Author Topic: New Avatar for the Dark Ages  (Read 779 times)

wesharrisb

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New Avatar for the Dark Ages
« on: 10 March 2018, 05:58:56 »
The Avatar should be the face of OMNI pain that the IS is able to give back to Clanners in spades. The original Avatar suffered from a lower than optimal speed for combating such opponents, as well as lower than average armor, and a lack of more modern survival options when dealing with clan opponents. IS mechs almost always trade away speed for more armor and weapons tonnage, but the Avatar III seeks to fix that small detail. Boasting heavier armor than the previous version, more speed, and a more focused arrangement on ranged firepower; the Avatar III seeks to combat clan mechs with a bit of their own game, with the added advantage of better armor versus most clan opponents.

Speed is life, armor is soul, and firepower is heart, the Avatar III seeks to blend the best of all worlds. While suffering from IS 3 box-side-engine XL-itis, the design does make extensive use of CASE II in all variants to help appease the gods of Dice.

The variants take from experience, what has been learned, over a century of combat with a variety of clan opponents. If you must, close range, but longer range allows for you to whittle them down more. Your armor is more precious than theirs, and the firepower that an IS mech can bring never seems to really be as effective as clan equivalent mechs.

The Primary variant is a take on the original Avatar, with an LBX 10 and dual LRM 10s for long range, a pair of ERMLs add in medium range capabilities, and a pair of S-XPLasers help to defend against infantry. Heat, as long as you avoid firing the S-XPLasers, isn't a problem.

The first true variant focuses on mixing ranges, with effective long range firepower, of a sort, and a much heavier punch at short range. an UAC-10 with dual LPPCs helps with longer ranged opponents, while a pair of SRM-6s and a pair of ERSLs helps to control short range. the UAC 10 is central to the primary armament, spend it's ammunition wisely.

The second variant focuses on short range mixed with some long range. Flexible MML-9s provide the only ranged capabilities, while a pair of ERMLs can be added into mid range. A pair of MVSPLasers and S-XPLasers helps to sort out short range. Using the Pulsies with the MML-9s at short range will certainly help to disrupt your enemies armor distributions quickly.

The third variant is based off of the Falconer design employed against Jade Falcon, it simply harnesses the designs primary boomsticks, a GR and ERPPC to a single ERML.
While the design lacks all of the firepower of the original, it does have better heat dissipation and much better armor distribution.

The fourth variant is designed to emulate the Rakshasa, but with better anti infantry capabilities, to that end the original MPLaser has been replaced with a pair of S-XPLasers, and a CASE II subsystem protects LRM ammo. Dual ERLLs and ERMLs certainly help to keep this variant alive.



Code: [Select]
Avatar III AV-III-M

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3132
Cost: 18,337,333 C-Bills
Battle Value: 896

Chassis: Unknown Endo-Steel
Power Plant: Unknown 350 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    31.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   107 points                3.50
    Internal Locations: 1 HD, 2 LT, 1 RT, 3 LA, 3 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             350                      15.00
    Walking MP: 5
    Running MP: 8
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 200                 12.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     22           30       
                                 Center Torso (rear)                  11       
                                           L/R Torso     15           20       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     11           20       
                                             L/R Leg     15           25       



================================================================================
Loadout Name: Primary                                        Cost: 20,468,708
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1,655

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             12(24)                    1.00
    CASE II Locations: 1 LT                                                1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 ER Medium Lasers                           RA        10        2         2.00
LB 10-X AC                                   LA        2         6        11.00
LRM-10                                       RT        4         2         5.00
LRM-10                                       LT        4         2         5.00
2 Small X-Pulse Lasers                       CT        6         2         2.00
@LB 10-X (Slug) (10)                         LT        -         1         1.00
@LB 10-X (Cluster) (10)                      LT        -         1         1.00
@LRM-10 (24)                                 LT        -         2         2.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
5          3       4       2       0      3     0   Structure:  3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/1


================================================================================
Loadout Name: Alfa                                           Cost: 20,414,521
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1,700

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    CASE II Locations: 1 LT                                                1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Light PPCs                                 RA        10        4         6.00
Ultra AC/10                                  LA        4         7        13.00
SRM-6                                        RT        4         2         3.00
SRM-6                                        LT        4         2         3.00
2 ER Small Lasers                            CT        4         2         1.00
@Ultra AC/10 (20)                            LT        -         2         2.00
@SRM-6 (30)                                  LT        -         2         2.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
5          4       4       2       0      3     0   Structure:  3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, SRM 1/1/0


================================================================================
Loadout Name: Beta                                           Cost: 20,959,583
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1,529

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             13(26)                    2.00
    CASE II Locations: 1 LT, 1 RT                                          2.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium VSPL                                  RA        7         2         4.00
ER Medium Laser                              RA        5         1         1.00
Medium VSPL                                  LA        7         2         4.00
ER Medium Laser                              LA        5         1         1.00
MML-9                                        RT        5         5         6.00
MML-9                                        LT        5         5         6.00
2 Small X-Pulse Lasers                       CT        6         2         2.00
@MML-9 (SRM) (11)                            RT        -         1         1.00
@MML-9 (LRM) (13)                            RT        -         1         1.00
@MML-9 (LRM) (13)                            LT        -         1         1.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 15
5          4       4       1       0      3     1   Structure:  3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: Capa                                           Cost: 20,538,833
Tech Rating/Era Availability: E/X-X-E-A                       BV2: 2,130

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   5.00
Heat Sinks:         Double Heat Sink             12(24)                    1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        3         7.00
Gauss Rifle                                  LA        1         7        15.00
ER Medium Laser                              CT        5         1         1.00
@Gauss Rifle (16)                            LT        -         2         2.00
                                            Free Critical Slots: 10

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 21
5j         3       3       3       0      3     0   Structure:  3
Special Abilities: OMNI, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Dela                                           Cost: 20,506,958
Tech Rating/Era Availability: E/X-X-F-A                       BV2: 1,775

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             15(30)                    4.00
    Heat Sink Locations: 2 RT, 1 LA, 1 RA
    CASE II Locations: 1 LT                                                1.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               RA        12        2         5.00
ER Medium Laser                              RA        5         1         1.00
ER Large Laser                               LA        12        2         5.00
ER Medium Laser                              LA        5         1         1.00
LRM-10                                       RT        4         2         5.00
LRM-10                                       LT        4         2         5.00
2 Small X-Pulse Lasers                       CT        6         2         2.00
@LRM-10 (24)                                 LT        -         2         2.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
5          3       3       2       0      3     2   Structure:  3
Special Abilities: OMNI, CASEII, SRCH, ES, SEAL, SOA, IF 1


StoneRhino

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  • Posts: 2269
Re: New Avatar for the Dark Ages
« Reply #1 on: 26 March 2018, 10:34:52 »
I also believe that the Avatar should have an ongoing role in killing stuff in the game. However, nearly doubling the weight of the engine is not the path that I would take. My view of the Avatar is that it opts for more podspace instead of speed, which is why it wins out over other designs and has become a standard in my forces.

Going with a higher speed shaves off tonnage for weapons. Because of that I would reconsider using any AC heavier then an LBX10, instead opting to make use of a heavy ppc in place of the ultra 10 in one config. Perhaps using more MMLs instead of LRMs for their utility to make greater use of the available pod space. MRMs might not be the most accurate weapons around, but if you can get close enough the damage to tonnage ratio is closer to clan lrms, and it sounds as though you intend to use the mech to get in close to clan units. One of the biggest advantages that the clans have are their lighter missile launchers, which is a good reason to add an AMS and possible ECM to a unit dedicated to sticking it to the clanners.

One last thing that comes to mind is that I did not see a jump capable variant built for short range fights. >:D

 

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