Author Topic: Smokin' tanks!  (Read 48365 times)

Sabelkatten

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Smokin' tanks!
« on: 27 July 2011, 11:22:57 »
I just think the good ol' smokers of the SW era isn't getting enough love! The worst things short of support vehicles, intro-tech ICE-engined tanks are hard to make into something unique or even special. But there is still some fun to be had! :D

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Urban Defender LAV20
IS Introductory Box Set
20 tons
BV: 323
Cost: 201 667 C-bills
Movement: 6/9 (Wheeled)
Engine: 100 ICE
Internal: 10
Armor: 64 (16/14/10/10)

Weapons Loc
Machine Gun FR
Machine Gun RS
Machine Gun LS
Machine Gun RR
SRM 2 TU
SRM 2 TU
SRM 2 TU
SRM 2 Ammo: 50
Machine Gun Ammo: 100

The LAV-20 is built in the CC to support their large number of Urbanmechs, but similar vehicles are used by militias and paramilitary forces throughout the IS and beyond.

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IFV M25A3
IS Introductory Box Set
25 tons
BV: 339
Cost: 295 729 C-bills 
Movement: 5/8 (Tracked)
Engine: 125 ICE 
Internal: 15
Armor: 56 (16/12/8/8)

Weapons Loc
LRM 5 TU
SRM 2 TU
SRM 2 TU
LRM 5 Ammo: 24
SRM 2 Ammo: 50
  Carrying Capacity:  Troops - 3.0 tons

The M25A3 is a typical "pocket tank" infantery carrier made in the FWL. IFVs usually have less armor than pure APC of similar tonnage, trading armor protection for increased anti-armor firepower.

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Chasseur Light tank
IS Introductory Box Set
29 tons
BV: 403
Cost: 368 403 C-bills 
Movement: 5/8 (Tracked)
Engine: 145 ICE 
Internal: 15
Armor: 72 (20/13/13/13)

Weapons Loc
Vehicle Flamer FR
Medium Laser TU
Vehicle Flamer TU
LRM 5 TU
Vehicle Flamer Ammo: 20
LRM 5 Ammo: 24

The Chasseur was first built in the FS using a fusion engine for higher speed and a larger main gun. Loss of technology during the 2nd SW forced a switch to an ICE and replacement of the LL with a ML. Usually used in support of other fast units it's notable for using twin flamers as anti-infantery weapons - some units replace those with tripple MGs to limit possible collateral damage.

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Victrix Armored car IS
Introductory Box Set
30 tons
BV: 385
Cost: 412 275 C-bills 
Movement: 4/6 (Wheeled)
Engine: 100 ICE 
Internal: 15
Armor: 80 (20/18/11/13)

Weapons Loc
Autocannon/10 TU
AC/10 Ammo: 10

The Victrix was another CC invention to bolster their dimnishing mech forces during the 2nd and 3rd SW. Basically an armored lorry with a minial turret on top it has proved surprisingly effective when used by competent commanders.

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Victrix mk.II Armored car
IS Introductory Box Set
40 tons
BV: 476
Cost: 538 200 C-bills 
Movement: 5/8 (Wheeled)
Engine: 180 ICE 
Internal: 20
Armor: 88 (26/18/13/13)

Weapons Loc
Autocannon/10 TU
AC/10 Ammo: 10

The Victrix mk.II was introduced as an offensive counterpart to the defensive role of the mk.I. Unfortunately its lack of ammo and secondary weapons have proven a major liability.

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Vickers Cavallery tank
IS Introductory Box Set
39 tons
BV: 490
Cost: 500 053 C-bills 
Movement: 5/8 (Tracked)
Engine: 195 ICE 
Internal: 20
Armor: 96 (25/20/14/17)

Weapons Loc
Machine Gun FR
Machine Gun RS
Machine Gun LS
Medium Laser TU
Medium Laser TU
Half Machine Gun Ammo: 100

The Vickers is another odd duck among tanks. Designed by a DC company in the late SL era as a "breakthrough" tank to exploit breaches in an enemy defensive line it was several hundred years late when it was introduced, outclassed in the role by mechs and hovertanks. But as close support for heavy armor and mech formations it has proved to be a reliable, if unimpressive, performer throughout the SWs.


Khymerion

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Re: Smokin' tanks!
« Reply #1 on: 27 July 2011, 11:46:56 »
I like these little tanks...  very nice.   I do love the lighter machines so very much.
"Any sufficiently rigorously defined magic is indistinguishable from technology."  - Larry Niven... far too appropriate at times here.

...but sometimes making sure you turn their ace into red paste is more important than friends.

Do not offend the chair leg of truth.  It is wise and terrible.

The GM is only right for as long as the facts back him up.

Sabelkatten

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Re: Smokin' tanks!
« Reply #2 on: 27 July 2011, 15:01:41 »
Is that a Leprechaun home defense system in your profile...? ;)

Anyway, the Victrix and Chasseur are my favorites. The Chasseur is a solid (if not very impressive) and cheap package, the Victrix is a dirt cheap AC/10! :D

This seems like a good time to repost my only fully fluffed 3025 "tank" as well. Behold:

Overview:

The mk.XII is a Combine vehicle, but similar vehicles are built in most nations. It is based around the same idea as the classic 60-ton carrier, but with slightly better self-defense capabilities. Another difference to the larger carrier is that no version of the LWC is produced by any major industrial corporation. They are all produced by local firms, thought the Capellan "Little Dog" is built to national specifications and use standardised electronics.

Capabilities:

Using a 40-ton tracked chassis and a 12-ton diesel-powered drive system the mk.XII has a maximum overland speed of 64 kph, enough to match most heavy mechs and giving it a noticeable advantage over the common 60-ton carrier.

Protected by 4 tons of armor and capable of mounting 18 tons of weapons the mk.XII is more expensive per ton of weapons than the heavier carrier, but also sturdier. The front armor is actually capable of standing up to a class-20 cannon, making it a much more capable infighting unit.

Battle History:

The mk.XII and similar vehicles has been used for more than a thousand years. The mk.XII itself has fought in most conflicts on Kuritan worlds, usually ungloriously launching flights of missiles from behind hills or woods.

However SRM carriers, assault guns and other versions have sometimes had a more direct impact. During the early clan invasion one assault gun was credited with no less than three mech kills during intense city fighting, but the crew vanished after the clan force finally forced the defenders to surrender.

In an earlier instance a force of FWL gun carrier LWCs managed to divert a Lyran company from a critical battle by convincing them that they were under attack by heavy MBTs. Most of the LWCs were eventually destroyed, but not before the Lyran force were forced to retreat by FWL reinforcements.

Deployment:

In garrisons all over the Inner Sphere and beyond. In fact the presence of a small number of LWC-style vehicles was reported by the Operation Serpent forces during the invasion of Huntress!

Variants:

To many to mention. LWCs vary between 20 and 50 tons (55 tons and up are typically just labeled "Weapon Carrier") thought the 40-ton chassis is most common. Speed can be higher, especially for lighter and/or wheeled version, thought slower speeds are uncommon. Armor also varies a bit, especially Lyrans are notorious for confusing their weapon carriers with tanks and building them with heavy armor.

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Mk.XII Light Weapon Carrier

Mass:          40 tons

Equipment:                                 Items    Mass
Int. Struct.:  16 pts Standard               0      4.00
Engine:        160 I.C.E.                    0     12.00
    Cruise MP:   4
     Flank MP:   6
Heat Sinks:      0 Single                    0       .00
Cockpit & Controls:                          0      2.00
Crew: 3 Members                              0       .00
Armor Factor:   64 pts Standard              0      4.00

                          Internal    Armor
                          Structure   Value
   Front:                     4         20
   Left / Right Sides:        4      17/17
   Rear:                      4         10

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
--------------------------------------------------------
TOTALS:                           0          0     22.00
Items & Tons Left:                          13     18.00

Calculated Factors:
Total Cost:        289,333 C-Bills

LRM carrier
Code:
Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
7 LRM 5s                 Front    0   96     8     18.00
--------------------------------------------------------
TOTALS:                           0          8     40.00
Items & Tons Left:                           5       .00

Calculated Factors:
Total Cost:        751,333 C-Bills
Battle Value 2:    601 (old BV = 449)
Cost per BV:       1,250.14
Weapon Value:      242 / 242 (Ratio = .40 / .40)

SRM carrier
Code:
Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
5 SRM 6s                 Front    0   45     6     18.00
--------------------------------------------------------
TOTALS:                           0          6     40.00
Items & Tons Left:                           7       .00

Calculated Factors:
Total Cost:        962,733 C-Bills
Battle Value 2:    575 (old BV = 423)
Cost per BV:       1,674.32
Weapon Value:      297 / 297 (Ratio = .52 / .52)

Thumper carrier
Code:
Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Thumper Artillery      Front    0   40     2     17.00
1 Machine Gun            Front    0  100     2      1.00
--------------------------------------------------------
TOTALS:                           0          4     40.00
Items & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        572,133 C-Bills
Battle Value 2:    287 (old BV = 135)
Cost per BV:       1,993.5
Weapon Value:      219 / 219 (Ratio = .76 / .76)

AAA carrier
Code:
  Turret:                    4         16

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
2 Autocannon/2s          Turret   0   90     3     14.00
2 Machine Guns           Turret   0  100     3      1.50
--------------------------------------------------------
TOTALS:                           0          6     40.00
Items & Tons Left:                           7       .00

Calculated Factors:
Total Cost:        541,333 C-Bills
Battle Value 2:    377 (old BV = 192)
Cost per BV:       1,435.9
Weapon Value:      70 / 70 (Ratio = .19 / .19)

Gun carrier
Code:
  Turret:                    4         16

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/10          Turret   0   20     2     14.00
2 Machine Guns           Turret   0  100     3      1.50
--------------------------------------------------------
TOTALS:                           0          5     40.00
Items & Tons Left:                           8       .00

Calculated Factors:
Total Cost:        625,333 C-Bills
Battle Value 2:    454 (old BV = 270)
Cost per BV:       1,377.39
Weapon Value:      138 / 138 (Ratio = .30 / .30)

Assault gun
Code:
Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Autocannon/20          Front    0   15     2     17.00
1 Machine Gun            Front    0  100     2      1.00
--------------------------------------------------------
TOTALS:                           0          4     40.00
Items & Tons Left:                           9       .00

Calculated Factors:
Total Cost:        759,033 C-Bills
Battle Value 2:    501 (old BV = 349)
Cost per BV:       1,515.04
Weapon Value:      132 / 132 (Ratio = .26 / .26)

Khymerion

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Re: Smokin' tanks!
« Reply #3 on: 28 July 2011, 02:37:06 »
First off, yes...  yes it is.  Heh.

Second, I like the little weapon carrier.   Nice and versatile, nothing too flash, and seems like it could be slapped together really nicely in most workshops.  Especially like the tube artillery one, a reliable SPG, especially if someone enjoys massing it cheaply.  Might even see a few of the demilitarized survivors of a campaign hauling equipment to assist reconstruction of a planet, painted bright yellow instead of it's camouflaged colors till it's needed again.
"Any sufficiently rigorously defined magic is indistinguishable from technology."  - Larry Niven... far too appropriate at times here.

...but sometimes making sure you turn their ace into red paste is more important than friends.

Do not offend the chair leg of truth.  It is wise and terrible.

The GM is only right for as long as the facts back him up.

Sabelkatten

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Re: Smokin' tanks!
« Reply #4 on: 28 July 2011, 09:54:54 »
A couple more, moving up into the mediumweight district. :)

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Lichtpanzer Light tank
IS Introductory Box Set
38 tons
BV: 494
Cost: 486 818
C-bills 
Movement: 4/6 (Tracked)
Engine: 152 ICE 
Internal: 20
Armor: 112 (30/22/18/20)

Weapons Loc
Large Laser TU

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Blitzpanzer Medium tank
IS Introductory Box Set
50 tons
BV: 546
Cost: 818 500 C-bills 
Movement: 4/6 (Tracked)
Engine: 200 ICE 
Internal: 25
Armor: 104 (28/21/16/18)

Weapons Loc
PPC TU

The Lichtpanzer and Blitzpanzer are both Lyran projects from the mid-2900's. Originally designed to comply with a (rather badly written) army request they were never accepted for general deployment (but a lot of money was spent on design and testing).

But since they were left with a pair of finished (if unorthodox) designs, half-finished production lines, and local politicians and nobles that were pressuring them to provide jobs and income the corporations involved turned to the private market. Offering cut-rate deals they managed to create a market for the tanks in the LC, and later FC.

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Strv102 Tank Hunter
IS Introductory Box Set
45 tons
BV: 588
Cost: 793 150 C-bills
Movement: 4/6 (Tracked)
Engine: 180 ICE 
Internal: 20
Armor: 112 (42/25/20)

Weapons Loc
Autocannon/10 FR
LRM 5 FR
AC/10 Ammo: 20
LRM 5 Ammo: 24

(I was thinking of the S tank when I made this, but got the numbers confused - it should have been "strv 103" - the 102 was an upgraded Centurion... ::) )

The 102 Tank/Mech hunter was built to supply the newly formed Rasalhague Republic with an inexpensive but still capable anti-armor unit that could stiffen defensive units without appearing thretening to their neighbours. Thought produced in quite large numbers many were destroyed during the clan invasion, leaving rather few to fight during the Jihad.

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K501 MBT
IS Introductory Box Set
50 tons
BV: 575
Cost: 861 250 C-bills 
Movement: 4/6 (Tracked)
Engine: 200 ICE 
Internal: 25
Armor: 96 (28/20/12/16)

Weapons Loc
LRM 5 FR
LRM 5 FR
Autocannon/5 TU
Medium Laser TU
LRM 5 Ammo: 24
AC/5 Ammo: 20

A precursor to the RotS Kinnol MBT the K501 was designed to provide fire support and limited short-range anti-armor capability. With its front-mounted LRMs it can lay down effective fire at long range, and then move in to use its laser when the missiles run out.

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Matilda Infantery tank
IS Introductory Box Set
50 tons
BV: 700
Cost: 890 250 C-bills
Movement: 3/5 (Tracked)
Engine: 150 ICE 
Internal: 25
Armor: 144 (39/30/20/25)

Weapons Loc
Machine Gun FR
Large Laser TU
LRM 5 TU
SRM 6 TU
LRM 5 Ammo: 24
SRM 6 Ammo: 15
Half Machine Gun Ammo: 100

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Matilda II Cruiser tank
IS Introductory Box Set
50 tons
BV: 597
Cost: 931 750 C-bills 
Movement: 4/6 (Tracked)
Engine: 200 ICE 
Internal: 25
Armor: 112 (30/23/16/20)

Weapons Loc
Machine Gun FR
LRM 5 TU
SRM 6 TU
Autocannon/5 TU
LRM 5 Ammo: 24
SRM 6 Ammo: 15
AC/5 Ammo: 20
Half Machine Gun Ammo: 100

The Matilda infantery tank was originally built in the DC to support infantery-heavy militias. Unfortunately pressure from conservative line officers limited production of a vehicle that, in their view, took on some of the main battlefield role as mechs.

However during the SWs several production lines ended up on the FS side of the border where production was stepped up. FS engineers also introduced the Cruiser version to provide a tank that could keep up with mechs during offensive operations.

truetanker

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Re: Smokin' tanks!
« Reply #5 on: 01 August 2011, 16:16:49 »
Care to try a crack with Rocket Launchers, Recoiless Rifles and maybe Chemical Lasers?

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
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Sabelkatten

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Re: Smokin' tanks!
« Reply #6 on: 01 August 2011, 17:53:12 »
Care to try a crack with Rocket Launchers, Recoiless Rifles and maybe Chemical Lasers?

TT ;)
Well, if they were intro tech and available in 3025...

I do use RLs a bit on my tourney-level designs, but I generally avoid advanced/experimental tech.

truetanker

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Re: Smokin' tanks!
« Reply #7 on: 01 August 2011, 18:09:39 »
Their all from the Pre-Spaceflight, use the P-RL, the Recoiless Rifle, and even the Chemical lasers, just address them as earth types and the banned arms SALT versions.

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
Me: Would you rather fight my Epithymía Thanátou from the Whispers of Blake?
Nav_Alpha: That THING... that is horrid
~ Nav_Alpha on 10 October 2016

Sabelkatten

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Re: Smokin' tanks! (New content!)
« Reply #8 on: 11 October 2012, 09:27:09 »
A few more lights and mediums.

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Murat Hoverscout
IS Introductory Box Set
15 tons
BV: 221
Cost: 186,550 C-bills 
Movement: 9/14 (Hover)
Engine: 50 ICE 
Internal: 10
Armor: 32

  Internal Armor

Front 2 10
Right 2 6
Left 2 6
Rear 2 5
Turret 2 5

Weapons Loc
Medium Laser TU
Machine Gun TU
 
Ammo Shots
Half Machine Gun Ammo 100

The Murat scout hover has a curious history. In its original, SL-era, incarnation it was the FWLs Murat attack hover. But the loss of technology during the wars forced a switch from the original fusion engine to a simpler ICE, which in turn forced the loss of 2/3rds the laser armament and almost half the armor.

But the effective sensor and comm systems where still available, so the vehicle was re-tasked as a scout.

The standard laser armament is the most common, but variants featuring either a SRM6 or a LRM5 plus a second MG are not unusual. Both variants also feature heavier armor. Some units have tried to modify the vehicle to carry infantry, but the hull is to cramped for that to be practical.

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Lancer Hovertank
IS Introductory Box Set
45 tons
BV: 752
Cost: 1,124,325 C-bills 
Movement: 8/12 (Hover)
Engine: 125 ICE 
Internal: 20
Armor: 104

  Internal Armor

Front 5 40
Right 5 24
Left 5 24
Rear 5 16
 
Weapons Loc
AC/10 FR
SRM 2 FR
SRM 2 FR
SRM 2 FR
SRM 2 FR
 
Ammo Shots
AC/10 Ammo 10
SRM 2 Ammo 50

The Lancer was designed in the FS to compliment fast strike units with a well-protected unit mounting a heavy cannon. Unfortunately a lot of commanders misused the tanks, sending them into battle without sufficient support and leading to the tanks suffering a bad reputation. It was not helped by the ammunition and fuel tanks being very vulnerable to penetrating hits from the sides either.

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White Blossom Heavy Hovertank
IS Introductory Box Set
50 tons
BV: 767
Cost: 1,322,667 C-bills 
Movement: 7/11 (Hover)
Engine: 115 ICE 
Internal: 25
Armor: 112

  Internal Armor

Front 5 32
Right 5 25
Left 5 25
Rear 5 15
Turret 5 15
 
Weapons Loc
SRM 2 FR
SRM 2 FR
AC/10 TU
LRM 5 TU
 
Ammo Shots
AC/10 Ammo 10
LRM 5 Ammo 24
SRM 2 Ammo 50

The White Blossom was a DC answer to the Condor hovertank. As such it was a failure due to lack of speed, but it turned out to be a serviceable medium tank anyway. Thought unpopular with traditional commanders the high-speed slashing attacks of White Blossom units saved a number of mechs in fights along the Lyran border.

Sabelkatten

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Re: Smokin' tanks!
« Reply #9 on: 15 February 2014, 16:28:34 »
A couple of heavy/assault tanks to complement the lights. :)

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K602 MBT
IS Introductory Box Set
60 tons
BV: 658
Cost: 1 142 400 C-bills 
Movement: 4/6 (Tracked)
Engine: 240 ICE
Internal: 30
Armor: 112 (27/25/15/20)

Weapons Loc
LRM 5 FR
LRM 5 FR
Autocannon/10 TU
Machine Gun TU
Machine Gun TU
AC/10 Ammo: 10
LRM 5 Ammo: 24
Half Machine Gun Ammo: 100

Code: [Select]
K603 MBT
IS Introductory Box Set
60 tons
BV: 758
Cost: 1 196 800 C-bills 
Movement: 3/5 (Tracked)
Engine: 180 ICE 
Internal: 30
Armor: 144 (39/30/20/25)

Weapons Loc
LRM 5 FR
LRM 5 FR
Autocannon/10 TU
Autocannon/2 TU
LRM 5 Ammo: 24
AC/10 Ammo: 20
AC/2 Ammo: 45

The K602 and K603 heavy tanks are heavier versions of the K501 medium tank, but built to very
different specifications. The K602 upgrades the AC of the K501 and switches out the laser for a
pair of MGs. Thought it carries more armor and has better medium-range firepower the lack of
ammo makes it unpopular with crews.

The K603 was designed to adress the shortcomings of both the 501 and 602, but at the cost of
speed. Ammunition capacity and armor was increased, and the secondary turret gun was upgraded to
a light AC to supplement the long-range firepower.

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Staed SV-17A
IS Introductory Box Set
60 tons
BV: 866
Cost: 1 211 200 C-bills 
Movement: 3/5 (Tracked)
Engine: 180 ICE 
Internal: 30
Armor: 176 (40/38/30/30)

Weapons Loc
LRM 5 FR
SRM 2 FR
Machine Gun FR
Machine Gun RS
Machine Gun LS
Machine Gun RR
Autocannon/10 TU
LRM 5 TU
SRM 2 TU
LRM 5 Ammo: 24
SRM 2 Ammo: 50
Half Machine Gun Ammo: 100
AC/10 Ammo: 20

The Staed was designed and built in the FRR as a strictly native alternative to license-based
Axel (ICE Rommel) tanks. To simplify production it uses an orthodox high-profile chassis rather
than the low, sleek, profile of the Rommel tank, resulting in a roomy chassis with good
maintenance access and a cramped turret that crews hate.

Speed is low, but protection is good and there are few complaints with the turreted heavy AC.
The secondary armament is rather unusual for a heavy tank with multiple light missile launchers
and all-round MGs, similar in many ways to the Behemoth assault tank.

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Jino MBT
IS Introductory Box Set
70 tons
BV: 829
Cost: 1 444 150 C-bills 
Movement: 3/5 (Tracked)
Engine: 210 ICE 
Internal: 35
Armor: 160 (45/35/20/25)
 
Weapons Loc
SRM 2 FR
SRM 2 FR
PPC TU
SRM 2 TU
SRM 2 TU
AC/2 TU
SRM 2 Ammo: 50
AC/2 Ammo: 45

Code: [Select]
Jino MBT mk.II
IS Introductory Box Set
70 tons
BV: 913
Cost: 1 552 950 C-bills 
Movement: 3/5 (Tracked)
Engine: 210 ICE 
Internal: 35
Armor: 160 (45/35/20/25)
 
Weapons Loc
SRM 2 FR
PPC TU
SRM 2 TU
SRM 2 TU
LRM 5 TU
LRM 5 TU
LRM 5 TU
SRM 2 Ammo: 50
LRM 5 Ammo: 48

The Jino was a CC attempt to compensate for the lack of fusions engines caused by the 1st SW. As
such is went to the extreme of mounting the power and cooling systems needed for a full-sized
PPC, backing up the powerful main gun with a light AC for AA duties and a respectable SRM
battery. In service it turned out that the AA duties of the AC were seldom utilized, so the
mk.II was created, dropping the AC and 25% of the SRM tubes for a powerful LRM battery.

The production facilities for the Jino was traded back and forth between the CC and the FWL
during the 2nd and 3rd SW, causing the tank to spread to both nations, and in smaller numbers to
all the other states.

Code: [Select]
Tapir Assault Transport
IS Introductory Box Set
70 tons
BV: 825
Cost: 1,224,000 C-bills 
Movement: 3/5 (Wheeled)
Engine: 190 ICE 
Internal: 28
Armor: 168

  Internal Armor

Front 7 58
Right 7 40
Left 7 40
Rear 7 30
 
Weapons Loc
AC/10 FR
AC/10 FR
SRM 2 RS
SRM 2 LS
SRM 2 RR

Ammo Shots
AC/10 Ammo 10
AC/10 Ammo 10
AC/10 Ammo 10
SRM 2 Ammo 50

Carrying Capacity:  Troops - 3.0 tons

The Tapir is the LC's answer to the question of how to deliver infantery to heavily defended
positions. But while it's heavily armed and armored the Tapir is very unpopular with its crews
and passengers.

The reason is its massive six-wheeled suspension and anemic power plant. Even when used as
intended Tapirs are often left stranded in the middle of the battlefield with their wheels shot
away. The low top speed of only 54 kph makes it almost impossible to reach a defended objective
before the attackers have suffered heavy damage.

However some units have turned the drawbacks into a benefit. Since Tapirs tend to draw a
disproportionate amount of fire they remove the infantery bay and sometimes the missiles,
turning the transports into massively armored decoys.

Code: [Select]
Khalkhin Gol heavy tank
IS Introductory Box Set
90 tons
BV: 1007
Cost: 2 132 400 C-Bills
Movement: 3/5 (Tracked)
Engine:  270 ICE
Internal: 36
Armor: 192

  Internal      Armor

Front   9       55
Right   9       39
Left    9       39
Rear    9       27
Turret  9       32

Weapons Loc
AC/10 TU
Large Laser TU
SRM 4 TU
LRM 5 FR

Ammo Shots
AC/10 Ammo 10
AC/10 Ammo 10
SRM 4 Ammo 25
LRM 5 Ammo 24

The Khalkhin Gol was designed and produced in the Taurian Concordat as one of the first new
major combat vehicles in the Perphery since the outbreak of the Succession Wars. Optimistically
intended to beat the Zhukov heavy tank its second-rate component, especially its targetting
system notorious for producing sensor ghosts, and common quality problems has limited its market
to other perphery powers and down-on-their-luck mercenary units and militias.

Code: [Select]
Stormlord Heavy tank
IS Introductory Box Set
90 tons
BV: 924
Cost: 2 128 950 C-bills
Movement: 3/5 (Tracked)
Engine: 270 ICE 
Internal: 45
Armor: 168 (50/35/23/25)

Weapons Loc
PPC TU
PPC TU

Big guns. It's not just the Lyrans that can do it. The Stormlord started out as a FWL project to
build something that could match up to the old Alacorn tank, before it got very far it was
captured by the CC, who lost it to the FS that started putting together a small factory to
produce it, who then lost the factory to the DC in a failed plan to trap several units.
Since then it has shown up in DC, FS, and, lately, in FWL and CC units reliably putting high-
energy plasma into enemy units.

Code: [Select]
Churchill
IS Introductory Box Set
90 tons
BV: 1 197
Cost: 2 370 250 C-bills 
Movement: 3/5 (Tracked)
Engine: 270 ICE 
Internal: 45
Armor: 224 (55/47/40/35)

Weapons Loc
LRM 5 FR
LRM 5 FR
Machine Gun FR
Machine Gun RS
Machine Gun LS
Machine Gun RR
Autocannon/20 TU
LRM 5 TU
SRM 2 TU
SRM 2 TU
SRM 2 TU
SRM 2 TU
LRM 5 Ammo: 48
SRM 2 Ammo: 50
Half Machine Gun Ammo: 100
AC/20 Ammo: 10

Originally a competing design to the classic Von Luckner the Churchill, due to its inefficient
chemical engine, didn't meet with any noticeable success until the SW era. NETC licenced the
design in 2880 and started selling it to all buyers, guaranteeing its avilability across the IS.
Its user-friendly design and low maintenance requirements makes it popular even with better-off
perphery militaries.

Code: [Select]
Behemoth Heavy Tank Stalwart
IS Introductory Box Set
100 tons
BV: 1 287
Cost: 2 822 667
C-bills 
Movement: 2/3 (Tracked)
Engine: 200 ICE 
Internal: 50
Armor: 280 (70/60/45/45)


Weapons Loc
LRM 5 FR
LRM 5 FR
SRM 2 FR
Machine Gun FR
SRM 2 RS
Machine Gun RS
SRM 2 LS
Machine Gun LS
SRM 2 RR
Machine Gun RR
Autocannon/10 TU
Autocannon/10 TU
LRM 5 TU
LRM 5 TU
SRM 2 TU
SRM 2 TU
LRM 5 Ammo: 72
SRM 2 Ammo: 50
Half Machine Gun Ammo: 100
AC/10 Ammo: 30

Despite being a surprising success to the sales department the Behemoth did draw a lot of
complaints from the crews actually assigned to it. Primarly concerning its lack of ammo and, for
its weight and speed, light armor the complaints weren't enough to get Aldis to make more than
token attempts at responding to them, resulting in the Behemoth Armor variant.

It wasn't until the 2nd Ceti Hussars lost a whole armored company due to their Behemoth tanks
running out of ammo during a protracted battle that Aldis finally decided to offer a new version
with better endurance.

Code: [Select]
Brontosaur Assault Tank
IS Introductory Box Set
100 tons
BV: 1 212
Cost: 2 972 667 C-bills 
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 232 (60/48/40/36)

Weapons Loc
LRM 5 FR
LRM 5 FR
SRM 2 FR
SRM 2 RS
SRM 2 LS
Autocannon/20 TU
Autocannon/2 TU
Autocannon/2 TU
LRM 5 TU
LRM 5 TU
LRM 5 TU
LRM 5 TU
SRM 2 TU
LRM 5 Ammo: 96
SRM 2 Ammo: 50
AC/20 Ammo: 10
AC/2 Ammo: 45

The Brontosaur is a FWL tank designed to do what the Behemoth dosn't do well, namely sustained
fire support.

Thought its missiles battery doesn't match fire support units like the Sturmfeur the addition of
paired light ACs for AA duties and a ChemJet superheavy AC for close defense puts it in a very
special position. Thought slow there truly is no good way for enemies to counter it other than
plain overwhelming firepower.

Code: [Select]
GunKing Heavy Tank T20
IS Introductory Box Set
100 tons
BV: 1 172
Cost: 2 832 667 C-bills 
Movement: 2/3 (Tracked)
Engine: 200 ICE 
Internal: 50
Armor: 272 (60/60/42/50)

Weapons Loc
Machine Gun FR
Autocannon/2 TU
Autocannon/5 TU
Autocannon/10 TU
Autocannon/20 TU
Half Machine Gun Ammo: 100
AC/2 Ammo: 45
AC/5 Ammo: 20
AC/10 Ammo: 20
AC/20 Ammo: 10

One of the "crazy Lyran ideas", the T20 was specifically designed to mount all available ACs on
one tank. Why this was ever done is lost to history and Lyran bureaucratics, but the result is a
slow, heavily armored tank lacking any real focus. But it has at times managed to provide
surprisingly effective service ensuring it's continued production.
« Last Edit: 16 December 2022, 19:53:18 by Sabelkatten »

Der Kommissar

  • Master Sergeant
  • *
  • Posts: 220
  • That's a clean burnin' platoon, I tell you what.
Re: Smokin' tanks!
« Reply #10 on: 15 February 2014, 23:21:59 »
Man, that's a lot of tanks.  I always love me the diesel-powered tanks, and have my fair share that I've never posted for various reasons.  There's something really pleasing about designing an effective one with simple tech and no frills.

Like that diesel-driven PPC-carrier.  I have something similar but heavier, with a machine gun for infantry (mandatory, for me, on any non-hover vee that can reasonably expect to encounter infantry).  I also have one like your Stormlord, a secondary variant of my Stormhammer, though that tank's got a fusion pile.

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #11 on: 16 February 2014, 04:47:06 »
If you have something feel free to add them to this thread. :)

I've had this idea of putting together an "Introtech Pack" for MM with more ICE vehicles. That's something that's really lacking at the moment!

Der Kommissar

  • Master Sergeant
  • *
  • Posts: 220
  • That's a clean burnin' platoon, I tell you what.
Re: Smokin' tanks!
« Reply #12 on: 16 February 2014, 12:32:08 »
Well, there's my Spartan heavy tank, which I basically made as a response to the bit of fluff in the 3025 Bulldog tank that states it's just one heavy tank in a very crowded market - it always seemed to me that this was rather not the case.  The Spartan is a Lyran design, a general-purpose battle tank with firepower centered around a heavy autocannon.  It eventually spread across the Inner Sphere, but the Lyrans still use the lion's share.

Code: [Select]
Spartan Heavy Tank

Mass: 60 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Advanced Rules
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D
Production Year: 2622
Cost: 1,094,500 C-Bills
Battle Value: 668

Power Plant: Taylor Heavy Duty 240 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor: Krupp-Paterson Compound B Standard Armor
Armament:
    1 Defiance Killer Type T Autocannon/10
    1 Coventry Five-Tube LRM-5
    2 SureFire Minigun Machine Guns
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TeleTalk S2
Targeting and Tracking System: Freischutz-3

Overview:
    Squat, ugly, and functional, the Spartan has served many masters over the
centuries: mercenary, Successor Lord, Star League, and even the infamous
Ursurper.  Its ubiquity is a product of its design, a tank that balances
firepower, protection, and mobility in such a way to make it useful - if not
excellent - in a variety of roles.  As a design with few pretentions, the
Spartan is one of a rare sort of machines that really came into its own during
the Succession Wars, surviving and multiplying where more advanced and capable
designs perished.  While the Spartan's original manufacturers, the Lyran-born
Krupp-Paterson Armaments, are long-defunct, various facility owners (among them
Quikscell, Jalastar Aerospace, and Defiance Industries) keep the design alive
in the modern day.


Capabilities:
    The Spartan, a product of Krupp-Paterson Heavy Armaments, was just one
middle-weight tank among countless others when it debuted in 2622.  The
engineers responsible for the Spartan eschewed the advanced technologies of
many designs, opting instead for tried-and-true systems optimized to be robust,
easily-maintained, and long-lasting.  The Spartan could not compete with its
bleeding-edge rivals head to head, but it could be purchased in large numbers
by almost any customer (and it was).  Krupp-Paterson, a mostly apolitical
corporation, eventually opened plants in every Successor State.
    The Spartan was originally manufactured as a capable and inexpensive
garrison tank, a unit that could free up more competitively-equipped tanks for
frontline service.  What employers of the Spartan would find out during the
Amaris Civil War and later the Succession Wars was that the Spartan could
acquit itself well even in frontline combat.  A lance of Spartans with
well-trained crews operating cooperatively had the firepower and survivability
to challenge even medium battlemechs in open combat.  Spartans previously
relegated to secondline forces and strategic reserves would find themselves
redeployed to frontline combat zones as the Successor States fought their long,
brutal, increasingly primitive wars with one another.
    Designed for flexibility, the Spartan features an effective, generalized
armament that allows it to be effective in most situations.  The heavy cannon
compares favorably against lighter models found on tanks such as the Scimitar,
Scorpion, and Vedette, while the light LRM rack gives a Spartan's gunner the
ability to respond even at extreme range.  While some criticize this weapon as
too light to matter, its firepower becomes more respectable in the lance-sized
deployments the Spartan is usually found in.  When it was introduced, the
Spartan had access to a wide variety of alternate ammunitions - even including
missile-deployed mines - that further increased its utility.  A Spartan is a
difficult target for infantry, with two heavy machine guns, one of them mounted
coaxial to the autocannon.  The design is capable of shrugging off a fair
amount of antitank fire, thanks to protection that compares favorably against
the ubiquitous Vedette, light-weight Scorpion, and well-rounded Bulldog.
    The Spartan's mechanical reliability and simplicity have become something
of a minor legend among tank crews.  While there is certainly truth in the
Spartan's fantastic reputation for durability, like all legends, it is
exaggerated - a sixty-ton weapon of war functions best when regularly and
professionally maintained.  Spartans that do not undergo proper maintenance
will function for long periods, but eventual parts failures tend to be complete
and damage connected systems.
    Quikscell-manufactured Spartans tend to be the most flawed, with weak
transmissions being a constant issue.  Spartan tankers sometimes complain of
the design's cramped crew compartment, which makes movement within difficult
for larger men and women; this can be a critical weakness in some situations,
such as a cabin fire or the need to evacuate.  Banking on the increased
survivability provided by the tank's low profile, Krupp-Paterson responded to
complaints concerning crew comfort with a laconic suggestion that customers use
smaller tankers.  The Spartan's greatest weakness is its ammunition magazines;
if pierced, they typically explode.  The detonation of any of the tank's
ammunition magazines is usually enough to set off a series of sympathetic
explosions powerful enough to blow the turret dozens of meters into the air. 
    Mechwarriors, rarely enamored with "crawlers," have been known to bet on
which side of the turret will land up.


Battle History:
    As the Amaris Civil War dragged on, the forces of the Usurper became
increasingly desperate for materiels with which to wage their doomed defense,
resorting to opening long-term SLDF reserves to replace frontline armor losses.
 As the Spartan had been one of numerous vehicles to be stockpiled in great
numbers, it soon found its way to the front line.  A favored tactic saw the
Spartans deployed in shallow tank trenches, camoflaged against approaching
enemy forces and defended by their low profile.   Once the SLDF forces entered
range, Amaris Spartans would barrage them with autocannon fire, then retreat to
the next defensive line, covering their withdrawal with missile-deployed mines
and concealing smoke.  These hull down ambush tactics tended to increase the
lifespan of the tanks, though the SLDF learned to counter such maneuvers by
cutting of retreating tank columns with hovercraft, allowing the main battle
line enough time to catch up and destroy the tanks when they were in the open
and most vulnerable.


Deployment:
    Presently, all Successor States manufacture and deploy the Spartan.  It is
somewhat less popular in the Free Worlds League and Draconis Combine, who have
a traditional enmity with the Lyran Commonwealth, but the design's age curbs
the sharpest irrationalities of nationalism.  The Capellan Confederation has
been neglecting its own plants, focusing instead on requisitioning lighter and
even less expensive tanks, such as the Vedette and Hetzer.  Pirates and
mercenaries esteem the Spartan for its no-frills, no-fuss workhorse nature, and
will sometimes substitute lances of the tanks for more expensive battlemech
units.  Mercenary units make heavy use of the LRM carrying variant of the
Spartan as a cheap support asset, favoring it for its higher mobility,
flexibility, and survivability over more common LRM carriers or terrain-limited
platforms like the Striker.
    There are indications that the LCAF intends to phase out the Spartan and
urban assault Spartan for the Patton and Rommel tanks as they make their way
into common deployment.  Intelligence gathered by our order indicates that
surplus Spartans will be mothballed, sold, or else converted to the common
missile support and anti-air configurations.


Variants:
    The urban assault model of the Spartan replaces the old cannon and LRM rack
with a massive class 20 cannon designed for mech-hunting missions in closed
quarters, usually in cities or industrial parks.  Lances of Spartans sometimes
include a single urban assault tank to make the whole lance more effective in
close combat, and to discourage battlemechs like the Hunchback from closing in.
    The Spartan missile carrier is a more flexible, though less
formidably-armed alternative to the common LRM carrier.  It mounts paired
LRM-15 racks in the modified turret, along with a machine gun.  Capable of
surviving fairly serious fire, the Spartan missile carrier has enough mobility
to follow an advancing (or retreating) battle line, and its turret grants it
the ability to effectively fight on the move.
    The Spartan air defense vehicle makes use of twin rapid-firing class 5
autocannons for its primary offensive firepower.  Its armor is lighter than the
standard Spartan, though still slightly thicker than the similarly-tasked
Partisan Heavy Tank.  The air defense Spartan often works in the roles of
direct fire support as well as air defense.


Notable 'Mechs & MechWarriors:
Methuselah
    The first production Spartan even manufactured, the Methuselah was recently
rediscovered to minor Lyran media attention in a Steiner reserve depot. 
Working with the tank's serial numbers and records on the depot's stock, it was
eventually discovered that the Methuselah had never actually seen live combat,
instead being transferred between reserves in some unlikely form of luck.  The
centuries-old tank met its end, ironically, in its first sortie, when a wily
pirate mechwarrior used his Catapult's LRMs to disable the tank's locomotive
equipment, then used his jump jets to land his mech on the tank,
mission-killing it.  Steiner media was considerably less interested in this
rather ignoble fate.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      30 points                6.00
Engine:             I.C.E. Engine                240                      23.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         3.00
Lift Equipment:                                                            0.00
Turret:                                                                    1.50
Armor:              Standard Armor               AV - 128                  8.00

                                                      Armor     
                                                      Factor     
                                               Front     30       
                                          Left/Right   25/25       
                                              Turret     28       
                                                Rear     20       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Machine Gun                                  FR        0         1         0.50
Autocannon/10                                T         3         1        12.00
LRM-5                                        T         2         1         2.00
Machine Gun                                  T         0         1         0.50
@AC/10 (20)                                  BD        -         0         2.00
@LRM-5 (24)                                  BD        -         0         1.00
@MG (1/2) (100)                              BD        -         0         0.50

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 7
4          0       0       0       0      3     2   Structure:  3
Special Abilities: EE

The Skirmisher AFV is an inexpensive, wheeled AFV marketed to backwaters, militias, and hard-luck mercenaries.  The watchword of the Skirmisher is 'cheap,' but it carries enough firepower that it can't just be ignored, and a fair range of alternative configurations are offered to the procurement office on a budget.  Armor protection is poor but will still survive a stout hit or two from the likes of big autocannons and PPCs.

Code: [Select]
Skirmisher Light AFV

Mass: 30 tons
Tech Base: Inner Sphere
Motive Type: Wheeled
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-C
Production Year: 0
Cost: 366,775 C-Bills
Battle Value: 355

Power Plant: SitiCide 100 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor: ProtecTech Light Standard Armor
Armament:
    1 Magna MK III Large Laser
    1  Machine Gun
Manufacturer: Quikscell
    Primary Factory: Various
Communications System: Basix 200
Targeting and Tracking System: Optisight-12

Overview:
    A common sight among backwater militia and hard-luck mercenary units, the
Skirmisher Light AFV is a basic platform whose speed and ease of manufacture
have been emphasized above almost everything else.  While its assignment to
inexperienced units with low morale certainly accounts for some of its
unimpressive battlefield performance, the Skirmisher is nonethless a singularly
unambitious platform whose effectiveness has been coldly balanced against its
(always short) battlefield lifespan.  The Skirmisher's original manufacturers,
Krupp-Paterson, have long since ceased to exist: today it is manufactured
primarily by Quikscell, as befitting a vehicle of its particular flavor of
efficiency, and Bulldog Enterprises.


Capabilities:
    While Skirmishers are well-known among MechWarriors and soldiers in general
as inexpensive, low-survivability units, care must still be taken in combat
against them.  Skirmishers are actually decently-armed for their size,
featuring a heavy laser that gives the AFV considerable hitting power for such
a lightweight vehicle.  As Skirmishers typically operate in groups, these hard
hits can quickly add up, even against a battlemech.  As this weapon possesses
less impressive effective range than a light autocannon found on light tanks
such as the Scorpion, Scimitar, and some Bulldogs, it can be effective to pull
back and assault large formations of Skirmishers at range.

    The Skirmisher's six-wheeled drive train saves cost and difficulty compared
to the more-traditional tracked motive systems of "true" tanks, but it is not
without its flaws.  Despite its wide wheelbase and robust suspension, there are
areas of rough terrain that the Skirmisher simply cannot go.  As a primarily
defensive platform, this disadvantage poses little issue for the typical
customer.  Skirmishers are usually limited in their deployment to dense or
light urban terrain, where treaded motive systems afford no advantage.

    The Skirmisher's firepower may be fairly impressive, but its survivability
is quite poor.  With a scant four and a half tons of light armor, the
Skirmisher is soon overpowered by heavier units like the Bulldog or common
Vedette.  With a flank speed of only 64 km/h, the Skirmisher is also quite slow
for a fighting vehicle of its size, enhancing its vulnerability.  Skirmishers
survive best when they can rely on familiar terrain to protect them from
hostile fire.  More sadistic commanders see Skirmishers as a sort of "ablative
armor" for more important armored assets, while even more humane commanders
acknowledge that numbers are the best defense for a Skirmisher unit, which does
little to console their crews.

    While Krupp-Paterson was well-known for manufacturing extremely well-tuned
products, their successors - especially in the case of the Skirmisher - have
been less quality-oriented.  Quikscell products are notoriously variable in
quality, and the Skirmisher is no exception.  Purchasers generally prefer units
manufactured by Bulldog Enterprises, by Quikscell's low price point is hard to
argue with.  Some procurement offices instead compromise, purchasing initially
from Quikscell and relying on Bulldog for spare parts.


Battle History:
    The Skirmisher is typically a platform that finds little glory, fighting
for planetary militia, pirates, or mercenaries in a support role.  Such combat
tends to accrue few particularly impressive stories.  One exception occurred
during the late Fourth Succession World, in the Davion seizure of the world New
Macao.

    With Capellan morale collapsing along with their battle lines and borders,
many units within the CCAF began to defect or surrender rather than face sure
destruction.  This was true on the world of New Macao.  Defended only by a
sparsely-equipped local militia, their defeat at the hands of the 7th Crucis
Lancers was guaranteed from the moment the Davion dropships began their burn
for planetary insertion.  As the invaders rapidly advanced, many individuals -
and whole units - began to break under the stress, abandoning their posts,
surrendering, or engaging in unauthorized retreats.  Captain Pyotr Ivanovich
Kaminski, commander of a reinforced armor company made up of Skirmisher AFVs,
was one exception.

    As cocky Davion forces moved into the outlying districts of New Macao's
capital, Kamniski found his force to be one of the only ones holding the line. 
Resolved not to surrender the city to the hated Davion enemy without a fight,
Kaminski devised a plan that he hoped would allow him to wound the enemy out of
proportion with his forces assigned.

    A mixed pair of lances of Davion medium mechs soon pressed into Kaminski's
operational district.  Using his standard-pattern Skirmishers, he engaged the
mechs in hit-and-fade combat in the city streets, his crews acting as spotters
for LRM-equipped Skirmishers in his rear guard.  The Davion units, drunk with
easy victory and underestimating Kaminski's forces, pressed forward, looking to
silence the enemy long range support.  Kaminski's forces engaged in a strategic
retreat, steadily guiding the Davion mechs into his trap.  After an hour and a
half of cat and mouse combat, Kaminksi had the Davion mechs where he wanted
them: his SRM-equipped Skirmishers emerged from ruined buildings and parking
garages as the laser-equipped ones ceased their retreat, dousing the Davion
mechs with burning napalm from inferno rounds.  The LRM-carrying Skirmishers
finally moved forward, aiding the surviving vehicles in Kaminski's company in
finishing the mechs off.

    Kaminski's unit reported the victory but was soon given the order to
withdraw, covering the planetary beaucracy's retreat to their dropships.  New
Macao was lost, but Kaminksi had made the Davions pay for the ground he ceded.


Deployment:
    Skirmishers are mostly relegated to militia forces, save in the Periphery,
where they sometimes serve in a more prominent role in the order of battle. 
Pirates and mercenaries are common customers for Skirmishers; both prize the
tank for its low price and ease of repair, not to mention its economy of
ammunition in its primary configuration.


Variants:
    The Skirmisher is frequently seen with a turret mounting twin LRM-10s
instead of its heavy laser.  This version of the Skirmisher provides extremely
cheap long range missile support as an alternative to the LRM carrier, but
lacks that vehicle's sheer volume of fire and is hampered by its more limited
motive system.  It can frequently be seen as a field base defense platform.
    Skirmishers are sometimes modified or manufactured with a trio of six-tube
SRM launchers instead of a large laser.  Depending on who is producing the
vehicle, it may have thickened armor (to compensate for its close-attack role)
or a particularly deep missile magazine (to allow for specialized munitions). 
Like its LRM-equipped cousin, it acts as a cheap alternative to a heavier
missile carrier, though its wheeled motive system matters little to a vehicle
assigned to built-up areas.
    The Skirmisher mixed missile carrier is an intermediate platform, the
logical fusion of other missile-carrying Skirmisher platforms.  With an LRM-15
and SRM-6 launcher, this Skirmisher is a close cousin to the Striker light
tank.  Though technically better-armed, the Skirmisher mixed missile carrier is
much more poorly-armored, slower, and somewhat lighter, making it less flexible
than its bevy of missiles would suggest.


Notable 'Mechs & MechWarriors:
Captain Pyotr Ivanovich Kaminski

    Commander of an armored company on the now Davion-held world of New Macao,
Kaminski was a militia officer who acquitted himself surprisingly well during
the invasion of his world.  Capellan state media latched onto this rare display
of finesse and loyalty in order to bolster badly-flagging morale among the
CCAF.  Kaminski would ultimately be promoted several times and acquit himself
well enough as an armor commander, though never with as much distinction as on
New Macao.  Along with many other military and intelligence officers, Kaminski
was purged by the Maskirovka after Romano Liao officially assumed
Chancellorship.  It is possible that Kaminski's status as a minor military hero
and popular media figure - as well as his tendency to complain about the
condition of Capellan armored assets - saw him interpreted as a threat to the
new regime.  He is presumed dead.

    Critics of Kaminski pointed out that, had the Davion forces not been primed
for easy victory, they would have more easily picked up on the trap they were
being led into by the Capellan armor commander, recognizing that the strategic
retreat of his forces into narrow streets and tall building foretold of an
ambush.  Certainly, however, Kaminski had considerable experience in effective
employment of the tactics he used on New Macao, serving most of his military
career along the Marik border as a commander of a company of Spartan heavy
tanks before he retired to his ill-fated militia command.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      15 points                3.00
Engine:             I.C.E. Engine                100                       6.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             8                         8.00
Control Equipment:                                                         1.50
Lift Equipment:                                                            0.00
Power Amplifiers:                                                          0.50
Turret:                                                                    0.50
Armor:              Standard Armor               AV -  72                  4.50

                                                      Armor     
                                                      Factor     
                                               Front     20       
                                          Left/Right   12/12       
                                              Turret     18       
                                                Rear     10       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Machine Gun                                  FR        0         1         0.50
Large Laser                                  T         8         1         5.00
@MG (1/2) (100)                              BD        -         0         0.50

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 4
4          1       1       0       0      1     0   Structure:  1
Special Abilities: EE


Der Kommissar

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  • *
  • Posts: 220
  • That's a clean burnin' platoon, I tell you what.
Re: Smokin' tanks!
« Reply #13 on: 16 February 2014, 12:36:00 »
The Dagger is a light hovertank designed for skirmishing, scouting, and picket duties.  A simple gas turbine is more than enough to give it impressive top speed, and manufacturers have a variety of easily-exchanged turret weapon suites to suit a customer's needs, whether they want to chuck SRMs, LRMs, or shred infantry.  They're thin-skinned and don't have too much bite, but they can be thrown in gobs, making them an annoying skirmisher.

Code: [Select]
Dagger Light Hovertank

Mass: 15 tons
Tech Base: Inner Sphere
Motive Type: Hovercraft
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C
Production Year: 2750
Cost: 206,725 C-Bills
Battle Value: 239

Power Plant: Taylor Ultralight 50 I.C.E.
Cruise Speed: 97.2 km/h
Flanking Speed: 151.2 km/h
Armor: Smith Mithril Compound C Standard Armor
Armament:
    1 Harvester SRM-2
    1 Striker Compact Small Laser
Manufacturer: Applied Hovertank Interplanetary
    Primary Factory: Terra
Communications System: Flynn EasyComm 2001
Targeting and Tracking System: Taggart Veritracker 2

Overview:
    Fairly common among the borderlands of the Inner Sphere, especially towards
the Periphery, the Dagger Light Hovertank is the sort of unambitious, robust
design that lends itself well to forces that find themselves tightly
constrained by budget, manufacturing capacity, and the abilities of their
military crews and technicians.  Built with inexpensive components on a
lightweight hull, the Dagger manages to be just capable enough to have
guaranteed its place in dirtball militia forces, hard-luck mercenary companies,
and among certain House military officers.  Dating to the tail-end of the Age
of War, the Dagger can be found in a variety of configurations and is
manufactured by a constellation of licensees, but the basic bare-bones nature
of the tank remains no matter who manufactures it.


Capabilities:
    Though billed rather ambitiously as a "light strike tank," the Dagger has,
historically, filled a number of roles, its end users frequently being too
cash-strapped to afford purpose-built vehicles for which the Dagger suffices.   
With its passable communications and sensors equipment and the passable top
speed allowed by its simple gas turbine power plant, the Dagger is frequently
used as a scout.  The same traits that lend to its use as a scout also see it
used as a picket, patrolling friendly lines and alerting heavier allies to any
incursions.  The Dagger and hovertanks like it lend themselves well to long
patrols, that Dagger in particular due to its weight-derived fuel efficiency.

    The Dagger relies primarily on light weapons in its capacity as a "strike
tank."  While its missiles and light laser are fairly effective against units
of similar size, they present little concern to heavy tanks and battlemechs. 
Dagger pilots soon learn to exploit the tank's mobility advantages and
responsive controls to make the most of its limited weapons, only attacking
from advantageous angles.  Striking first with its missiles and then attempting
to exploit damage done with its rapid-fire Striker Compact light laser, Daggers
will typically then accelerate to flank speeds to escape reprisal and line up
for another attack run.

    While not well-armored by any means, the Dagger is about as well-protected
as it can be for its firepower and size, capable of taking light hits even from
heavy lasers or PPCs against its armor.  Its defensive abilities are enhanced
by its narrow profile, squat turret, and fairly high agility.  The Dagger will
usually work at least in pairs, timing its attacks so that one tank is escaping
as the other enters combat range for its attack run.  When this maneuver is
performed correctly, it can confuse an opponent as to which target they should
fire on, often resulting in neither tank receiving effective responding fire. 
While such tactics are useful against the backwater pirates and malcontents
that trouble Periphery border worlds, they are less successful against veteran
House troops.

    The Dagger's narrow profile comes at a price.  Originally billed for a
two-man crew sitting back to back, engineers could ultimately not accomodate
more than one person.  Even with one crewman forced to perform both the roles
of pilot and gunner, the Dagger is notoriously cramped.  The turret is
unmanned, requiring the crew,am to constantly wear a half-headset attached to
external cameras on the turret in order to use the tank's weapons.   For an
inexperienced Dagger crewman, balancing his roles can be difficult and deadly.

    The Dagger's Taylor Ultralight gas turbine is compact, but responds poorly
to abusive piloting due to its lightweight components.  Though easy to
maintain, end users may find themselves forced to expend undesirable quantities
of money on replacement parts due to crews that cannot or will not respect the
Dagger's power plant.  Other mechanical components of the Dagger are less
easily-damaged, but tend to be difficult and time-consuming to work on due to
the compact nature of the Dagger.  This is particularly true of the turret,
which is well-armored, small, and extremely frustrating to work on.  "Turret
duty" is a dreaded assignment for technicians working in a hovertank unit
employing Daggers.      Dagger crewmen frequently complain of heat inside the
tank, especially on models equipped with the Striker Compact laser, whose
cooling jacket is quite thin.  While crewman can be (and often are) issued
cooling vests to make the tank's interior more hospitable, the Striker
Compact's thin cooling jacket and the Dagger's weak integral cooling systems
mean that components can sometimes malfunction in high-intensity combat; the
autoloaders of the twin-tube SRM rack are known for locking up under extreme
heat conditions.


Battle History:
    The high mobility and ease with which the Dagger can be modified played
roles in a recent embarassment for the Draconis Combine along its
pirate-plagued borders.  Orwell's Boys, a pseudo-mercenary pirate band, had
been in the employ of the local Kuritan lord when the unit's commander, James
"Idiot" Orwell was caught in compromising circumstances with the lord's
daughter.  Barely escaping the palace with his life, Orwell lept into his
Dagger light hovertank and - with the rest of his unit - managed to escape to
the plains around the capital city.  The next day, Orwell hooked up with an old
pirate acquaintence whose motley mech unit had just made planetfall.  Orwell's
Boys were able to confuse and tie up the green militia forces with their
eclectic mix of hovertanks, most of them variations on the Dagger, while the
mechs raided local suppy depots.  Orwell's Boys were only forced off when
heavier tanks showed up, but the ersatz piratical allies made off with
considerable booty.


Deployment:
    The Dagger can be found throughout the Inner Sphere and near Periphery,
confined usually to units in the outer reaches of civilized space.  The
Federated Suns is the heaviest user of the Dagger, utilizing the tanks in the
militias of its desperately-poor, thinkly populated "outback" worlds.  Here,
the tank's ability to cover ground and menace most light-duty threats are
prized.  The Capellan Confederation uses the tank more frequently among
better-financed units than does any other house, deploying them against House
Marik's Harassers.  As a result, most variants on the Dagger can be found in
Capellan use, even the Marik-designed "Halfrasser."


Variants:
    The Dagger is relatively easily modified by its end users, provided they
have the proper facilities to manufacture replacement turrets.  The Dagger's
simple targeting computer can be reprogrammed for a variety of weapons sets. 
Those inexperienced with working on Dagger hovetanks may experience some
difficulty changing weapons suites due to the crowded interior of the tank's
hull.  Most sellers of Dagger light hovertanks offer their customers a variety
of turret suites pre-built, provided they cannot assemble their own or do not
want to do so.

    The most common variations remove the light laser and replace it with a
rapid-firing 20mm electric rotary cannon.  The removal of the laser's bulky
power and cooling equipment allows the installation of expanded missile racks,
either a five-tube LRM launcher or a pair of twin-tube SRM launchers.  Many
users prefer these versions of the Dagger over the basic model, citing
increased firepower, while more conservative users favor the basic tank's
better ammunition economy and slightly harder-hitting direct-fire weapon.

    A Marik implementation of the Dagger is based upon their Harasser light
hovertank.  The turret is replaced with a single six-tube SRM launcher.  While
this configuration has only half the firepower of a Harasser, it is also ten
tons lighter and boasts, surprisingly, superior protection.  The design has
since circulated into general use, and is generally referred to as the
"Halfrasser," or, less charitably, the "Half-Asser."

    An incendiary version of the Dagger exists which replaces the light laser
and its supporting hardware with twin-linked flamethrowers firing jellied
napalm.  This version of the Dagger is typically seen only in small numbers. 
Commanders who use fire and smoke to control the battlefield prize the Dagger
highly, and the Capellans favor it as an anti-infantry "terror" vehicle, as
well.

    One variant of the Dagger, referred to by the grisly moniker of "Shredder,"
is unusual in its firepower and appearance.  The Shredder-Dagger features a
distinctive turret taller than those found on most other models.  It owes its
nickname from the trio of 20mm rotary cannon mounted where a laser would
normally be found; these weapons are deadly-effective against infantry and can
wear down hardened targets with sustained fire.


Notable 'Mechs & MechWarriors:
Orwell's Boys

    A small-time pirate outfit under the command of James "Idiot" Orwell,
so-named for his steadfast determination to complete any dare someone presents
him with, no matter how foolish, embarassing, or dangerous.  Orwell seems to
have the devil's own luck, though his more practical subordinates try to keep
wiseacre fellow pirates from daring their commander into doing dangerous but
hilarious things.  Orwell's Boys are competent for pirates, hiring out their
mixed unit of light hovertankss to other pirate bands and occasionally more
legitimate customers.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      10 points                1.50
Engine:             I.C.E. Engine                 50                       3.00
    Cruise MP:  9
    Flank MP:   14
Heat Sinks:         Single Heat Sink             1                         1.00
Control Equipment:                                                         1.00
Lift Equipment:                                                            1.50
Power Amplifiers:                                                          0.50
Turret:                                                                    0.50
Armor:              Standard Armor               AV -  56                  3.50

                                                      Armor     
                                                      Factor     
                                               Front     13       
                                          Left/Right   10/10       
                                              Turret     13       
                                                Rear     10       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
SRM-2                                        T         2         1         1.00
Small Laser                                  T         1         1         0.50
@SRM-2 (50)                                  BD        -         0         1.00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 2
9          1       1       0       0      1     0   Structure:  1
Special Abilities: EE

The Sarissa is a member of the Saladin/Saracen/Scimitar family, a medium hovertank equipped for long range skirmishing and anti-aircraft combat.  The design itself is based on the Mechcommander 1 tank that the game labelled a 'Saracen.'  Firepower is modest at best, but the extreme range at which it can engage enemies and the speed with which it can retreat make it a persistent, annoying foe...provided it can retreat.  Less easily-ignored is a variant mounting an AC/10 and an admittedly shallow autocannon magazine, intended for bodyguard work.  Originally named it the 'Osprey,' but I went with 'Sarissa' based on a suggestion by tomaddamz back before the name was used for anything else.

Code: [Select]
Sarissa Support Tank

Mass: 35 tons
Tech Base: Inner Sphere
Motive Type: Hovercraft
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-D
Production Year: 2740
Cost: 661,875 C-Bills
Battle Value: 388

Power Plant: Taylor 105 I.C.E.
Cruise Speed: 86.4 km/h
Flanking Speed: 129.6 km/h
Armor: Anderson Arms Lite Standard Armor
Armament:
    2 Thunderstroke-2 Autocannon/2s
Manufacturer: Anderson Military Hovercraft
    Primary Factory: Various
Communications System: Anderson Arms Y-100
Targeting and Tracking System: Anderson Arms IntelliTrak-AAFS

Overview:
    Optimized to provide rapid-response direct fire support, the Sarissa medium
hovertank makes use of inexpensive, easily-manufactured components that have
guaranteed it a longevity greater than many weapons and institutions of war,
including the corporation that originally designed it.  The Sarissa serves
frequently among the Great Houses, Periphery states, and in the private forces
of mercenaries and pirates.


Capabilities:
    Like most hovercraft, the Sarissa's defining asset is its mobility.  Though
not remarkable by hovertank standards, the Sarissa compares with contemporary
tanks such as the Pegasus, and is generally matched only by the most
mobility-oriented modern day battlemechs.  It is this agility that lets the
Sarissa succeed in its role as a rapid-response fire support asset and long
range skirmisher.  Whether fighting against aerospace assets, VTOLs, or ground
forces, the Sarissa proves difficult to catch and far-reaching.

    The Sarissa's far-reaching firepower is provided by paired light autocannon.
 Though the firepower profile of these weapons compares poorly against the
popular PPC or heavy LRM racks, their ability to accurately hit targets at
range is unmatched.  Their rapid-cycling nature makes it easy for even
unskilled gunners to walk the tank's fire onto a target, punishing them under a
stream of shells fed from a deep magazine.  Air and infantry assets must be
particularly wary of the Sarissa, which - when provided with the appropriate
ammunition - can deal severe damage within a very large engagement envelope.

    While effective at their intended role, the Sarissa is not without its
flaws.  Centuries of warfare have proven the Sarissa's direct firepower to be
anemic.  Its bulky autocannons are excellent at accurately attacking targets at
range, but heavily-armored foes can shrug off the damage dealt and force
unsupported Sarissas to retreat until withdrawal is impossible.  The Sarissa
lacks in secondary firepower, and must disengage rapidly when ambushed at close
range, where its autocannons cannot target opponents effectively.  Sarissas hold
up poorly under sustained enemy fire, with their thin armor and vulnerable
mobility systems; crews must take care to remain out of an opponent's range but
within their own to avoid being severely damaged.  Terrain is, as always, a
critical factor to hovertank survival.

    When deployed with approprate support and an understanding of battlefield
conditions, the Sarissa proves itself worth the modest investment in resources
and finances necessary to be fielded.  Few other tanks, especially on the
modern battlefield, can strike at opponents at so long a range with such
ability to redeploy.  Owing to its mechanical simplicity, flexibility, low
cost, and ease of maintenence, it is likely that the Sarissa will be around for
a very long time.


Battle History:
    The Sarissa's inability to hold ground when deployed alone played a pivotal
role in the defeat of Capellan forces attempting to fend of a punitive Steiner raid. 
Capellan home defense units, caught off-guard by a surprise Steiner offensive
probe, were able in one battle to deploy only Sarissas to counter the advancing
heavy Steiner tanks.  While the Capellan commanders were initially sure that
their superior range and mobility would win the day, the sheer durability of
the Steiner tanks meant that their fire was mostly ignored, and the Steiner
forces simply pushed through them to their objective.  By this time, long range
Steiner assets had reinforced the tank column and routed the Capellan Sarissas,
who did not have the durability, ammunition, or room to continue skirmishing.


Deployment:
    The Sarissa can be found to some degree in all House militaries, though none
assign the tank to particularly glamorous roles.  House Davion (with its
affinity for autocannons) and House Liao (with its appreciation of mobility
warfare) tend to be the most prolific users.  Scarborough Ltd. produces these hovertanks
for the Draconis Combine, who tend to mix them in singly or in pairs with the more favored
Saracen and Scimitar medium hovertanks. 

Mercenaries and pirates frequently make use of the Sarissa as a cheap, highly mobile
answer to anti-aircraft necessities.  Pirates in particular like to use their Sarissas to
harass inexperienced militia units and goad them out into the open or away from
static assets that they are defending.


Variants:
    The Sarissa adapts poorly to modification and is thus rarely altered.  Some
owners replace the autocannon racks with LRM launchers, but this necessitates
software updates to the Sarissa's specialized targeting computer, which is not
capable of interfacing with LRM launchers.  Another, more recent modification
instead replaces the light autocannon with a single heavy gun for bodyguard work
in Sarissa lances, but this variant suffers from a shallow magazine.  A version utilizing
a large laser is in development, but the Sarissa's tight hull is providing some issues.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      20 points                3.50
Engine:             I.C.E. Engine                105                       7.00
    Cruise MP:  8
    Flank MP:   12
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         2.00
Lift Equipment:                                                            3.50
Turret:                                                                    1.50
Armor:              Standard Armor               AV -  72                  4.50

                                                      Armor     
                                                      Factor     
                                               Front     20       
                                          Left/Right   12/12       
                                              Turret     18       
                                                Rear     10       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
2 Autocannon/2s                              T         2         2        12.00
@AC/2 (45)                                   BD        -         0         1.00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 4
8          1       1       1       0      1     0   Structure:  2
Special Abilities: EE
« Last Edit: 16 February 2014, 13:06:53 by Der Kommissar »

Red Ronin

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  • Posts: 28
  • When guns fail, hope TSM is active
Re: Smokin' tanks!
« Reply #14 on: 07 March 2014, 00:42:57 »
After looking over this thread, i decided i would attempt to contribute. The result is a simple medium tank for deployment during the succession wars. Nothing special, but not too shabby either, given what's available to work with.

Quote
Rampart AFV
Rules Level:    Tournament Legal
Technology Base:    Inner Sphere
Chassis Config:    Wheeled
Production Year:    3026
Extinct By:    Never
Chassis:    Standard
Power Plant:    General Motors 160 I.C.E.
Cruising Speed:    43.2 km/h
Maximum Speed:    64.8 km/h
Armor:    Starslab Standard Armor
Armament:
     1 Autocannon/5
     1 Irian Weapons Works Class 4 SRM-4
     3 LFN Linblad Machine Guns
Manufacturer:    Alkonost Mechworks
     Primary Factory:    Irian
Communications System:    Alkonost Clarion
Targeting and Tracking System:    Alkonost Vision
Overview
The Rampart AFV was designed in 3023 by Alkonost Mechworks on Irian in a desperate attempt to keep revenue flowing after most of their 'mech production lines were destroyed during the early succession wars. Development stalled release until 3026, manly issues with the suspension system. A capable midweight tank overall, it suffers from low speed, mostly relegating it to defensive operations.

Capabilities
The main armament of the Rampart is an Armstrong J11 Autocannon, backed by an IWW Class 4 missile rack. A trio of machine guns provide anti-infantry cover fire. Ten tons of armor allow it to shrug off fire for a good while, while a GM 160 ICE allows for a top speed of just over 60 KPH.

Battle History
Very few Ramparts have actually seen combat, but reports thusfar have been relatively positive.

Deployment
Initial runs have been shipped for usage by gaurd and militia units throughout the Free Worlds League, although 2 lances were reserved for guard duties at Alkonost's production plants. Most notably, a lance has been shipped to each Marik Militia battallion for testing, although they have yet to be deployed in actual combat.

Known Variants
No known variants have entered produciton yet, although there have been discussons about replacing the cannon with long-range missile systems. No actual progress has been made towards producing this yet.

Technology Base:    Inner Sphere    45.00 tons
Chassis Config:    Wheeled    Cost:    606,375 C-Bills
BV2:    610    Tech Rating/Era Availability:    D/X-C-D-A
Equipment          Mass
Internal Structure:    Standard    4.50
Engine:    160    I.C.E. Engine    12.00
Cruise MP:    4
Flank MP:    6
Heat Sinks:    0 - Single (0 in engine)    0.00
Control Equipment:       2.5
Lift Equipment:       
Turret:   1.0
Armor:    160 points - Standard Armor    10.00

      Armor
      Factor
Front:       39
Left/Right:       32/32
Turret:      32
Rear:       25

Weapons and Ammo   Location   Heat   Criticals   Tonnage
SRM-4    FR    3    1    2.00
Machine Gun    LS    0    1    0.50
Machine Gun    RS    0    1    0.50
Autocannon/5    T    1    4    8.00
Machine Gun    T    0    1    0.50
@AC/5 (40)    BD    --    2    2.00
@SRM-4 (25)    BD    --    1    1.00
@MG (1/2) (100)    BD    --    1    0.50
BattleForce Statistics
MV   S (+0)   M (+2)   L (+4)   E (+6)   Wt.   OV   Armor: 5   Points: 6
4w   2   2   1   0   2   0   Structure: 3   
Special Abilities: EE, TUR(1/1/1)
Query: Anyone else think Zellbrigen should be renamed Combat IIC?

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #15 on: 08 March 2014, 05:22:39 »
Very nice! Arguably a bit over-armored, but not so much it gets stupid. :)

VhenRa

  • Captain
  • *
  • Posts: 2251
Re: Smokin' tanks!
« Reply #16 on: 08 March 2014, 23:28:09 »
I have my own series of 3025 Tech ICE Tanks. The catch being... they are done WWII German style. Complete with a single chassis being repurposed at the factory for different variants.

Code: [Select]
Generic Tank Panther Ausf A GEN-101a

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D-A
Production Year: 2975
Cost: 816,250 C-Bills
Battle Value: 603

Power Plant:  200 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/10
    3  Machine Guns
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      25 points                5.00
Engine:             I.C.E. Engine                200                      17.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         2.50
Lift Equipment:                                                            0.00
Turret:                                                                    1.50
Armor:              Standard Armor               AV - 128                  8.00

                                                      Armor     
                                                      Factor     
                                               Front     31       
                                          Left/Right   25/25       
                                              Turret     26       
                                                Rear     21       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Machine Gun                                  FR        0         1         0.50
Autocannon/10                                T         3         1        12.00
2 Machine Guns                               T         0         2         1.00
@AC/10 (20)                                  BD        -         0         2.00
@MG (1/2) (100)                              BD        -         0         0.50

This is the basic combat tank variant.

Code: [Select]
Generic Tank Lowe GEN-102a

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-C-A
Production Year: 2981
Cost: 769,000 C-Bills
Battle Value: 601

Power Plant:  200 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    1  Large Laser
    1  SRM-4
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      25 points                5.00
Engine:             I.C.E. Engine                200                      17.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             8                         8.00
Control Equipment:                                                         2.50
Lift Equipment:                                                            0.00
Power Amplifiers:                                                          0.50
Turret:                                                                    1.00
Armor:              Standard Armor               AV - 128                  8.00

                                                      Armor     
                                                      Factor     
                                               Front     31       
                                          Left/Right   25/25       
                                              Turret     26       
                                                Rear     21       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Large Laser                                  T         8         1         5.00
SRM-4                                        T         3         1         2.00
@SRM-4 (25)                                  BD        -         0         1.00

The Lowe on the other hand goes to Laser armed. It also has a sub-variant. The Ausf B which replaces the SRM Launcher with a 3 Ton Infantry Bay.

Code: [Select]
Generic Tank Lowe GEN-102c

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D-A
Production Year: 2990
Cost: 766,750 C-Bills
Battle Value: 621

Power Plant:  200 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    1  SRM-6
    2  Medium Lasers
    1  Infantry Compartment (3.0 tons)
Manufacturer: Frankson TankWorks
    Primary Factory: Frankson
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      25 points                5.00
Engine:             I.C.E. Engine                200                      17.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             6                         6.00
Control Equipment:                                                         2.50
Lift Equipment:                                                            0.00
Power Amplifiers:                                                          0.50
Turret:                                                                    0.50
Armor:              Standard Armor               AV - 136                  8.50

                                                      Armor     
                                                      Factor     
                                               Front     35       
                                          Left/Right   27/27       
                                              Turret     26       
                                                Rear     21       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
2 Medium Lasers                              T         6         2         2.00
SRM-6                                        T         4         1         3.00
Infantry Compartment (3.0 tons)              BD        0         1         3.00
@SRM-6 (15)                                  BD        -         0         1.00
@SRM-6 (Inferno) (15)                        BD        -         0         1.00

This is the definitive Infantry carrier variant. With the Ausf D switching to SRM-4 to go for a 4 Ton Bay.

Code: [Select]
Generic Tank Wespe GEN-103

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Advanced Rules
Era: Succession Wars
Tech Rating/Era Availability: D/X-C-E-A
Production Year: 2985
Cost: 771,250 C-Bills
Battle Value: 440

Power Plant:  200 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    1  Thumper
    2  Vehicular Grenade Launchers
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      20 points                5.00
Engine:             I.C.E. Engine                200                      17.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         2.50
Lift Equipment:                                                            0.00
Armor:              Standard Armor               AV - 104                  6.50

                                                      Armor     
                                                      Factor     
                                               Front     31       
                                          Left/Right   26/26       
                                                Rear     21       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Thumper                                      FR        6         1        15.00
2 (F) Vehicular Grenade Launchers            FR        -         2         1.00
@Thumper (60)                                BD        -         0         3.00

Finally, there is the two original turretless variants. The Wespe for Artillery

Code: [Select]
Generic Tank Jagd Ausf A GEN-104

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 2997
Cost: 1,000,000 C-Bills
Battle Value: 639

Power Plant:  200 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/20
    1  SRM-4
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      20 points                5.00
Engine:             I.C.E. Engine                200                      17.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         2.50
Lift Equipment:                                                            0.00
Armor:              Standard Armor               AV - 104                  6.50

                                                      Armor     
                                                      Factor     
                                               Front     31       
                                          Left/Right   26/26       
                                                Rear     21       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Autocannon/20                                FR        7         1        14.00
SRM-4                                        FR        3         1         2.00
@AC/20 (10)                                  BD        -         0         2.00
@SRM-4 (25)                                  BD        -         0         1.00

And the Jagd for killing hardened targets up close.

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #17 on: 28 April 2014, 16:19:00 »
A few new toys to keep things (somewhat) alive...

Code: [Select]
Rowlins Light missile carrier

Mass: 15 tons
Tech Base: Inner Sphere
Motive Type: Wheeled
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C
Production Year: 2750
Cost: 196 219 C-Bills
Battle Value: 256

Power Plant:  55 I.C.E.
Cruise Speed: 54,0 km/h
Flanking Speed: 86,4 km/h
Armor:  Standard Armor
Armament:
    2  LRM-5s
    1  Machine Gun
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      10 points                1,50
Engine:             I.C.E. Engine                 55                       3,00
    Cruise MP:  5
    Flank MP:   8
Heat Sinks:         Single Heat Sink             0                         0,00
Control Equipment:                                                         1,00
Lift Equipment:                                                            0,00
Turret:                                                                    0,50
Armor:              Standard Armor               AV -  32                  2,00

                                                      Armor     
                                                      Factor     
                                               Front     10       
                                          Left/Right    6/6         
                                              Turret     5         
                                                Rear     5         

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Machine Gun                                  T         0         1         0,50
2 LRM-5s                                     T         4         2         4,00
@MG (1/2) (100)                              BD        -         0         0,50
@LRM-5 (48)                                  BD        -         0         2,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      1    Points: 3
5          1       1       1       0      1     0   Structure:  1
Special Abilities: EE, IF 1


One of the most basic AFVs possible, the Rowlins is sometimes jokingly called "the vehicle QuickSell found too cheap". Simply a medium off-road cargo truck with an armored superstructure stuck on top, carrying a turred with a 20 mm autogun and a pair of 5-tube missile launchers. Its armor is very limited, with only the front being able to take a single solid hit, which results in most crews ignoring the standard order to pick a good location to fire from and rather keep their speed up to frustrate enemy targetting.

Code: [Select]
Pentarch Support hovercraft

Mass: 35 tons
Tech Base: Inner Sphere
Motive Type: Hovercraft
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C
Production Year: 0
Cost: 840 125 C-Bills
Battle Value: 718

Power Plant:  105 I.C.E.
Cruise Speed: 86,4 km/h
Flanking Speed: 129,6 km/h
Armor:  Standard Armor
Armament:
    5  LRM-5s
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      20 points                3,50
Engine:             I.C.E. Engine                105                       7,00
    Cruise MP:  8
    Flank MP:   12
Heat Sinks:         Single Heat Sink             0                         0,00
Control Equipment:                                                         2,00
Lift Equipment:                                                            3,50
Turret:                                                                    1,00
Armor:              Standard Armor               AV -  80                  5,00

                                                      Armor     
                                                      Factor     
                                               Front     20       
                                          Left/Right   15/15       
                                              Turret     15       
                                                Rear     15       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
5 LRM-5s                                     T         10        5        10,00
@LRM-5 (72)                                  BD        -         0         3,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      3    Points: 7
8          0       0       0       0      1     2   Structure:  2
Special Abilities: EE

The vehicle the Rowlins wishes it was, the Pentarch is one of the premier light support hovers in the IS. Dispensing with any self-defense armament it's simply a high-speed platform for 25 LRM tubes in a wide, flat turret. But it is still decently armored and carrying a ample missile supply. But while the ammo load is quite large for a support vehicle the Pentarch's speed and armor protection means it often outlasts even that, forcing it to operate close to supply lines.

Code: [Select]
Skred MT-14

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C
Production Year: 2750
Cost: 923 750 C-Bills
Battle Value: 824

Power Plant:  150 I.C.E.
Cruise Speed: 32,4 km/h
Flanking Speed: 54,0 km/h
Armor:  Standard Armor
Armament:
    6  LRM-5s
    4  SRM-2s
    2  Machine Guns
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      25 points                5,00
Engine:             I.C.E. Engine                150                      11,00
    Cruise MP:  3
    Flank MP:   5
Heat Sinks:         Single Heat Sink             0                         0,00
Control Equipment:                                                         2,50
Lift Equipment:                                                            0,00
Turret:                                                                    0,50
Armor:              Standard Armor               AV - 136                  8,50

                                                      Armor     
                                                      Factor     
                                               Front     37       
                                          Left/Right   27/27       
                                              Turret     25       
                                                Rear     20       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
6 LRM-5s                                     FR        12        6        12,00
2 Machine Guns                               T         0         2         1,00
4 SRM-2s                                     T         8         4         4,00
@MG (1/2) (100)                              BD        -         0         0,50
@LRM-5 (96)                                  BD        -         0         4,00
@SRM-2 (50)                                  BD        -         0         1,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 8
3          0       0       0       0      2     3   Structure:  2
Special Abilities: EE

The Skred medium support tank (Skred meaning Avalanche in Swedish) is actually not a FRR or DC product, but rather a FWL design that often shows up in the LC as well. Thought rather slow its large missile payload and effective short-range self-defence armament makes it a popular fire support alternative when mechs are in limited supply.

Unfortunately its armor, while quite heavy for a 50-ton vehicle, is not so impressive when compared to support mechs with similar LRM armament such as the Catapult or Crusader. This in turn tends to make the tank a prime target when used alongside such mechs, giving it a somewhat undeserved reputation as a deathtrap.

Code: [Select]
General Peirot heavy tank

Mass: 80 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-D
Production Year: 2750
Cost: 1 784 300 C-Bills
Battle Value: 1 027

Power Plant:  240 I.C.E.
Cruise Speed: 32,4 km/h
Flanking Speed: 54,0 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/10
    1  Medium Laser
    2  LRM-5s
    3  SRM-2s
    3  Machine Guns
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      40 points                8,00
Engine:             I.C.E. Engine                240                      23,00
    Cruise MP:  3
    Flank MP:   5
Heat Sinks:         Single Heat Sink             3                         3,00
Control Equipment:                                                         4,00
Lift Equipment:                                                            0,00
Power Amplifiers:                                                          0,50
Turret:                                                                    2,00
Armor:              Standard Armor               AV - 200                 12,50

                                                      Armor     
                                                      Factor     
                                               Front     55       
                                          Left/Right   40/40       
                                              Turret     35       
                                                Rear     30       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Machine Gun                                  FR        0         1         0,50
Machine Gun                                  LS        0         1         0,50
Machine Gun                                  RS        0         1         0,50
Autocannon/10                                T         3         1        12,00
Medium Laser                                 T         3         1         1,00
3 SRM-2s                                     T         6         3         3,00
2 LRM-5s                                     T         4         2         4,00
@AC/10 (20)                                  BD        -         0         2,00
@MG (1/2) (100)                              BD        -         0         0,50
@LRM-5 (48)                                  BD        -         0         2,00
@SRM-2 (50)                                  BD        -         0         1,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 10
3          1       1       1       0      4     2   Structure:  4
Special Abilities: EE

The "GP" has made the FWL-CC-FS tour back and forth at least twice during its career, with production lines and plans being lost and gained through almost every mean possible. As such it has never been a very numerous tank, but very widely distributed.

In construction its a traditional twin-track design with a centrally mounted turret. Its electric transmission is more expensive than strict mechanical designs, but very popular amongst drivers due to its smooth handling and quick response. Its armament is traditional as well, the only unusual feature being the medium laser mounted beneath the stacked SRM racks. The laser was originally added as an ammo-independent backup weapon, but in practice it often used simply for setting fires.

Code: [Select]
April Assault vehicle

Mass: 100 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-D
Production Year: 0
Cost: 2 859 167 C-Bills
Battle Value: 1 186

Power Plant:  200 I.C.E.
Cruise Speed: 21,6 km/h
Flanking Speed: 32,4 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/10
    1  Large Laser
    4  LRM-5s
    1  Autocannon/2
    2  SRM-2s
    2  Machine Guns
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      50 points               10,00
Engine:             I.C.E. Engine                200                      17,00
    Cruise MP:  2
    Flank MP:   3
Heat Sinks:         Single Heat Sink             8                         8,00
Control Equipment:                                                         5,00
Lift Equipment:                                                            0,00
Power Amplifiers:                                                          0,50
Turret:                                                                    2,00
Armor:              Standard Armor               AV - 256                 16,00

                                                      Armor     
                                                      Factor     
                                               Front     65       
                                          Left/Right   53/53       
                                              Turret     45       
                                                Rear     40       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Autocannon/2                                 FR        1         1         6,00
4 LRM-5s                                     FR        8         4         8,00
SRM-2                                        LS        2         1         1,00
SRM-2                                        RS        2         1         1,00
Autocannon/10                                T         3         1        12,00
2 Machine Guns                               T         0         2         1,00
Large Laser                                  T         8         1         5,00
@AC/2 (45)                                   BD        -         0         1,00
@AC/10 (20)                                  BD        -         0         2,00
@MG (1/2) (100)                              BD        -         0         0,50
@LRM-5 (72)                                  BD        -         0         3,00
@SRM-2 (50)                                  BD        -         0         1,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 12
2          2       2       1       0      4     2   Structure:  5
Special Abilities: EE, IF 1

The origin of the April is unclear. It was first produced during the FWL civil war in 3015, but the producing companies all deny creating the design. But whatever the source it has turned out to be a surprisingly effective, if unorthodox, assault tank.

Generally used as a medium-range support vehicle it can keep the primary targets under fire with its front-mounted weapons while the turret guns are available to either support the forward weapons or engage enemies at closer range or on the flanks.

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Smokin' tanks!
« Reply #18 on: 01 May 2014, 06:04:39 »
Part of the problem with intro-tech ICE-powered tanks is that in terms of pure bang for tonnage invested the most obviously efficient approach is to stuff as many missile tubes as practical into my vehicle and call it a day, which doesn't exactly make for a lot of variety. There are fluff reasons to include other weapons as well, of course, but there's also a perfectly valid point of view that says that purely gameplay-wise I'm basically just handicapping myself that way.

Not that it particularly stops me, mind...

Code: [Select]
Hetzer Wheeled Assault Gun (PPC)
IS Introductory Box Set
40 tons 
BV: 473
Cost: 544,000 C-bills

Movement: 4/6 (Wheeled)
Engine: 140 ICE

Internal: 16
Armor: 96
                     Internal    Armor
--------------------------------------
Front                       4       30
Right                       4       22
Left                        4       22
Rear                        4       22

Weapon                         Loc  Heat
----------------------------------------
PPC                             FR    10

Code: [Select]
Hover MBT (Standard)
IS Introductory Box Set
50 tons 
BV: 780
Cost: 1,211,667 C-bills

Movement: 7/11 (Hover)
Engine: 115 ICE

Internal: 25
Armor: 168
                     Internal    Armor
--------------------------------------
Front                       5       53
Right                       5       33
Left                        5       33
Rear                        5       16
Turret                      5       33

Weapon                         Loc  Heat
----------------------------------------
Machine Gun                     FR     0
AC/10                           TU     3
Machine Gun                     TU     0

Ammo                           Loc Shots
----------------------------------------
AC/10 Ammo                      BD    10
AC/10 Ammo                      BD    10
Half Machine Gun Ammo           BD   100

Code: [Select]
Bokor Urban Pacification Unit
IS Introductory Box Set
50 tons 
BV: 541
Cost: 690,625 C-bills

Movement: 4/6 (Wheeled)
Engine: 180 ICE

Internal: 25
Armor: 112
                     Internal    Armor
--------------------------------------
Front                       5       32
Right                       5       20
Left                        5       20
Rear                        5       20
Turret                      5       20

Weapon                         Loc  Heat
----------------------------------------
Vehicle Flamer                  FR     3
Vehicle Flamer                  FR     3
AC/10                           TU     3
Machine Gun                     TU     0
Machine Gun                     TU     0
Machine Gun                     TU     0
Machine Gun                     TU     0

Ammo                           Loc Shots
----------------------------------------
AC/10 Ammo                      BD    10
AC/10 Ammo                      BD    10
Machine Gun Ammo                BD   200
Vehicle Flamer Ammo             BD    20
Vehicle Flamer Ammo             BD    20

Code: [Select]
Talos Heavy Tank
IS Introductory Box Set
75 tons 
BV: 968
Cost: 1,607,813 C-bills

Movement: 3/5 (Tracked)
Engine: 225 ICE

Internal: 40
Armor: 224
                     Internal    Armor
--------------------------------------
Front                       8       66
Right                       8       44
Left                        8       44
Rear                        8       26
Turret                      8       44

Weapon                         Loc  Heat
----------------------------------------
Machine Gun                     FR     0
PPC                             TU    10
AC/5                            TU     1

Ammo                           Loc Shots
----------------------------------------
AC/5 Ammo                       BD    20
Half Machine Gun Ammo           BD   100

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #19 on: 01 May 2014, 09:28:48 »
It's interesting to compare your Talos to my Jino (above). Do an AC/5 and more armor beat an AC/2 and SRMs?

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Smokin' tanks!
« Reply #20 on: 01 May 2014, 10:16:20 »
It's interesting to compare your Talos to my Jino (above). Do an AC/5 and more armor beat an AC/2 and SRMs?

Well, BV seems to think so. ;)

In practice I'd say it comes down to circumstances a lot. What distance does the fight start at, what lines of sight are available, are we looking at just two lone tanks dueling or a whole platoon vs. platoon battle, and of course the ever-popular question of who manages to turn whom into a bunker first...if I can largely stay outside effective SRM range, I'd say advantage goes to me, if I can't keep the range open for long thing might get dicey fast. Especially if some of those Jinos were inconsiderate enough to have loaded infernos, which I couldnt return in kind. And against the LRM-equipped variant I'd fancy my chances rather less unless I could effectively concentrate fire and reduce their numbers by one or two early on.

I'm the first person to admit that the Talos is probably a tad under-gunned for its size, but to me that's more a function of its choice of weapons (I mean, effectively 28.5 tons invested into turret-mounting two guns that do fifteen damage total if they both connect?). Its armor level I'm actually comfortable with; it's a slow tank that needs to last a while for the damage it manages to inflict to add up, it better be able to soak a few hits.

Nahuris

  • Captain
  • *
  • Posts: 2103
Re: Smokin' tanks!
« Reply #21 on: 01 May 2014, 12:27:20 »
Personally, I rather like the Rowlins.. I'd field a lance of those in support of a fast strike force any day..... not as fond of stacking multiple LRM5's as some, though.....
I am known for using this version of the Type 81 MLR on the field.

First, the image - http://www.ghqmodels.com/store/rc11.html

And then, the stats I use.......

Type 81 MLR

Mass: 25 tons
Tech Base: Inner Sphere
Motive Type: Wheeled
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C
Production Year: 2750
Cost: 403,125 C-Bills
Battle Value: 405

Power Plant:  80 I.C.E.
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor:  Standard Armor
Armament:
    1  LRM-20
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      15 points                2.50
Engine:             I.C.E. Engine                 80                       5.00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         1.50
Lift Equipment:                                                            0.00
Turret:                                                                    1.00
Armor:              Standard Armor               AV -  48                  3.00

                                                      Armor     
                                                      Factor     
                                               Front     12       
                                          Left/Right    9/9         
                                              Turret     10       
                                                Rear     8         

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
LRM-20                                       T         6         1        10.00
@LRM-20 (12)                                 BD        -         0         2.00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 4
4          0       0       0       0      1     2   Structure:  1
Special Abilities: EE


During a battle, a few months ago, I fielded 4 of these..... each with one ton of standard ammo, and one ton of semi-guided.... and a pair of the following VToL's to support and guide them....


image - http://www.ghqmodels.com/store/ac12.html


MD 500 Defender

Mass: 5 tons
Tech Base: Inner Sphere
Motive Type: VTOL
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E
Production Year: 0
Cost: 159,931 C-Bills
Battle Value: 166

Power Plant:  25 I.C.E.
Cruise Speed: 162.0 km/h
Flanking Speed: 248.4 km/h
Armor:  Heavy Ferro-Fibrous
Armament:
    2  Rocket Launcher 10s
    1  TAG
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                       5 points                0.50
Engine:             I.C.E. Engine                 25                       1.00
    Cruise MP:  15
    Flank MP:   23
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         0.50
Lift Equipment:                                                            0.50
Armor:              Heavy Ferro-Fibrous          AV -   9                  0.50

                                                      Armor     
                                                      Factor     
                                               Front     4         
                                          Left/Right    1/1         
                                                Rear     1         
                                               Rotor     2         

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
TAG                                          FR        0         1         1.00
2 Rocket Launcher 10s                        FR        6         2         1.00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      0    Points: 2
15         1       1       1       0      1     0   Structure:  0
Special Abilities: TAG, EE




Yeah, the enemy assault mechs HATED me..... although, I think the Rowlins might be better for this.... may have to see if I can scrounge up some type of mini for it..... or make one.......... actually, I think that this might work pretty well - image - http://www.ghqmodels.com/store/n111.html

The turret in the back is two missile racks, and a machine gun, slung under the right hand launcher.....

Do you mind if I field a few of the Rowlins, with my Defenders, and see how it works?

Nahuris
« Last Edit: 01 May 2014, 12:38:20 by Nahuris »
"A friend will calm you down when you are angry, but a BEST friend will skip along beside you with a baseball bat singing "someone's gonna get it."

"If we are ever in a situation, where I am the voice of reason, we are in a very bad situation."

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #22 on: 01 May 2014, 13:17:31 »
Personally, I rather like the Rowlins.. I'd field a lance of those in support of a fast strike force any day..... not as fond of stacking multiple LRM5's as some, though.....

Yeah, the enemy assault mechs HATED me..... although, I think the Rowlins might be better for this.... may have to see if I can scrounge up some type of mini for it..... or make one.......... actually, I think that this might work pretty well - image - http://www.ghqmodels.com/store/n111.html

The turret in the back is two missile racks, and a machine gun, slung under the right hand launcher.....

Do you mind if I field a few of the Rowlins, with my Defenders, and see how it works?
Go right ahead. I wouldn't be posting if I didn't want people to use those things! :D

About LRM5s. Personally I've decided to just skip all other launchers. I just pack in (for example) 4 LRM5s, then treat them as a LRM20 (one to hit roll, on cluster roll). Eliminates all the stupidity caused by having the larger launchers being less effective. :)

Well, BV seems to think so. ;)

In practice I'd say it comes down to circumstances a lot. What distance does the fight start at, what lines of sight are available, are we looking at just two lone tanks dueling or a whole platoon vs. platoon battle, and of course the ever-popular question of who manages to turn whom into a bunker first...if I can largely stay outside effective SRM range, I'd say advantage goes to me, if I can't keep the range open for long thing might get dicey fast. Especially if some of those Jinos were inconsiderate enough to have loaded infernos, which I couldnt return in kind. And against the LRM-equipped variant I'd fancy my chances rather less unless I could effectively concentrate fire and reduce their numbers by one or two early on.

I'm the first person to admit that the Talos is probably a tad under-gunned for its size, but to me that's more a function of its choice of weapons (I mean, effectively 28.5 tons invested into turret-mounting two guns that do fifteen damage total if they both connect?). Its armor level I'm actually comfortable with; it's a slow tank that needs to last a while for the damage it manages to inflict to add up, it better be able to soak a few hits.
Yeah, the Jino mk.II can be quite a beast. Large LRM batteries does that. But it's more impressive when you consider that it's only got 3 LRM5s - it's got the long-range power and armor of a WHM-6R while only being a bit slower and giving up a little short-range power.

Now the mk.I is interesting, since the AC/2 means it wants to stay at extreme range for as long as possible. If it can engage a relatively slow opponent like the Talos where it can get 24 hexes LoS it has a good chance of getting a few motive hits/TACs before the enemy can return fire. In a lance-on-lance fight that can mean 4 on 3 when the real fight starts.

A. Lurker

  • Major
  • *
  • Posts: 4641
Re: Smokin' tanks!
« Reply #23 on: 02 May 2014, 03:08:14 »
Just for fun, a couple more:

Code: [Select]
Castor City Defense Unit
IS Introductory Box Set
50 tons 
BV: 721
Cost: 828,125 C-bills

Movement: 4/6 (Wheeled)
Engine: 180 ICE

Internal: 25
Armor: 160
                     Internal    Armor
--------------------------------------
Front                       5       50
Right                       5       30
Left                        5       30
Rear                        5       20
Turret                      5       30

Weapon                         Loc  Heat
----------------------------------------
AC/20                           TU     7

Ammo                           Loc Shots
----------------------------------------
AC/20 Ammo                      BD     5
AC/20 Ammo                      BD     5
AC/20 Ammo                      BD     5

Code: [Select]
Pollux City Defense Unit
IS Introductory Box Set
50 tons 
BV: 810
Cost: 965,625 C-bills

Movement: 4/6 (Wheeled)
Engine: 180 ICE

Internal: 25
Armor: 160
                     Internal    Armor
--------------------------------------
Front                       5       50
Right                       5       30
Left                        5       30
Rear                        5       20
Turret                      5       30

Weapon                         Loc  Heat
----------------------------------------
LRM 15                          TU     5
LRM 15                          TU     5

Ammo                           Loc Shots
----------------------------------------
LRM 15 Ammo                     BD     8
LRM 15 Ammo                     BD     8
LRM 15 Ammo                     BD     8

These two are deliberately basic designs using what amounts to the same chassis with just two different turrets. One's effectively a slightly improved Hetzer intended to sneak around town looking for 'Mechs to ambush, the other handles indirect bombardment and occasional air defense detail (LRMs may not be able to use flak ammo -- where that's even available --, but they still have nice range and some throw-weight). Both are very much intended to work closely with friendly infantry, which is why they don't invest any tonnage into dedicated anti-infantry weapons themselves; in a pinch, and again subject to availability, seriously worried crews may load a ton of frag or flechette rounds.

Grognard

  • Lieutenant
  • *
  • Posts: 1407
  • BTU.org & LotB.com Member
Re: Smokin' tanks!
« Reply #24 on: 02 May 2014, 09:08:56 »
my first thought is that you wanted dead tank markers, et al....


GROGNARD:  An old, grumpy soldier, a long term campaigner (Fr); Someone who enjoys playing tactics and strategy based board wargames;  a game fan who will buy every game released in a certain genre of computer game (RTS, or computer role-playing game, etc.)

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #25 on: 02 May 2014, 09:27:03 »
 ::)

OK, most of the vehicles in this thread are pretty close to that level... ;)

Poor brits, btw. :'(

Khymerion

  • Captain
  • *
  • Posts: 2500
    • The Iron Hack
Re: Smokin' tanks!
« Reply #26 on: 02 May 2014, 09:46:01 »
I really need a few dozen of those burning cruiser tanks.   Then again, my poor crusaders tend to pull double duty as stand ins for Scorpion light tanks so that is still their fate...  even when not in the sands of N. Africa.
"Any sufficiently rigorously defined magic is indistinguishable from technology."  - Larry Niven... far too appropriate at times here.

...but sometimes making sure you turn their ace into red paste is more important than friends.

Do not offend the chair leg of truth.  It is wise and terrible.

The GM is only right for as long as the facts back him up.

Grognard

  • Lieutenant
  • *
  • Posts: 1407
  • BTU.org & LotB.com Member
Re: Smokin' tanks!
« Reply #27 on: 02 May 2014, 21:43:06 »
1/2" disk or washer
+
spray foam sealant

+
flat black spray paint

+
orange and gray drybrush highlights
=
awesome burning pyre.


YMMV

GROGNARD:  An old, grumpy soldier, a long term campaigner (Fr); Someone who enjoys playing tactics and strategy based board wargames;  a game fan who will buy every game released in a certain genre of computer game (RTS, or computer role-playing game, etc.)

Khymerion

  • Captain
  • *
  • Posts: 2500
    • The Iron Hack
Re: Smokin' tanks!
« Reply #28 on: 03 May 2014, 08:01:34 »
Thank you!   That... will be my entire british armored battalion most likely later today.  Yay for 1940 scenarios.
"Any sufficiently rigorously defined magic is indistinguishable from technology."  - Larry Niven... far too appropriate at times here.

...but sometimes making sure you turn their ace into red paste is more important than friends.

Do not offend the chair leg of truth.  It is wise and terrible.

The GM is only right for as long as the facts back him up.

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 6952
Re: Smokin' tanks!
« Reply #29 on: 17 October 2014, 04:36:37 »
Code: [Select]
Moerser Medium assault vehicle

Mass: 50 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/D-E-D
Production Year: 2750
Cost: 1 014 250 C-Bills
Battle Value: 776

Power Plant:  150 I.C.E.
Cruise Speed: 32,4 km/h
Flanking Speed: 54,0 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/20
    1  LRM-5
    1  Machine Gun
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      25 points                5,00
Engine:             I.C.E. Engine                150                      11,00
    Cruise MP:  3
    Flank MP:   5
Heat Sinks:         Single Heat Sink             0                         0,00
Control Equipment:                                                         2,50
Lift Equipment:                                                            0,00
Turret:                                                                    1,50
Armor:              Standard Armor               AV - 160                 10,00

                                                      Armor     
                                                      Factor     
                                               Front     43       
                                          Left/Right   31/31       
                                              Turret     30       
                                                Rear     25       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
LRM-5                                        FR        2         1         2,00
Autocannon/20                                T         7         1        14,00
Machine Gun                                  T         0         1         0,50
@AC/20 (10)                                  BD        -         0         2,00
@MG (1/2) (100)                              BD        -         0         0,50
@LRM-5 (24)                                  BD        -         0         1,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 8
3          0       0       0       0      2     3   Structure:  2
Special Abilities: EE

An old Marian design that has been in limited production since the 2700s, the Moerser is an assault tank for militias that can't afford one. Since close assault by enemy mechs is one of the greatest problems for militia armor formations it's also a very popular vehicle in units that manage to acquire some.

It seldom gets used in it design roles of assault and city combat, thought. It's simply to scarce and valuable as a close support vehicle for such high-risk use.

Code: [Select]
Scorpion Light assault gun

Mass: 25 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-D
Production Year: 2750
Cost: 383 083 C-Bills
Battle Value: 274

Power Plant:  100 I.C.E.
Cruise Speed: 43,2 km/h
Flanking Speed: 64,8 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/10
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      12 points                2,50
Engine:             I.C.E. Engine                100                       6,00
    Cruise MP:  4
    Flank MP:   6
Heat Sinks:         Single Heat Sink             0                         0,00
Control Equipment:                                                         1,50
Lift Equipment:                                                            0,00
Armor:              Standard Armor               AV -  32                  2,00

                                                      Armor     
                                                      Factor     
                                               Front     13       
                                          Left/Right    8/8         
                                                Rear     3         

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Autocannon/10                                FR        3         1        12,00
@AC/10 (10)                                  BD        -         0         1,00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      1    Points: 3
4          0       0       0       0      1     0   Structure:  1
Special Abilities: EE, AC 1/1/0

Built on the chassis of crippled Scorpion light tanks, the Scorpion light assault gun is one of the cheapest ways possible to field an AC/10. It's also one of the most fragile, making it extremely unpopular with crews and often used as a punishment assignment.

Code: [Select]
Termite Light assault gun

Mass: 25 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-D-D
Production Year: 0
Cost: 426 813 C-Bills
Battle Value: 305

Power Plant:  75 I.C.E.
Cruise Speed: 32,4 km/h
Flanking Speed: 54,0 km/h
Armor:  Standard Armor
Armament:
    1  Autocannon/10
    1  Machine Gun
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      12 points                2,50
Engine:             I.C.E. Engine                 75                       4,00
    Cruise MP:  3
    Flank MP:   5
Heat Sinks:         Single Heat Sink             0                         0,00
Control Equipment:                                                         1,50
Lift Equipment:                                                            0,00
Armor:              Standard Armor               AV -  48                  3,00

                                                      Armor     
                                                      Factor     
                                               Front     20       
                                          Left/Right   10/10       
                                                Rear     8         

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Autocannon/10                                FR        3         1        12,00
Machine Gun                                  FR        0         1         0,50
@AC/10 (10)                                  BD        -         0         1,00
@MG (1/2) (100)                              BD        -         0         0,50

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 3
3          1       0       0       0      1     0   Structure:  1
Special Abilities: EE, AC 1/1/0

An FWL design based on the Scorpion assault gun the Termite uses many of the same components, especially in the hull and suspension. However it uses a smaller engine to save weight for 50% more armor and a front-mounted minigun.

Thought still rather thin-skinned it's at least somewhat survivable. But most crews still regard it as a punishment post.