Author Topic: Rakshasha MDG-4C  (Read 366 times)

Hazard Pay

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Rakshasha MDG-4C
« on: 19 January 2025, 01:17:34 »
General Motors is offering this refit package at their Kathil plant for old Rakshashas, making use of new technologies both Spheroid and Clan to bring them up to snuff for the modern battlefield.

Launchers and Large Lasers replaced by Clan versions, where saved weight from the lower weight and removing the Artemis-IV (increasinglt suspect given the prevalence of advanced ECM) allowed more ammo and CASE II increasing endurance and survivability. The Ferro plating replaced by Reflective and is increased to maximal. The Medium Lasers and Pulse replced by a trio of Medium X-Pulse models for close-in combat.

Code: [Select]
Rakshasa MDG-4C

Mass: 75 tons
Chassis: Endo Steel Biped
Power Plant: 375 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Reflective
Armament:
     3 Medium X-Pulse Laser
     2 ER Large Laser
     2 LRM 10
Manufacturer: General Motors
     Primary Factory: Kathil (Refit)
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3128
Tech Rating/Availability: F/X-X-F-E
Cost: 20,422,500 C-bills

Type: Rakshasa
Technology Base: Mixed (Advanced)
Tonnage: 75
Battle Value: 2,638

Equipment                                          Mass
Internal Structure            Endo Steel              4
Engine                        375 XL               19.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Double Heat Sink              15 [30]                 5
Gyro                                                  4
Cockpit                                               3
Armor Factor (Reflective)     231                  14.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            23        35   
     Center Torso (rear)               11   
     R/L Torso               16        24   
     R/L Torso (rear)                  8     
     R/L Arm                 12        24   
     R/L Leg                 16        32   


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

Weapons
and Ammo               Location  Critical   Heat    Tonnage
CASE II                   RT        1        -       1.0   
LRM 10 Ammo (24)          RT        2        -       2.0   
LRM 10                    RT        1        4       2.5   
ER Large Laser            LA        1        12      4.0   
Medium X-Pulse Laser      LA        1        6       2.0   
CASE II                   LT        1        -       1.0   
LRM 10 Ammo (24)          LT        2        -       2.0   
LRM 10                    LT        1        4       2.5   
Medium X-Pulse Laser      LT        1        6       2.0   
ER Large Laser            RA        1        12      4.0   
Medium X-Pulse Laser      RA        1        6       2.0   

Features the following design quirks: Easy to Maintain, Weak Head Armor (1)

« Last Edit: 19 January 2025, 01:52:34 by Hazard Pay »

Andras

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Re: Rakshasha MDG-4C
« Reply #1 on: 19 January 2025, 08:52:34 »
One LRM20 would be less heat for same damage as two LRM10 and you can save a ton for the extra CASE II that is not needed.

DevianID

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Re: Rakshasha MDG-4C
« Reply #2 on: 19 January 2025, 19:14:29 »
A Rakshasa with clan weapon feels wrong to me.  Also the xpulse lasers plus clan weapons feels out of place... like its not bracket fighting well cause the clan LRMs dont have a minimum, so the need to bring a different set of weapons to sub out clan grade stuff for IS stuff feels a step in the wrong direction.  I feel id rather stay at range, and drop the xpulse for better clan LRMs, if splurging for clan weapons.

wesharrisb

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  • Posts: 933
  • 8-Bit Battletech
Re: Rakshasha MDG-4C
« Reply #3 on: 21 January 2025, 14:52:12 »
Kuritan Version. No Clan tech, just smarter and dumber IS tech.

Code: [Select]
Rakshasa  MDG-4K

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 15,109,500 C-Bills
Total Cost: 15,119,500 C-Bills
Battle Value: 1,745

Chassis: Unknown Endo-Steel
Power Plant: Unknown 375 Light Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    2  Light PPCs
    4  ER Medium Lasers
    2  MRM-10s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 4 LT, 2 RT, 4 LA, 3 RA, 1 LL
Engine:             Light Fusion Engine          375                      29.00
    Walking MP: 5
    Running MP: 8
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             14(28)                    4.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV - 231                 13.00
    Armor Locations: 1 HD, 2 LT, 3 RT, 2 LA, 3 RA, 1 LL, 2 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
MRM-10                                       RT        4         2         3.00
ER Medium Laser                              RT        5         1         1.00
MRM-10                                       LT        4         2         3.00
ER Medium Laser                              LT        5         1         1.00
Light PPC                                    RA        5         2         3.00
ER Medium Laser                              RA        5         1         1.00
Light PPC                                    LA        5         2         3.00
ER Medium Laser                              LA        5         1         1.00
@MRM-10 (48)                                 CT        -         2         2.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 17
5          4       4       1       0      3     1   Structure:  4
Special Abilities: SRCH, ES, SEAL, SOA


DevianID

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Re: Rakshasha MDG-4C
« Reply #4 on: 22 January 2025, 01:45:57 »
Oh I like that.  Id probably drop the 2 torso ER meds for the OG madcat med pulse, or apollo or a C3 or something, but the light PPC plus mlaser has the arm box look but with budget friendly IS tech.

Iceweb

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  • Lyran Engineer
Re: Rakshasha MDG-4C
« Reply #5 on: 22 January 2025, 17:31:05 »
Inspired to do a Clan weapon swap of the 2A given a supply of material being purchased from the Sea Foxes. 

All weapons are shifted to their clan upgrades increasing range significantly.  Further the armor was changed to Clan Ferro-Fibrous increasing protection and the weight savings on the Large Pulse laser allowed a slight bit of more armor to be added nearing the maximum protection the frame can handle.  Finally Clan grade CASE II was placed in the left torso containing the ammo bins allowing the fragile XL engine to survive most lucky shots that hit an ammo bay. 

That said the initial build was plagued with problems integrating the extremely complicated clan tech with the existing electronics of the Inner Sphere, even with updating everything to current spec.  The Alpha run of the mechs had wide EM interference when any of the new lasers were fired nearly blinding the mech with each volley.  In addition the greater bulk of the Rotary Cannon caused the engineers to not be able to properly armor the weapon leading to an Exposed Weapon Linkage where any shots to the left arm had a decent chance to penetrate into and disable the weapon.   

The Beta run corrected these problems, but one of the fixes was done by moving the ammo feed for the cannon accidentally over a internal thermal vent in the cooling system.  This unknown thermal vent caused
significant Ammo Feed problems with the Rotary Cannon from thermal bloom in the shells as they traveled to the gun.  This meant the weapon which already had jamming issues at high rates of fire could jam even when used at minimal fire rates due the warping of the shells.  Even worse some battle ROMs showed that under a perfect storm of unfortunate variables a high rate of fire could cause the ammo to become unstable and touch off inside the cannon or even the feed mechanism.  This internal ammo explosion turned out to be too much for the CASE II system to hold against blowing the mech out at the arm joint, and shattering the internals of the Left Torso and destroying the magnetic containment of the engine systems housed there. 

All of these issues were finally fixed in the Charlie run of the mechs, bringing the machine to battlefield standard.  Still some of these older machines exist and worries that they might be pressed into battlefield service again worries the PR department. 

The R&D department has big ideas for the next iteration of the machine.  Talks of replacing the Large Pulse laser with a rumored RISC hyperlaser fill the break room, and the idea of changing two of the medium pulse lasers into Re-engineered medium lasers delights some engineers who have become frustrated with the new armor types proliferating the battlefields.   

Code: [Select]
Rakshasa MDG-2A-C
Base Tech Level: Standard Mixed (Base IS)
Level                Era                   
--------------------------------------------
Experimental         3073+ (Jihad -)       
Advanced             -                     
Standard             3130+ (Late Republic -)
Tech Rating: F/X-X-X-F

Weight: 75 tons
BV: 2,631
Cost: 18,692,188 C-bills
Source: Custom
Role: Skirmisher

Movement: 5/8
Engine: 375 XL
Double Heat Sinks: 15 [30]
Cockpit: Standard Cockpit
Gyro: Standard Gyro

Internal: 114 (Endo Steel)
Armor: 230/231 (Ferro-Fibrous)
                     Internal  Armor   
----------------------------------------
Head                     3       9     
Center Torso            23       35     
Center Torso (rear)              10     
Right Torso             16       25     
Right Torso (rear)               7     
Left Torso              16       25     
Left Torso (rear)                7     
Right Arm               12       24     
Left Arm                12       24     
Right Leg               16       32     
Left Leg                16       32     

Weapons                      Loc      Heat   
----------------------------------------------
Rotary AC/5 (Clan)            LA        1     
Large Pulse Laser (Clan)      RA       10     
Medium Pulse Laser (Clan)     RA        4     
Medium Pulse Laser (Clan)     RA        4     
Medium Pulse Laser (Clan)     RT        4     
Medium Pulse Laser (Clan)     RT        4     

Ammo              Loc  Shots 
------------------------------
Rotary AC/5 Ammo   LT    20   
Rotary AC/5 Ammo   LT    20   
Rotary AC/5 Ammo   LT    20   

Equipment       Loc 
---------------------
CASE II (Clan)   LT 

Quirks
------
Easy to Maintain
Weak Head Armor (1)

Additional notes. 
Alpha versions have the additional quirks:  EM Interference Whole Unit and the RAC 5 has the quirk Exposed Weapon Linkage. 
Beta version has the additional quirk: RAC 5 Ammo Feed Problems.   Further if the Ammo Feed Problem quirk causes an ammo explosion the CASE II on the mech is treated as regular CASE instead.