Author Topic: troublesome challenge  (Read 1421 times)

Cannonshop

  • Lieutenant Colonel
  • *
  • Posts: 10426
troublesome challenge
« on: 02 July 2020, 07:13:06 »
Here's one dating from the way-back machine...

take a 3025 era 'mech design, convert it to Advanced Tech (endo, ferro, and such).

restrictions: Must have teh same speed, same armor, and same weapons loadout in tonnage as the original, but you can add factors like CASE and Double heat sinks, or more advanced weapons (if they'll fit) of the same types as the old-style version.

if you can save an increment of 5 tons, then do so and note the weight reduction in your fluff.
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Sabelkatten

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  • Posts: 6952
Re: troublesome challenge
« Reply #1 on: 02 July 2020, 08:57:18 »
So like this?

Code: [Select]
Warhammer WHM-7NXT

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 6 399 635 C-Bills
Battle Value: 1 515

Chassis: Unknown Endo-Steel
Power Plant: Unknown 260 Fusion Engine
Walking Speed: 43,2 km/h
Maximum Speed: 64,8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    2  ER PPCs
    1  Streak SRM-6
    2  Medium Pulse Lasers
    2  ER Small Lasers
    2  Machine Guns
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   104 points                3,50
    Internal Locations: 1 HD, 2 CT, 1 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine:             Fusion Engine                260                      13,50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             15(30)                    5,00
    Heat Sink Locations: 2 LT, 1 RT, 1 LA, 1 RA
Gyro:               Standard                                               3,00
Cockpit:            Standard                                               3,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 160                 10,00
    CASE Locations: 1 LT, 1 RT                                             1,00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     21           24       
                                 Center Torso (rear)                  5         
                                           L/R Torso     15           20       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     10           16       
                                             L/R Leg     15           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Machine Gun                                  RT        0         1         0,50
Medium Pulse Laser                           RT        4         1         2,00
ER Small Laser                               RT        2         1         0,50
Streak SRM-6                                 RT        4         2         4,50
Machine Gun                                  LT        0         1         0,50
Medium Pulse Laser                           LT        4         1         2,00
ER Small Laser                               LT        2         1         0,50
ER PPC                                       RA        15        3         7,00
ER PPC                                       LA        15        3         7,00
@Streak SRM-6 (15)                           RT        -         1         1,00
@MG (1/2) (100)                              LT        -         1         0,50
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 15
4          4       4       2       0      3     2   Structure:  5
Special Abilities: CASE, SRCH, ES, SEAL, SOA

packhntr

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  • Posts: 1246
Re: troublesome challenge
« Reply #2 on: 02 July 2020, 09:27:27 »
Pretty simple upgrade of a Marauder 3D. 
  BattleMech Technical Readout


Code: [Select]
Type/Model:    Marauder MAD-3D-2
Tech:          Inner Sphere / 3060
Config:        Biped BattleMech
Rules:         Level 3, Standard design

Mass:          75 tons
Chassis:       GM Marauder Endo Steel
Power Plant:   300 Vlar Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets:     None
Jump Capacity: 0 meters
Armor Type:    Valiant Lamellor Standard
Armament:     
  2 ER PPCs
  2 Medium Lasers
  1 ER Large Laser
  1 C³ Slave Unit
Manufacturer:  General Motors
  Location:    (Unknown)
Communications System:  Dalban Micronics
Targeting & Tracking System:  Dalban HiRez

--------------------------------------------------------
Type/Model:    Marauder MAD-3D-2
Mass:          75 tons

Equipment:                                 Crits    Mass
Int. Struct.:  114 pts Endo Steel           14      4.00
 (Endo Steel Loc: 2 LA, 2 RA, 3 LT, 1 RT, 2 CT, 2 LL, 2 RL)
Engine:        300 Fusion                    6     19.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   0
Heat Sinks:     20 Double [40]              24     10.00
 (Heat Sink Loc: 1 LA, 1 RA, 3 LT, 3 RT)
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
Actuators: L: Sh+UA+LA    R: Sh+UA+LA       14       .00
Armor Factor:  224 pts Standard              0     14.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9     
   Center Torso:             23         34     
   Center Torso (Rear):                 11     
   L/R Side Torso:           16      23/23     
   L/R Side Torso (Rear):              8/8     
   L/R Arm:                  12      23/23     
   L/R Leg:                  16      31/31     

Weapons and Equipment    Loc  Heat  Ammo   Crits    Mass
--------------------------------------------------------
1 ER PPC                 RA     15           3      7.00
1 Medium Laser           RA      3           1      1.00
1 ER PPC                 LA     15           3      7.00
1 Medium Laser           LA      3           1      1.00
1 ER Large Laser         RT     12           2      5.00
1 C³ Slave Unit          HD      0           1      1.00
--------------------------------------------------------
TOTALS:                         48          78     75.00
Crits & Tons Left:                           0       .00

Calculated Factors:
Total Cost:        7,936,250 C-Bills
Battle Value:      1,492  (+250 for C³)
Cost per BV:       5,319.2
Weapon Value:      2,412 / 2,412 (Ratio = 1.62 / 1.62)
Damage Factors:    SRDmg = 29;  MRDmg = 20;  LRDmg = 10
BattleForce2:      MP: 4,  Armor/Structure: 6/6
                   Damage PB/M/L: 5/3/2,  Overheat: 0
                   Class: MH;  Point Value: 15
                   Specials: c3s
If at first you don't succeed, make it worth the repairman's time!

kindalas

  • Warrant Officer
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  • Posts: 463
Re: troublesome challenge
« Reply #3 on: 02 July 2020, 09:41:52 »
Baby Vindy, 40 tons, 4/6/6 movement profile.
ES and DHS freed up space.

Added the IJJ, CASE and changed the 7 ton PPC for a Snubnose with a capacitor.

The small laser I swapped for a SPL breaking the rules, maybe only technically.

But if it is a rule break I'd just add the half ton of armor for that last 1 point for the CT rear.

If the Capacitor breaks the rules I'd swap in an ERPPC or a LPL.

I like the idea of changing the role of the Mech from a long range plinker to an infighter and using the LRM with smoke or thunder munitions as an area denial weapon. 


Code: [Select]

Vindicator VND-1Q

Mass: 40 tons
Chassis: Endo Steel Biped
Power Plant: 160 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Improved
     Jump Capacity: 180 meters
Armor: Standard
Armament:
     1 Small Pulse Laser
     1 Medium Laser
     1 LRM 5
     1 Snub-Nose PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2826
Tech Rating/Availability: E/X-X-F-D
Cost: 4,234,813 C-bills

Type: Vindicator
Technology Base: Inner Sphere (Experimental)
Tonnage: 40
Battle Value: 1,196

Equipment                                          Mass
Internal Structure            Endo Steel              2
Engine                        160 Fusion              6
Walking MP: 4
Running MP: 6
Jumping MP: 6
Double Heat Sink              10 [20]                 0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  136                   8.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            12        18   
     Center Torso (rear)               5     
     R/L Torso               10        15   
     R/L Torso (rear)                  5     
     R/L Arm                 6         12   
     R/L Leg                 10        20   


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

Weapons
and Ammo               Location  Critical   Heat    Tonnage
Improved Jump Jet         LL        2        -       1.0   
2 Improved Jump Jets      RT        4        -       2.0   
2 Double Heat Sinks       RT        6        -       2.0   
Small Pulse Laser         LA        1        2       1.0   
LRM 5 Ammo (24)           LT        1        -       1.0   
CASE                      LT        1        -       0.5   
LRM 5                     LT        1        2       2.0   
2 Improved Jump Jets      LT        4        -       2.0   
Double Heat Sink          LT        3        -       1.0   
Improved Jump Jet         RL        2        -       1.0   
Medium Laser              HD        1        3       1.0   
Snub-Nose PPC             RA        2        10      6.0   
Double Heat Sink          RA        3        -       1.0   
PPC Capacitor             RA        1        -       1.0   



The Super Baby Vindy 35tons uses the same weapons as the 40ton baby vindy.

It uses Prototype IJJ to get the free space but it feels too much like a good-er-ish Panther.

I chose the Vindicator because it was a Capellan Mech which means that the FS and the FWL could be building the baby versions out of spite.

Code: [Select]
Vindicator VND-2Q

Mass: 35 tons
Chassis: Endo Steel Biped
Power Plant: 140 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Improved (Prototype)
     Jump Capacity: 180 meters
Armor: Standard
Armament:
     1 Small Pulse Laser
     1 Medium Laser
     1 LRM 5
     1 Snub-Nose PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2826
Tech Rating/Availability: E/X-X-F-X
Cost: 3,258,180 C-bills

Type: Vindicator
Technology Base: Inner Sphere (Experimental)
Tonnage: 35
Battle Value: 911

Equipment                                          Mass
Internal Structure            Endo Steel              2
Engine                        140 Fusion              5
Walking MP: 4
Running MP: 6
Jumping MP: 6
Double Heat Sink              10 [20]                 0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  119                   7.5

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


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

Weapons
and Ammo                         Location  Critical   Heat    Tonnage
2 Prototype Improved Jump Jets      LL        2        -       1.0   
2 Prototype Improved Jump Jets      CT        2        -       1.0   
2 Double Heat Sinks                 RT        6        -       2.0   
Small Pulse Laser                   LA        1        2       1.0   
LRM 5 Ammo (24)                     LT        1        -       1.0   
CASE                                LT        1        -       0.5   
LRM 5                               LT        1        2       2.0   
2 Double Heat Sinks                 LT        6        -       2.0   
2 Prototype Improved Jump Jets      RL        2        -       1.0   
Medium Laser                        HD        1        3       1.0   
Snub-Nose PPC                       RA        2        10      6.0   
Double Heat Sink                    RA        3        -       1.0   
PPC Capacitor                       RA        1        -       1.0   


Ruger

  • BattleTech Volunteer
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  • Posts: 5561
Re: troublesome challenge
« Reply #4 on: 02 July 2020, 09:45:48 »
Clarification request: when you say “same weapons loadout in tonnage as the original”, do you mean that you have to have the same exact tonnage of weapons on the design? Does that include ammunition?

So, for instance, would the Warhammer-6R need to have 22 tons in weapons (24 if ammo is included)? The Marauder-3R would require 24 tons of weapons (25 with ammo)?

Does same speed include jump mobility as well?

Please clarify.

Ruger
"If someone ever tries to kill you, you try to kill 'em right back." - Malcolm Reynolds, Firefly

"Who I am is where I stand. Where I stand is where I fall...Stand with me." - The Doctor, The Doctor Falls, Doctor Who

S.gage

  • Lieutenant
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  • Posts: 967
  • The Nova Cat is a subtle hunter.
Re: troublesome challenge
« Reply #5 on: 02 July 2020, 11:03:54 »
Ok, so the STC-2C Striker is the ugly step-child of assault BattleMechs. Not beloved enough to warrant the attention of a BNC or ZEU upgrade, there are only 3 variants published in the MUL and no assembly line intact (after its destruction in 2867). The STC-2C reminds me of an Enforcer's loadout, just increase 30 tons by adding a PPC, modest armor, 4 heat sinks, and a pair of medium lasers. Oh, and drop the size of the autocannon.

It feels like it wants to push smaller 'Mechs around, and might have some trouble doing that with heavies. Sure it keeps pace with heavy-assault lances, but it must bracket its weapon fire to not overheat significantly. Outside of the Third Succession War, I suspect a Striker is too slow to choose its range or adversary. Perhaps this is a blessing, because using those Medium Lasers can kill it with heat (and mobility). Most turns, I suspect the PPC and the AC/5 will be its main fusillade. The armor is not heavy enough to make it a proper assault juggernaut, so it's a heavy brawler or some hybrid, like the Victor.

Well, what if you made that armor stand up, say by making it hardened armor? Now that the Striker's armor can withstand a little more punishment, it is now a true juggernaut, choose a destination and fight anything that stands in your way. There is a lot of free space on that chassis, so why not make some room for some heavier things, say with XL engine (we have that Hardened Armor now) and Endo Steel II. Double Heat Sinks make alpha strikes manageable, so much so that we can squeeze a little more range out of those Medium Lasers, upgrading to ER Medium Lasers. And while an AC/5 is not truly intimidating, a RAC/5 is. Now you have an actual juggernaut with places to go, and 'Mechs to pepper with 5-point damage shots to spread around.

Code: [Select]
Striker STC-3H

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-E
Production Year: 3132
Cost: 18,451,920 C-Bills
Battle Value: 2,259

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Hardened w/ CASE
Armament:
    1  Rotary AC/5
    1  Snub-Nose PPC
    4  ER Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   122 points                4.00
    Internal Locations: 1 LT, 7 RT, 2 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             320                      11.50
    Walking MP: 4
    Running MP: 6 (5)
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 1 LA, 2 RA
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA+H
Armor:              Hardened                     AV - 216                 27.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     25           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     17           25       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     13           22       
                                             L/R Leg     17           26       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              HD        5         1         1.00
2 ER Medium Lasers                           CT        10        2         2.00
Snub-Nose PPC                                RT        10        2         6.00
ER Medium Laser                              LT        5         1         1.00
Rotary AC/5                                  LA        1         6        10.00
@Rotary AC/5 (100)                           LT        -         5         5.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     14    Points: 23
4          5       5       0       0      4     0   Structure:  4
Special Abilities: -0, CASE, SRCH, ES, SEAL, SOA

« Last Edit: 02 July 2020, 13:57:03 by S.gage »
"WHO PUT 6 ARMOR ON THE RIFLEMAN'S HEAD?!?" - Peter S., while marking damage from a PPC, 1994.
"Ich bin Jadefalke!!!! Ich bin MechKrieger!!!!" - German students on their field trip to Leipzig, 1998.
Until the next Clan Invasion or Jihad, Clan Schrödinger's Cat is and is not Annihilated. :)
Early Clan Refit BattleMechs, Novel Clan Golden Century BattleMechs, Early Clan Refit Combat Vehicles, 1st & 2nd Generation Clan OmniMechs.

S.gage

  • Lieutenant
  • *
  • Posts: 967
  • The Nova Cat is a subtle hunter.
Re: troublesome challenge
« Reply #6 on: 02 July 2020, 11:17:48 »
Ok, so the STC-2C Striker is the ugly step-child of assault BattleMechs. Not beloved enough to warrant the attention of a BNC or ZEU upgrade, there are only 3 variants published in the MUL and no assembly lines intact (after its destruction in 2867). The STC-2C reminds me of an Enforcer's loadout, just increase 30 tons by adding a PPC, modest armor, 4 heat sinks, and a pair of medium lasers. Oh, and drop the size of the autocannon.

It feels like it wants to push smaller 'Mechs around, and might have some trouble doing that with heavies. Sure it keeps pace with heavy-assault lances, but it must bracket its weapon fire to not overheat significantly. Outside of the Third Succession War, I suspect a Striker is too slow to choose its range or adversary. Perhaps this is a blessing, because using those Medium Lasers can kill it with heat (and mobility). Most turns, I suspect the PPC and the AC/5 will be its main fusillade. The armor is not heavy enough to make it a proper assault juggernaut, so it's a heavy brawler or some hybrid, like the Victor.

Well, what if you made that armor stand up, say by making it hardened armor? Now that the Striker's armor can withstand a little more punishment, it is now a true juggernaut, choose a destination and fight anything that stands in your way. There is a lot of free space on that chassis, so why not make some room for some heavier things, say with XL engine (we have that Hardened Armor now) and Endo Steel II. Double Heat Sinks make alpha strikes manageable, so much so that we can squeeze a little more range out of those Medium Lasers, upgrading to ER Medium Lasers. And while an AC/5 is not truly intimidating, a RAC/5 is. Now you have an actual juggernaut with places to go, and 'Mechs to pepper with 5-point damage shots to spread around.

Or, if one big gun isn't enough:

Code: [Select]
Striker STC-3B

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-E
Production Year: 3132
Cost: 18,127,920 C-Bills
Battle Value: 2,228

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Hardened w/ CASE
Armament:
    1  Rotary AC/5
    1  Binary Laser Cannon
    3  ER Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   122 points                4.00
    Internal Locations: 3 LT, 5 RT, 2 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             320                      11.50
    Walking MP: 4
    Running MP: 6 (5)
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 1 LA, 2 RA
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA+H
Armor:              Hardened                     AV - 216                 27.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     25           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     17           25       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     13           22       
                                             L/R Leg     17           26       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              HD        5         1         1.00
2 ER Medium Lasers                           CT        10        2         2.00
Binary Laser Cannon                          RT        16        4         9.00
Rotary AC/5                                  LA        1         6        10.00
@Rotary AC/5 (60)                            LT        -         3         3.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     14    Points: 22
4          5       5       0       0      4     0   Structure:  4
Special Abilities: -0, CASE, SRCH, ES, SEAL, SOA

"WHO PUT 6 ARMOR ON THE RIFLEMAN'S HEAD?!?" - Peter S., while marking damage from a PPC, 1994.
"Ich bin Jadefalke!!!! Ich bin MechKrieger!!!!" - German students on their field trip to Leipzig, 1998.
Until the next Clan Invasion or Jihad, Clan Schrödinger's Cat is and is not Annihilated. :)
Early Clan Refit BattleMechs, Novel Clan Golden Century BattleMechs, Early Clan Refit Combat Vehicles, 1st & 2nd Generation Clan OmniMechs.

Cannonshop

  • Lieutenant Colonel
  • *
  • Posts: 10426
Re: troublesome challenge
« Reply #7 on: 02 July 2020, 11:36:45 »
Clarification request: when you say “same weapons loadout in tonnage as the original”, do you mean that you have to have the same exact tonnage of weapons on the design? Does that include ammunition?

So, for instance, would the Warhammer-6R need to have 22 tons in weapons (24 if ammo is included)? The Marauder-3R would require 24 tons of weapons (25 with ammo)?

Does same speed include jump mobility as well?

Please clarify.

Ruger

more ammo is fine, or an upgraded version of the original weapons fit is fine.  Completely changing the weapons to something utterly different is less fine.
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Daryk

  • Lieutenant General
  • *
  • Posts: 37046
  • The Double Deuce II/II-σ
Re: troublesome challenge
« Reply #8 on: 03 July 2020, 03:07:04 »
Are Small Pulse Lasers "utterly different" than Machine Guns, or would they count as upgrades?  ???

Daryk

  • Lieutenant General
  • *
  • Posts: 37046
  • The Double Deuce II/II-σ
Re: troublesome challenge
« Reply #9 on: 03 July 2020, 03:13:12 »
Here's an Urbie… with Endo, Ferro, and an LB-10X it saves enough weight to go 3/5/3...
Code: [Select]
Troublesome Urbie

Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Dry Cost: 2,028,325 C-Bills
Total Cost: 2,060,325 C-Bills
Battle Value: 704

Chassis: Unknown Endo-Steel
Power Plant: Unknown 90 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
    Jump Capacity: 90 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  LB 10-X AC
    1  Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    51 points                1.50
    Internal Locations: 1 HD, 3 LT, 3 RT, 4 LA, 3 RA
Engine:             Fusion Engine                 90                       3.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   1.50
Heat Sinks:         Single Heat Sink             10                        0.00
    Heat Sink Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL
Gyro:               Standard                                               1.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 105                  6.00
    Armor Locations: 4 LT, 4 RT, 5 LA, 1 RA
    CASE Locations: 1 RT                                                   0.50

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

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 10-X AC                                   RA        2         6        11.00
Small Laser                                  LA        1         1         0.50
@LB 10-X (Slug) (10)                         RT        -         1         1.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 7
3j         1       1       1       0      1     0   Structure:  3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

Crimson Dawn

  • Warrant Officer
  • *
  • Posts: 696
Re: troublesome challenge
« Reply #10 on: 03 July 2020, 12:52:56 »
If it moves 3/5/3 it is by definition not an urbanmech j/k  ;) .

Daryk

  • Lieutenant General
  • *
  • Posts: 37046
  • The Double Deuce II/II-σ
Re: troublesome challenge
« Reply #11 on: 03 July 2020, 15:08:13 »
I figured forgoing my customary Blazer Cannon would get it some slack...  ^-^

Ferrosol

  • Master Sergeant
  • *
  • Posts: 228
Re: troublesome challenge
« Reply #12 on: 04 July 2020, 06:30:18 »
An upgraded version of the old Hermes II 2S. Now with deeper ammo bins and better close in firepower. I could do a more radical version with an RAC5 but that doesn't meet the requirements for not using more gun tonnage.

Code: [Select]
Hermes II HER-9S

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 4,091,080 C-Bills
Battle Value: 832

Chassis: Unknown Endo-Steel
Power Plant: Unknown 240 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  Light AC/5
    1  Medium VSPL
    1  ER Flamer
    1  C3 Computer (Slave)
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 3 LT, 3 RT, 4 LA, 3 RA, 1 LL
Engine:             Fusion Engine                240                      11.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 120                  7.00
    Armor Locations: 1 HD, 2 CT, 2 LT, 2 RT, 2 LA, 2 RA, 1 LL, 2 RL
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           17       
                                 Center Torso (rear)                  6         
                                           L/R Torso     10           14       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     6            11       
                                             L/R Leg     10           14       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light AC/5                                   RT        1         2         5.00
C3 Computer (Slave)                          LT        0         1         1.00
Medium VSPL                                  RA        7         2         4.00
ER Flamer                                    LA        4         1         1.00
@Light AC/5 (40)                             LT        -         2         2.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 8
6          2       2       0       0      2     0   Structure:  3
Special Abilities: C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA

Sharpnel

  • Colonel
  • *
  • Posts: 13414
Re: troublesome challenge
« Reply #13 on: 04 July 2020, 15:46:37 »
This is a baby Thunderbolt with many of the standard upgrades onw would expect. The LRM has been downsized  to an LRM10 while the SRM2 is now a Streak SRM4. The MGs have been upgraded to LMGs (for the longer range) while two ER medium laser replace the three standards. The larger laser is now an ER model. With the five ton drop in weight armor weight was reduced by a half-ton but still keeps the protection at near maximum for its weight class. CASE now protect both side torsos. The original Thunderbolt has 21 tons of weapons and ammo while the Thunderbird has 19 tons of weapons and ammo (20 tons if you include the CASE).
Code: [Select]
Thunderbird TDR-6S

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3070
Dry Cost: 5,300,160 C-Bills
Total Cost: 5,384,660 C-Bills
Battle Value: 1,402

Chassis: Earthwerks TDR Standard
Power Plant: Magna 240 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Ryerson 150 Standard Armor w/ CASE
Armament:
    1  ER Large Laser
    1  LRM-10
    2  ER Medium Lasers
    1  Streak SRM-4
    2  Light Machine Guns
Manufacturer: Earthwerks Incorporated
    Primary Factory: Keystone
Communications System: Neil 8000
Targeting and Tracking System: RCA Instatrac Mark X

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                6.00
Engine:             Fusion Engine                240                      11.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             14(28)                    4.00
    Heat Sink Locations: 2 LT, 1 RT, 1 LA, 1 RA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 200                 12.50
    CASE Locations: 1 LT, 1 RT                                             1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           29       
                                 Center Torso (rear)                  10       
                                           L/R Torso     14           21       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     10           20       
                                             L/R Leg     14           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-10                                       RT        4         2         5.00
Streak SRM-4                                 RT        3         1         3.00
2 ER Medium Lasers                           LT        10        2         2.00
ER Large Laser                               RA        12        2         5.00
2 Light Machine Guns                         LA        0         2         1.00
@LRM-10 (12)                                 RT        -         1         1.00
@Streak SRM-4 (25)                           RT        -         1         1.00
@LMG (200)                                   LT        -         1         1.00
                                            Free Critical Slots: 18

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 14
4          4       4       2       0      3     0   Structure:  5
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1

« Last Edit: 04 July 2020, 15:51:03 by Sharpnel »
Consigliere Trygg Bender, CRD-3BL Crusader, The Blazer Mafia
Takehiro 'Taco' Uchimiya, SHD-2H Shadow Hawk 'Taco', Crimson Oasis Trading Company

"Of what use is a dream, if not a blueprint for courageous action" -Adam West
As I get older, I realize that I'm not as good as I once was.
"Life is too short to be living someone else's dream" - Hugh Hefner

(SMD)MadCow

  • Lieutenant
  • *
  • Posts: 834
  • 1st Earl of the Bixby Duchy
Re: troublesome challenge
« Reply #14 on: 08 July 2020, 22:55:59 »
Here's one for the Enforcer: All weapons get an upgrade and CASE for the ammo and can reduce the whole package by 5 tons.

Code: [Select]
Enforcer ENF-41

Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/E-F-E-A
Production Year: 0
Cost: 3,838,150 C-Bills
Battle Value: 1,150

Chassis: Dorwinion Endo-Steel
Power Plant: Nissan 180 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: McCloud Specials
    Jump Capacity: 120 meters
Armor: Starshield Standard Armor w/ CASE
Armament:
    1  ER Large Laser
    1  LB 10-X AC
    1  Small Pulse Laser
Manufacturer: Achernar BattleMechs
    Primary Factory: New Avalon
Communications System: Achernar Electronics HICS-11
Targeting and Tracking System: Federated Hunter

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    75 points                2.50
    Internal Locations: 2 CT, 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine:             Fusion Engine                180                       7.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LT, 2 RT                                         2.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 2 LT, 1 RT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 144                  9.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     14           23       
                                 Center Torso (rear)                  4         
                                           L/R Torso     11           17       
                                    L/R Torso (rear)                  3         
                                             L/R Arm     7            14       
                                             L/R Leg     11           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Pulse Laser                            LT        2         1         1.00
LB 10-X AC                                   RA        2         6        11.00
ER Large Laser                               LA        12        2         5.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 12
4j         2       2       2       0      2     0   Structure:  4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1


Crimson Dawn

  • Warrant Officer
  • *
  • Posts: 696
Re: troublesome challenge
« Reply #15 on: 09 July 2020, 01:44:24 »
How about this for a 65 ton Grasshopper.  It gets to be a 4/6/5 jumper and has the same load out as the original with slightly more range (ER large) and more accuracy (targeting computer).  It also has the same amount of armor (I did not check to see if it is arranged the same).  It also has CASEII to protect its single ton of ammo so it should be ready to be hard to kill.  Only thing I could not do is place that 5th jumpjet in the center torso.  Granted I could remove the targeting computer and add either a 6th jump jet or go with a compact gyro so I could fit both the large laser and the jump jet in the same space but I did not want to and while it feels off that is not an illegal design choice.

Code: [Select]
Grasshopper Small

Mass: 65 tons
Chassis: Endo Steel Biped
Power Plant: 260 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Improved
     Jump Capacity: 150 meters
Armor: Standard
Armament:
     4 Medium Laser
     1 LRM 5
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 7,196,585 C-bills

Type: Grasshopper
Technology Base: Inner Sphere (Experimental)
Tonnage: 65
Battle Value: 1,746

Equipment                                          Mass
Internal Structure            Endo Steel            3.5
Engine                        260 Fusion           13.5
Walking MP: 4
Running MP: 6
Jumping MP: 5
Double Heat Sink              13 [26]                 3
Gyro                                                  3
Cockpit                                               3
Armor Factor                  208                    13

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            21        31   
     Center Torso (rear)               10   
     R/L Torso               15        23   
     R/L Torso (rear)                  7     
     R/L Arm                 10        19   
     R/L Leg                 15        30   


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

Weapons
and Ammo               Location  Critical   Heat    Tonnage
Improved Jump Jet         LL        2        -       2.0   
ER Large Laser            CT        2        12      5.0   
Medium Laser              RT        1        3       1.0   
2 Improved Jump Jets      RT        4        -       4.0   
Double Heat Sink          RT        3        -       1.0   
Targeting Computer        RT        3        -       3.0   
Medium Laser              LA        1        3       1.0   
CASE II                   LT        1        -       1.0   
Medium Laser              LT        1        3       1.0   
LRM 5 Ammo (24)           LT        1        -       1.0   
Improved Jump Jet         LT        2        -       2.0   
2 Double Heat Sinks       LT        6        -       2.0   
Improved Jump Jet         RL        2        -       2.0   
LRM 5                     HD        1        2       2.0   
Medium Laser              RA        1        3       1.0   

Features the following design quirks: Rugged (1 Point)



EDIT:  How strange I somehow added a quirk to this design.  I did not even know my version of mega mek even had quirks and I do not know how I added it to the design.  The quirk itself is unintentional though rugged at last sounds plausible for a tough machine like a grasshopper.
« Last Edit: 09 July 2020, 01:47:00 by Crimson Dawn »

Giovanni Blasini

  • Lieutenant Colonel
  • *
  • Posts: 7103
  • And I think it's gonna be a long, long time...
Re: troublesome challenge
« Reply #16 on: 09 July 2020, 23:41:11 »
It's interesting what you cna do with a Charger Makin gut a more reasonable 75 tons, even keeping a standard engine.

Code: [Select]

   
 Charger CGR-1B1
 3050 IS Heavy

 
Type/Model: Charger CGR-1B1
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 75 tons
Chassis:
Power Plant: 375 Fusion
Walking Speed: 54.0 km/h
Running Speed: 86.4 km/h
Armor Type:  Ferro-Fibrous
Armament:
 1 Beagle Active Probe
 1 Medium Laser
 1 Medium Laser
 2 Medium Laser
 1 Medium Laser
 2 Medium Laser
 1 C3 Slave Unit
 1 Guardian ECM Suite
 1 TAG
 1 Remote Sensor Disp.
Manufacturer:
 Location:
Communications System:
Targeting and Tracking System:

   
---------------------------------------------------------
Type/Model:  Charger CGR-1B1
Mass: 75 tons

Equipment:                                 Crits    Mass
Int. Struct.: 114 pts Endo Steel            14      4.00
 (5 LA,7 RA,2 RT)
Engine:        375 Fusion                    6     38.50
   Walking MP:   5
   Running MP:   8
   Jumping MP:   0
Heat Sinks:     10 Double [20]               0      0.00
Gyro:                                        4      4.00
Cockpit, Life Supt., Sensors:                5      3.00
L: Sh+UA+LA    R: Sh+UA+LA+H                 7      0.00
Armor Factor:  231 Ferro-Fibrous            14     13.00
 (Armor Crit Loc: 8 LT,6 RT)

                          Internal    Armor
                          Structure   Value
   Head:                      3          9
   Center Torso:             23         36
   Center Torso (Rear):                 10
   L/R Side Torso:           16      26/26
   L/R Side Torso (Rear):              6/6
   L/R Arm:                  12      24/24
   L/R Leg:                  16      32/32
 
Weapons and Equipment    Loc  Heat  Ammo   Crits     Mass
---------------------------------------------------------
1 Beagle Active Probe    RT       0           2      1.50
1 Medium Laser           CT       3           1      1.00
1 Medium Laser           HD       3           1      1.00
2 Medium Laser           LT       6           2      2.00
1 Medium Laser           RA       3           1      1.00
2 Medium Laser           RT       6           2      2.00
1 C3 Slave Unit          CT       0           1      1.00
1 Guardian ECM Suite     LT       0           2      1.50
1 TAG                    LA       0           1      1.00
1 Remote Sensor Disp.    LA       0           1      0.50
---------------------------------------------------------
TOTALS:                          21           1     12.50
Crits and Tons Left:                          6             
 
Calculated Factors
Total Cost:        9,023,000 C-Bill
Battle Value (BV1):1412
BV1 with C3:       1530
Battle Value (BV2):1665 
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

Daryk

  • Lieutenant General
  • *
  • Posts: 37046
  • The Double Deuce II/II-σ
Re: troublesome challenge
« Reply #17 on: 10 July 2020, 05:11:18 »
+1 for the RSD!  :thumbsup:

Tymers Realm

  • Lieutenant
  • *
  • Posts: 1292
Re: troublesome challenge
« Reply #18 on: 20 July 2020, 12:05:32 »
So...

Here's a tweak to the regular CN9-A Centurion.
In keeping with the spirit of this challenge, the 200 SFE is kept along with the standard structure. The Armor, Sinks, and Weapons all get upgrades though.
The AC to LBX upgrade is a no-brainer and my usual two tons of Slug Ammo. The LRM gets swapped with a MML-7 and a ton each of LRM and SRM Ammo. Both Torsos also get CASE protection for their respected Ammo bins. The Med Lasers get changed out as well. The Front mounted one upgrades to a ER Med and the Rear gets replaced with a Sm X-Pulse Laser.
The Heat Skins are upgraded to Doubles. The Armor not only upgrades to Ferro-Fibrous, but adds a half ton as well.

All-in-all, I think this is a solid rework.

So here's my CN9-A(R) Centurion:
Code: [Select]
Centurion CN9-A(R)

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Dry Cost: 4,116,250 C-Bills
Total Cost: 4,197,250 C-Bills
Battle Value: 1,101

Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  LB 10-X AC
    1  MML-7
    1  ER Medium Laser
    1  Small X-Pulse Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             Fusion Engine                200                       8.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA
Armor:              Ferro-Fibrous                AV - 161                  9.00
    Armor Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL
    CASE Locations: 1 LT, 1 RT                                             1.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           23       
                                 Center Torso (rear)                  7         
                                           L/R Torso     12           18       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     8            16       
                                             L/R Leg     12           21       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Medium Laser                              CT        5         1         1.00
(R) Small X-Pulse Laser                      CT        3         1         1.00
MML-7                                        LT        4         4         4.50
LB 10-X AC                                   RA        2         6        11.00
@LB 10-X (Slug) (20)                         RT        -         2         2.00
@MML-7 (LRM) (17)                            LT        -         1         1.00
@MML-7 (SRM) (14)                            LT        -         1         1.00
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 11
4          2       2       1       0      2     0   Structure:  4
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1


Enjoy...

Giovanni Blasini

  • Lieutenant Colonel
  • *
  • Posts: 7103
  • And I think it's gonna be a long, long time...
Re: troublesome challenge
« Reply #19 on: 20 July 2020, 19:55:16 »
Decided to have a go at the Cyclops.  Dropped the tonnage down to 70 tons, which broke even with 90 tons, and could have left it there.  However, I switched to endo steel, added CASE and a Command Console, then switched to double heat sinks, dropped one sink, and added another ton of armor.

Code: [Select]
Cyclops CP-11-Z

Mass: 70 tons
Chassis: Endo Steel Biped
Power Plant: 280 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     2 Medium Laser
     1 AC/20
     1 SRM 4
     1 LRM 10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2710
Tech Rating/Availability: E/D-F(F*)-E-D
Cost: 7,297,873 C-bills

Type: Cyclops
Technology Base: Inner Sphere (Advanced)
Tonnage: 70
Battle Value: 1,386

Equipment                                          Mass
Internal Structure            Endo Steel            3.5
Engine                        280 Fusion             16
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              11 [22]                 1
Gyro                                                  3
Command Console                                       6
Armor Factor                  176                    11

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            22        30   
     Center Torso (rear)               11   
     R/L Torso               15        20   
     R/L Torso (rear)                  8     
     R/L Arm                 11        15   
     R/L Leg                 15        20   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
SRM 4                    CT        1        3       2.0   
SRM 4 Ammo (25)          CT        1        -       1.0   
AC/20                    RT        10       7       14.0 
Medium Laser             LA        1        3       1.0   
AC/20 Ammo (20)          LT        4        -       4.0   
CASE                     LT        1        -       0.5   
LRM 10 Ammo (12)         LT        1        -       1.0   
LRM 10                   LT        2        4       5.0   
Medium Laser             RA        1        3       1.0   

Features the following design quirks: Battle Computer, Cowl, Difficult Ejection, Weak Head Armor (2)
"Does anyone know where the love of God goes / When the waves turn the minutes to hours?"
-- Gordon Lightfoot, "The Wreck of the Edmund Fitzgerald"

 

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