7
Engine                        175 Fusion              7
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor (Heavy Industrial)119                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            11        17   
     Center Torso (rear)               5     
     R/L Torso               8         12   
     R/L Torso (rear)                  4     
     R/L Arm                 6         12   
     R/L Leg                 8         16   


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

Weapons
and Ammo                       Location  Critical   Heat    Tonnage
Heat Sink                         LL        1        -       1.0   
Medium X-Pulse Laser              CT        1        6       2.0   
Targeting Computer                CT        1        -       1.0   
Heat Sink                         RT        1        -       1.0   
Light Machine Gun Ammo (100)      RT        1        -       0.5   
SRM 2                             LA        1        2       0.5   
2 Light Machine Gun               LA        2        0       1.0   
Active Probe                      LT        2        -       1.5   
Heat Sink                         RL        1        -       1.0   
Ejection Seat                     HD        1        -       0.5   
SRM 2                             RA        1        2       0.5   
2 Light Machine Gun               RA        2        0       1.0   




Holy crap, with 4 LMGs and an medium XPL, this could be a walking war crime if it wanted to.  Only drawback I see is the lack of enviornmental sealing in the event it's using smoke or tear gas in those SRMs.

The targeting computer, when you think about it, actually make sense on a SecurityMech.  It helps make sure that the pilot, who may not be the best sharpshooter, keeps on target, and not the building behind the target.

This is a fun experiment.  So my entry is a 2650 model Commercial Loader.  The 10 ton small frame can pick up 1 ton standardized pallets more nimbly then a forklift.  The 2/3 speed is because it is meant to walk around inside buildings and loading areas, not run cross country.  The vehicle flamer is likely loaded with water or coolant for most operations, though I debate switching it to the same .5 tonnage sprayer for more utility but worse range.  The vehicle flamer would be better for offense, but the sprayer would have better utility to paint and such.

The 2 points of commercial armor covering every location keeps the unit safe versus most bumps and falls, and also from small arms.  The fuel cell battery is a bit more economical then the fusion engine or ICE engine, as you want air conditioning (1 heat sink) for those hot factory floors, which the ICE engine doesnt come with standard.

For actual security purposes, I see many news stories about the Commercial Loader committing terrible acts versus protesters with that vehicle flamer, even if its just water.  I can definitely see the loader walking out of the loading dock, cracking the mechs knuckles, to scare off any trespassers.

Code: [Select]
Commercial Loader

Mass: 10 tons
Chassis: Industrial Industrial Biped
Power Plant: 20 Fuel Cell
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Commercial
Armament:
     1 Flamer (Vehicle)
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2650
Tech Rating/Availability: D/D-E-E-D
Cost: 624,157 C-bills

Type: Commercial Loader
Technology Base: Inner Sphere (Standard)
Tonnage: 10
Battle Value: 66

Equipment                                          Mass
Internal Structure            Industrial              2
Engine                        20 Fuel Cell            1
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sink                     1                       0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Commercial)     36                    1.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         4     
     Center Torso            4         6     
     Center Torso (rear)               2     
     R/L Torso               3         4     
     R/L Torso (rear)                  2     
     R/L Arm                 1         2     
     R/L Leg                 2         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
Vehicle Flamer Ammo (20)      RT        1        -       1.0   
Flamer                        RT        1        3       0.5   
Heat Sink                     LT        1        -       1.0   


I love it.  It's like an Exo before there was an Exo.  My only suggestion is that I wonder if it's worth it to move the vehicle flamer to the head to make it available when the arms are otherwise occupied.
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Strategic Combat / Re: Spheroid dropships landing damage in SBF
« Last post by Mostro Joe on Today at 02:46:34 »
However, the act of landing in upon any terrain
other than paved will cause terrain damage, and may result in damage
to the landing Squadron as well.

This is the error.
5
That directly contradicts this line: If neither Formation wishes to engage with the other Formation,
then both Formations may continue to move normally, paying
an additional +1 MP to move through the hostile occupied hex.

This is if the other formation have still to move AND wants to move indeed. If, at the end of the movement turn, two enemies share the same hex the engagement is automatic.

It is not a matter of interpretation:

Moving *into* the occupied hex does not allow for an engagement control roll.  Attempting to move out does.  If you end your turn in an enemy-occupied hex, there will be an engagement.  The engagement control roll is so you can force the moving unit to stop and fight.

The engagement control roll is only needed if one side wants to LEAVE the hex without a fight.

By default, two opposing sides in the same hex will engage in combat during the combat phase.  Engagement Control is the non-moving player saying "No, stay here, we're gonna fight."


It can't be clearer than that as you see,

Look, SBF has a very confusing text. It is a good system but it should be rewritten, polished and clarified because as it is written it can lead to confusion, especially on the EC roll rules.

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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by rebs on Today at 02:29:12 »
double
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I used a squad of Marauders for the first time on Saturday.  While I didn't get their full potential due to my own inexperience with placing BA, I was quite impressed by how much damage they were able to dish out when they finally managed to get within range of an enemy mech.  Those support PPCs really did a number on a damage Black Hawk KU on the enemy team, scoring multiple crits, including two engine hits on a turn that it had made a jumping alpha strike.
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MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by ISD on Today at 01:54:50 »
Doom
9
MotU:Revolution was fun but weirdly short.
Now we're on Shōgun. Interesting.

Reading the thread I got so happy that there are other people excited about G1/G2 Transformers (which reminds me I still have to add Starscream and Optimus Masterpieces to my collection (I've already got Megatron and Soundwave with Ravage, Laserbeak, Buzzsaw, Frenzy, Rumble and Ratbat :cheesy: ))
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Fan Fiction / Re: Opalescent Reflections
« Last post by PsihoKekec on Today at 01:29:10 »
Tyra and Peter? Totally shipping them.

Quote
Galaxy Commander Enders

So now all who hate the Galaxy Commander Enders have it in stereo.
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