Author Topic: Zombie Turtle  (Read 963 times)

Imperium

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Zombie Turtle
« on: 20 June 2020, 03:41:48 »
Basically, it is as the title suggests. Other Mechs use it as a shield - you can lead with it, hide behind it, or just sit around with it. The Mech can take damage over, and over and over again. It features 3 ER Large Lasers to take down enemies at range, and 4 Small Pulse Lasers to deal with infantry. It is slow, and clumsy, but pretty much takes forever and a day to take down. Basically the enemy will be saying "Is it dead yet? Is it dead yet? Is it dead YET?!?" And you can just laugh like a madman. BTW using IS DHS might seem weird - until you realize they are crit sinks! So having them require extra space is the intent.

Zombie Turtle

Mass: 100 tons
Tech Base: Mixed
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 3132
Dry Cost: 25,762,000 C-Bills
Total Cost: 25,762,000 C-Bills
Battle Value: 2,968

Chassis: Unknown Reinforced
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h (43.2 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Hardened
Armament:
    3  (CL) ER Large Lasers
    4  (CL) Small Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Reinforced                   160 points               20.00
Engine:             XL Engine                    300                       9.50
    Walking MP: 3
    Running MP: 5 (4)
    Jumping MP: 0
Heat Sinks:         (IS) Double Heat Sink        17(34)                    7.00
    Heat Sink Locations: 3 LT, 2 RT
Gyro:               (A) Compact                                            5.50
Cockpit:            Standard                                               3.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Hardened                     AV - 312                 39.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           48       
                                 Center Torso (rear)                  13       
                                           L/R Torso     21           30       
                                    L/R Torso (rear)                  11       
                                       L/R Front Leg     21           40       
                                        L/R Rear Leg     21           40       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
(CL) ER Large Laser                          HD        12        1         4.00
2 (CL) ER Large Lasers                       CT        24        2         8.00
2 (CL) Small Pulse Lasers                    CT        4         2         2.00
(CL) Small Pulse Laser                       RT        2         1         1.00
(CL) Small Pulse Laser                       LT        2         1         1.00
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     21    Points: 30
3          4       4       3       0      4     1   Structure: 10
Special Abilities: ENE, SRCH, ES, SEAL, SOA
« Last Edit: 20 June 2020, 04:34:36 by Imperium »
" ALL WAR, is an extension of Politics." Carl Von Clausewitz, summarizing the Napoleonic Wars

"War therefore is an act of violence intended to compel our opponent to fulfil our will." Clausewitz, Ibid.

Maingunnery

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Re: Zombie Turtle
« Reply #1 on: 20 June 2020, 03:49:33 »

So it is basically a heavier armed Great Turtle?
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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Imperium

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Re: Zombie Turtle
« Reply #2 on: 20 June 2020, 03:54:33 »
So it is basically a heavier armed Great Turtle?

Yeah. Also more durable via armored compact gyro. Also better at dealing with infantry. And much more heavily armed, like 3 times the ranged firepower. The problem with the great turtle is it can be so easily ignored. But ignoring 3 ER Large Lasers is very different then 1 X-Large Pulse Laser. It also has a lot more range, which helps make up for slow speed.

Really would like to combine it with this:

SRM King Crab - Purity

Mass: 85 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 3132
Dry Cost: 20,131,700 C-Bills
Total Cost: 20,563,700 C-Bills
Battle Value: 2,842

Chassis: Unknown Endo-Steel
Power Plant: Unknown 255 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
    10  (CL) Streak SRM-6s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   130 points                4.50
    Internal Locations: 2 RT, 3 LA, 2 RA
Engine:             XL Engine                    255                       6.50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 5 Improved
    Jump Jet Locations: 3 LT, 2 RT                                        10.00
Heat Sinks:         (CL) Double Heat Sink        12(24)                    2.00
    Heat Sink Locations: 1 LA, 1 RA
Gyro:               Compact                                                4.50
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 263                 16.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           41       
                                 Center Torso (rear)                  13       
                                           L/R Torso     18           27       
                                    L/R Torso (rear)                  9         
                                             L/R Arm     14           28       
                                             L/R Leg     18           36       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) Streak SRM-6s                         CT        8         4         6.00
2 (CL) Streak SRM-6s                         RT        8         4         6.00
2 (CL) Streak SRM-6s                         LT        8         4         6.00
2 (CL) Streak SRM-6s                         RA        8         4         6.00
2 (CL) Streak SRM-6s                         LA        8         4         6.00
@Streak SRM-6 (15)                           HD        -         1         1.00
@Streak SRM-6 (30)                           RA        -         2         2.00
@Streak SRM-6 (15)                           LA        -         1         1.00
@Streak SRM-6 (30)                           RL        -         2         2.00
@Streak SRM-6 (30)                           LL        -         2         2.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 28
3/5j       8       8       0       0      4     4   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA


They get close - have fun with Purity. They stay away - have fun with the Zombie Turtle. The best part, is not just how much damage they can do together or complement each other in a raw, material sense. But how they force hard choices in one's opponent, which can cripple decision making ability.
« Last Edit: 20 June 2020, 04:19:51 by Imperium »
" ALL WAR, is an extension of Politics." Carl Von Clausewitz, summarizing the Napoleonic Wars

"War therefore is an act of violence intended to compel our opponent to fulfil our will." Clausewitz, Ibid.

Maingunnery

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Re: Zombie Turtle
« Reply #3 on: 20 June 2020, 04:17:08 »
Yeah. Also more durable via armored compact gyro. Also better at dealing with infantry. And much more heavily armed, like 3 times the ranged firepower. The problem with the great turtle is it can be so easily ignored. But ignoring 3 ER Large Lasers is very different then 1 X-Large Pulse Laser. It also has a lot more range, which helps make up for slow speed.
The gyro isn't much of a problem, the engine is as the IS XL doesn't mix well with the concept of a Zombie Mech.
Use an armored Clan XL engine perhaps?
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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Imperium

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Re: Zombie Turtle
« Reply #4 on: 20 June 2020, 04:25:29 »
The gyro isn't much of a problem, the engine is as the IS XL doesn't mix well with the concept of a Zombie Mech.
Use an armored Clan XL engine perhaps?

It's a Clan XL Engine, and armoring it would take a LOT more weight then armoring a Compact Gyro. I know the TRO does not show this, so it is not your fault for not realizing. The DHS are IS - not the engine. This makes it so you have to take out BOTH side torsos to really get it down, or take out a side Torso PLUS get a crit on the center - which is not going to be easy with Hardened Armor and Reinforced Structure. And like I said, I'd love to park a Purity near it. Would be fun seeing the opponent struggle to crack that nut.

Like an SRM Carrier parked right next to an LRM Carrier, and the enemy is like "Umm okay, what now?" But worse.

Things I'd consider:

Artillery. Maybe - though I mean the Mechs are not slow enough to die from anything but that massed, and massing artillery is not cheap and has problems on its own.

Battle Armor - though the Mechs could still maul that unless they are directly dropped. Even then, Purity can maul and escape and they will still likely die in droves from Turtle.

TSM Mellee + Talons! Pretty fun. Might work actually if used en masse. Or big TSM Quad Mechs using Mule Kicks!

Savannah Master spam! Pretty cool if we are just going by cost, or some cheap BV, though I mean, you are making a lot of lore breaking assumptions and logistical assumptions regarding Dropships and Jumpships. Like if SM spam worked in Battletech, no other unit would ever be used at all. The way I rationalize it is that Drop Ship and Jump Ship space is limited.

Nuke 'em from Orbit - That's the only way to be sure.

All of this also assumes zero support. I do play with making my own battle armor, aerospace, vees, etc. Just to complement this sort of stuff and making it even meaner, though in a pinch canon support units do wonders as well.
« Last Edit: 20 June 2020, 04:41:12 by Imperium »
" ALL WAR, is an extension of Politics." Carl Von Clausewitz, summarizing the Napoleonic Wars

"War therefore is an act of violence intended to compel our opponent to fulfil our will." Clausewitz, Ibid.