Author Topic: Lurker urban combat armour  (Read 1132 times)

sneakylikeajavelin

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Lurker urban combat armour
« on: 12 August 2023, 09:03:53 »
Intended to engage in both offensive and defensive operations in urban areas, the Lurker is a vicious but close-ranged fighter. The more common model mounts paired machine guns that make it a threat to both conventional infantry and hard targets like combat vehicles and 'Mechs. Although not as heavily armoured as some designs the respectable amount of Mimetic armour makes the wearer difficult to target when stationary or moving slowly, while the jump jets allow for deployment by VTOL or a quick exit from buildings. Finally, the upgraded sensor suite enables the Lurker to spot hidden targets, allowing it to sweep ahead of an advance to flush out ambushers.

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Lurker (MG)
Type: Lurker
Tech Base: Inner Sphere (Standard)
Chassis Type: Biped
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value: 252
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No

EquipmentSlotsMass
Chassis:175 kg
Motive System:
    Ground MP:380 kg
    Jump MP:150 kg
Manipulators:
    Left Arm:Armoured Glove0 kg
    Right Arm:Battle Claw15 kg
Armour:Mimetic7400 kg
    Armour Value:8 + 1 (Trooper)
Weapons and EquipmentLocationSlots (Capacity)Mass
Improved SensorsBody165 kg
Machine Gun (Medium)Left Arm1100 kg
Machine Gun (Medium)Right Arm1100 kg

The TAG model replaces the medium machine gun in the left arm with a lightweight TAG system, while the one in the right arm is upgraded to a heavy machine gun. This model is still dangerous to conventional infantry, but trades a little of its hitting power against hard targets for the ability to direct artillery and missile fire from its allies.

Quote
Lurker (TAG)
Type: Lurker
Tech Base: Inner Sphere (Standard)
Chassis Type: Biped
Weight Class: Medium
Maximum Weight: 1,000 kg
Battle Value: 220
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No

EquipmentSlotsMass
Chassis:175 kg
Motive System:
    Ground MP:380 kg
    Jump MP:150 kg
Manipulators:
    Left Arm:Armoured Glove0 kg
    Right Arm:Battle Claw15 kg
Armour:Mimetic7400 kg
    Armour Value:8 + 1 (Trooper)
Weapons and EquipmentLocationSlots (Capacity)Mass
Improved SensorsBody165 kg
TAG (Light)Left Arm135 kg
Machine Gun (Heavy)Right Arm1150 kg
« Last Edit: 13 August 2023, 02:43:38 by sneakylikeajavelin »

Sabelkatten

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Re: Lurker urban combat armour
« Reply #1 on: 12 August 2023, 13:00:07 »
Might want to consider more ground MP. Can't jump inside buildings...

ANS Kamas P81

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Re: Lurker urban combat armour
« Reply #2 on: 12 August 2023, 13:36:04 »
How many Jump MP does it have?
Der Hölle Rache kocht in meinem Herzen,
Tod und Verzweiflung flammet um mich her!
Fühlt nicht durch dich Jadefalke Todesschmerzen,
So bist du meine Tochter nimmermehr!

Sabelkatten

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Re: Lurker urban combat armour
« Reply #3 on: 12 August 2023, 15:12:02 »
Should be 3 MP I guess; 150kg jets.

sneakylikeajavelin

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Re: Lurker urban combat armour
« Reply #4 on: 13 August 2023, 02:23:31 »
Might want to consider more ground MP. Can't jump inside buildings...

That's a fair point, I tend to just pile on the jump jets in BA designs but a higher ground speed is probably more useful here. I've updated the designs above to drop two jump MP in exchange for two more ground MP. Conveniently this also frees up the weight to switch the manipulators of the (MG) model to a battle claw and armoured glove.

Sabelkatten

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Re: Lurker urban combat armour
« Reply #5 on: 13 August 2023, 06:16:07 »
I was going to ask why you'd keep one JJ, but then I realized that jumping OUT of buildings is probably legal... That's one really quick way of getting down to the ground!

sneakylikeajavelin

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Re: Lurker urban combat armour
« Reply #6 on: 13 August 2023, 12:38:05 »
It is indeed :cheesy: It also lets you drop the squad out of a Karnov without needing to land it first.

maxcarrion

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Re: Lurker urban combat armour
« Reply #7 on: 07 September 2023, 07:37:55 »
I like these, I think they have a role and they are good at it.  It would be trivial to make a flamey variant which exchanges the 2xMG for a Flamer and a Firedrake, even more infantry killing, different cover interaction (I forget the rules but I "think" flamers ignore damage reduction for shooting into buildings and Firedrake, while not represented in the tabletop, should significantly reduce overpenetration and therefore civilian casualties) at the cost of hard target firepower and higher building damage.

In fact, with all these possible variants I'd try and fiddle it so that one arm had a 2 slot, 200KG MWM with twin MG being the default loadout, then you can pack something like an LRR or Magshot if you want to press your urban suits into a longer range anti-armour role.