Author Topic: Hobgoblin II ProtoMech w. Art  (Read 7444 times)

Maingunnery

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Hobgoblin II ProtoMech w. Art
« on: 17 March 2018, 17:41:43 »
Hobgoblin II ProtoMech

Overview
   The original Hobgoblin UltraProto was a test-bed design that had been forced into use as a line unit. Its relative abysmal performance really hurt the reputation of the Hobgoblin. The Hobgoblin would have simply been thrown into the dustbin of history if it weren't for two factors. The first one was the Society still had some of the associated production equipment for it. Secondly, there was heavy lobbying from people who worked on the design and wished to redeem it. After a number of decades the Hobgoblin II project was green-lighted with the specific aim of creating a line unit that reuses many of the older components.

Capabilities
   The design Hobgoblin II reuses most of the older components such as the fusion engine and sensor equipment. However it was decided to increase the tonnage of the design to give it enough weight for upgrades. The reduced movement speed was deemed a minor issue as it was decided to keep using the Magnetic Clamp System.
   Both the prototype and the primary loadout of the final version use the same weapons, but the final version is able to store more ammunition. The main gun mounted Fusillade was replaced with a torso-mounted SRM-5 launcher. This launcher has a far smaller range of motion, as it is restricted to the torso facing, but it can tilt up and down. The arms are equipped with one Chemical Medium Laser each, vastly improving the firepower. This decision was based upon a Hobgoblin variant that was deployed near the end of the rebellion.   
   Most fire-support mission can be performed using the Alt-A, which mounts a LRM-16. This launcher has enough ammunition to constantly firing for two minutes, after which it will have to rely on its backup Machine Gun.
   For medium range engagement it is advised to use the Alt-B. The arm-mounted ERMLs have the reach to be effective at longer ranges. An AP Gauss Rifle is mounted in the torso and it is used as a backup weapon in case it needs to engage infantry or the enemy is too close for comfort.
   The Alt-C is almost exactly configured as the Prime, but it replaces the SRM launcher with a Nova CEWS. This loadout should function well as a hidden spotter for larger units.   
   The only loadout that doesn't mount the Magnetic Clamp System is Alt-D. This loadout with Jump Jets is meant for combat drops and for missions in which there is no OmniMech support. Its Improved Heavy Medium Lasers are quite suitable for countering armor, while the Machine Gun in the torso can deal with infantry.   

Deployment
   Even in the Inner Sphere the looks of the original Hobgoblin are well known, as such the usage of the Hobgoblin II is highly restricted and it only deployed around Core Facilities.



Code: [Select]

Type/Model:    Hobgoblin II (Prototype)
Tech:          Clan / 3095
Config:        ProtoMech
Rules:         Advanced

Mass:          12 tons (12,000 kg)
Chassis:       HOB/12-STD
Power Plant:   60 Fusion
Walking Speed: 32.0 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: None
Armor Type:    Proto-Standard D
Armament:     
  Magnetic Clamp System
  2 Chemical Medium Lasers
  SRM-5 Launcher
Manufacturer:  The Society
  Location:    Beta Mobile Facility
Communications System:  Proto-Type 4
Targeting & Tracking System:  Ribaldi 402 TTS

------------------------------------------------------
Type/Model:    Hobgoblin II
Mass:          12 tons (12,000 kg)

Equipment:                                   Mass, kg
Int. Struct.:  28 pts Advanced Composite       1,200
Engine:        60 Size Fusion                  1,500
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:      0 Compact ProtoMech               0
Cockpit, Life Support, Sensors & Pilot:          750
Armor Factor:  58 pts Integral Advanced Alloy  2,900

                          Internal    Armor
                          Structure   Value
   Head:                      3          8     
   Torso:                    12         24     
   Left/Right Arms:          3/3        6/6
   Legs:                      7         14

Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 SRM-5 Launcher         Torso      0    12    1,850
1 Chemical Medium Laser  Left Arm   0    12    1,400
1 Chemical Medium Laser  Right Arm  0    12    1,400

------------------------------------------------------
TOTALS:                             0         12,000
Mass remaining, kg:                                0 left



Type/Model:    Hobgoblin II (Omni-Proto)
Tech:          Clan / 3105
Config:        ProtoMech
Rules:         Custom

Mass:          12 tons (12,000 kg)
Chassis:       HOB/12-ENDO
Power Plant:   60 Fusion
Walking Speed: 32.0 km/h
Maximum Speed: 54.0 km/h
Jump Jets:     None
Jump Capacity: None
Armor Type:    Proto-Standard D
Armament:     
  6250 kg Pod Space
Manufacturer:  The Society
  Location:    Beta Mobile Facility
Communications System:  Proto-Type 4
Targeting & Tracking System:  Ribaldi 402 TTS

------------------------------------------------------
Type/Model:    Hobgoblin II
Mass:          12 tons (12,000 kg)

Equipment:                                   Mass, kg
Int. Struct.:  28 pts Proto Endosteel            600
Engine:        60 Size Fusion                  1,500
   Walking MP:   3
   Running MP:   5
   Jumping MP:   0
Heat Sinks:      0 Compact ProtoMech               0
Cockpit, Life Support, Sensors & Pilot:          750
Armor Factor:  58 pts Integral Advanced Alloy  2,900

                          Internal    Armor
                          Structure   Value
   Head:                      3          8     
   Torso:                    12         24     
   Left/Right Arms:          3/3        6/6
   Legs:                      7         14

Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------

------------------------------------------------------
TOTALS:                             0          5,750
Mass remaining, kg:                            6,250 left



Loadout Name:  Prime
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 SRM-5 Launcher         Torso      0    16    2,050
1 Chemical Medium Laser  Left Arm   0    18    1,600
1 Chemical Medium Laser  Right Arm  0    18    1,600



Loadout Name:  Alt-A
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 LRM-16 Launcher        Torso      0    12    4,800
1 Machine Gun            Right Arm  0    40      450



Loadout Name:  Alt-B
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 AP Gauss Rifle         Torso      0    10      750
1 ER Medium Laser        Left Arm   5     -    1,000
1 ER Medium Laser        Right Arm  5     -    1,000
10 Heat Sinks                       0          2,500



Loadout Name:  Alt-C
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 Nova CEWS              Torso      2          1,500
2 Heat Sinks                        0            500
1 Chemical Medium Laser  Left Arm   0    18    1,600
1 Chemical Medium Laser  Right Arm  0    18    1,600



Loadout Name:  Alt-D
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Machine Gun            Torso      0    10      300
1 Imp. Hvy Medium Laser  Left Arm   7     -    1,000
1 Imp. Hvy Medium Laser  Right Arm  7     -    1,000
14 Heat Sinks                       0          3,500
3 Jump Jets                         0            450


« Last Edit: 27 April 2018, 04:22:12 by Maingunnery »
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Crow

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Re: Hobgoblin II ProtoMech
« Reply #1 on: 28 March 2018, 01:39:15 »
I like the primary version. It's solid, and has a similar feel to the original in a good way.

The explodability of the iHMLs make me feel uncomfortable about the D config.

Have you considered a config with ER Pulse and Streaks? OR 4x SPLs?
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Maingunnery

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Re: Hobgoblin II ProtoMech
« Reply #2 on: 28 March 2018, 11:52:54 »
I like the primary version. It's solid, and has a similar feel to the original in a good way.

The explodability of the iHMLs make me feel uncomfortable about the D config.
Thanks, and you are right in that the D config is a bit suicidal.


Quote
Have you considered a config with ER Pulse and Streaks? OR 4x SPLs?
Lets try them out:


Loadout Name:  Alt-E
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 SSRM-3 Launcher         Torso      0    8    1,740
1 Medium ER Pulse Laser  Right Arm  0    -    2,000
6 Heat Sinks                       0          1,500
10 kg remaining.


Loadout Name:  Alt-F
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Small Pulse Laser  Torso      2          1,000
1 Small Pulse Laser  Torso      2          1,000
8 Heat Sinks                        0            2000
1 Small Pulse Laser  Left Arm   2    -    1,000
1 Small Pulse Laser  Right Arm  2    -    1,000
250 kg remaining, but I had to sacrifice the Mag Clamps.
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Crow

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Re: Hobgoblin II ProtoMech
« Reply #3 on: 28 March 2018, 16:33:19 »
Thanks, and you are right in that the D config is a bit suicidal.

You can always stuff them in the torso, of course.

I like the Alt-E. I've designed something similar I think. It's not super stellar, efficiency-wise I admit, but it keeps the feel of the original. Sort of a Elemental+

Alas, I was hoping the Alt-F could have MagClamps. Otherwise it's silly to mount such short-ranged weapons running around at 3/5. Ditching another SPL makes it lose at forcing PSRs. And dropping armor an unsavory option. Oh well.

Wait, is this an Omni-Proto, btw?  ???
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Maingunnery

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Re: Hobgoblin II ProtoMech
« Reply #4 on: 28 March 2018, 16:46:13 »
Wait, is this an Omni-Proto, btw?  ???

It is part of my little Society project. The prototypes are completely legal construction, but the final omni versions have my own twist to it.
In this case, the combination of using Protomech EndoSteel and being an Omni-Proto.
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truetanker

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Re: Hobgoblin II ProtoMech
« Reply #5 on: 01 April 2018, 16:34:53 »
Hi...

Loadout Name:  Alt-E
Code: [Select]
------------------------------------------------------
Weapons and Equipment    Location Heat Ammo  Mass, kg
------------------------------------------------------
1 Magnetic Clamp System  Torso      0          1,000
1 SSRM-3 Launcher         Torso      0    8    1,740
1 Medium ER Pulse Laser  Right Arm  0    -    2,000
6 Heat Sinks                       0          1,500
10 kg remaining.

10 eh...

What about these as options!
https://bg.battletech.com/wp-content/uploads/2013/04/TechManual-v3.0-Infantry-Tables.pdf?x64300

Specifically, Auto-Rifles... since they weigh 4.0 kg each... ammo is free ( .48 kg per 30 round clip. So 60 rounds @ 30 2-round salvos... )

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Crow

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Re: Hobgoblin II ProtoMech
« Reply #6 on: 02 April 2018, 04:52:21 »
As much as I'm in favor of Protos using infantry weapons, I don't believe that they can mount them. I'm afraid that it'll have to stay underweight :/
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Maingunnery

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Re: Hobgoblin II ProtoMech
« Reply #7 on: 02 April 2018, 05:08:07 »
As much as I'm in favor of Protos using infantry weapons, I don't believe that they can mount them. I'm afraid that it'll have to stay underweight :/
Is 10 kg enough for transporting a BBQ kit (drinks included)?
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Maingunnery

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Re: Hobgoblin II ProtoMech
« Reply #8 on: 27 April 2018, 04:21:44 »

Ready for round two.





Draw by Plog. Tell me what you guys think.
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marauder648

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Re: Hobgoblin II ProtoMech w. Art
« Reply #9 on: 27 April 2018, 04:49:47 »
Very very very nice work! Is this a Society unit or a Clan one?
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Maingunnery

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Re: Hobgoblin II ProtoMech w. Art
« Reply #10 on: 27 April 2018, 04:56:43 »
Very very very nice work! Is this a Society unit or a Clan one?
Yep, another Society unit, and another half a dozen designs left to go.
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