Author Topic: Dyrnwyn (Omnimech, 10 Jump) w. Art  (Read 2543 times)

Maingunnery

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Dyrnwyn (Omnimech, 10 Jump) w. Art
« on: 11 February 2018, 18:30:57 »
Overview
   Early in the 32rd century the Society has identified that it lacks an excellent unit in the niche of long range jump movement. Selecting partial wings are the core technology, an advanced research project was started for determining the optimal usage of partial wing technology.
After decade of testing the engineers ended up with a new light Omnimech design based upon a heavily modified and old Vixen BattleMech.
The design retains many of the base components such as Ferro-Fibrous armor and Endo-Steel frame. The biggest changes were an increase in tonnage from 30 tons to 35 tons, and the inclusion of an Interface Cockpit to free up weight from the removal of the gyro.
   The partial wing is divided into two sets, large wings attached to the upper back and a smaller set attached to the lower back. This wing design allows for greater control and it can fold itself against the rear torso if no jump jets are mounted. The jump jets, when fully mounted, are equally spread between the side torsos and the legs. However the jump jets aren't fixed mounted as the designers wanted the 'Mech to have the option of being able to implement newer jump technology or to use heavier equipment loadouts.

Capabilities
   As the project neared completion the designers were not able to decide on a final name or primary configuration. At the end they left these decisions to the test pilots. The test pilots choose the configuration with a melee weapon as the primary configuration, as it gave them the strongest visceral experience. The Omnimech was named Dyrnwyn, which is the name of the sword of Rhydderch Hael, which would blaze with fire when used by a worthy wielder. This connected the name to the Large Vibroblade that was mounted in the right arm. This blade is supported by four ER small lasers, mounted in the front torso pod, these are used to exploit any armor holes created by the blade. The short range of its weapons is no problem for the Dyrnwym as its jump jets and partials wings allow it to quickly reach its targets.
   The first alternate loadout removes all weapons and mounts all the pods in the center torso. The sole weapon is an ERPPC, which is aided by a Nova CEWS and a additional double heat sink. This loadout also uses a Remote Sensor Dispenser to allow the Mechwarrior to monitor vital areas.   
   Alternate-B is designed to be a general purpose loadout, with four ER Medium Lasers for damage application and a Micro Pulse Laser to combat infantry. It also has a lot of additional heat sinks to handle the heat load, which was also burdened by the inclusion of a Nova CEWS.
   For long range sniping there is alternate-C. It mounts an ER Large Laser in each arm, generating a substantial heat load. It has a Nova CEWS to take advantage of any spotters and to give it a defensive advantage against hidden threats or missile FCS. The required tonnage to mount all this equipment forced the designs to reduce the jump jets to a single unit, giving it some utility during falls or combat drops.
   For anti-infantry duty there is Alternate-D. This loadout has eight Machine Guns that are divided between the arms, these are fed by a small ammo bin in the left torso. The Nova CEWS allow the Dyrnwyn to detect infantry and a Laser AMS, that is also present in the center torso, reduces incoming missile attacks from them. Against armored enemies it uses two Medium Pulse Lasers   
   The last loadout is focused on close range firepower and electronics support. Each arm mount an improved HML, the center torso contains a six-pack worth of improved ATM tubes, a light TAG and a Nova CEWS. 

Deployment
   The combination Partial Wings and an Interface Cockpit requires some of our best pilots to handle this OmniMech. As such this the design is currently used by elite Intervention Teams and by Inner Circle garrison forces.



Dyrnwyn

Mass: 35 tons
Tech Base: Mixed
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 3132
Cost: 7.747.031 C-Bills
Battle Value: 728

Chassis: Model MH-35D Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 86,4 km/h
Maximum Speed: 129,6 km/h
Jump Jets: Unknown
    Jump Capacity: 0 meters
Armor: Compound H17 Ferro-Fibrous
Armament:
    13.0 tons of pod space.
Manufacturer: Classified

================================================================================
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                2,00
    Internal Locations: 3 RT, 4 RA
Engine:             XL Engine                    280                       8,00
    Walking MP: 8
    Running MP: 12
    Jumping MP: 0
Heat Sinks:         (CL) Double Heat Sink        10(23)                    0,00
Gyro:                                                                      0,00
Cockpit:            Interface                                              4,00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 115                  6,00
    Armor Locations: 3 LT, 4 LA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     11           17       
                                 Center Torso (rear)                  5         
                                           L/R Torso     8            12       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            12       
                                             L/R Leg     8            14       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
(CL) Partial Wing                            LT/RT     -         3/3       2,00
                                            Free Critical Slots: 30
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 7
8          0       0       0       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA



================================================================================
Loadout Name:  Prime                                         Cost: 9.859.950
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 1.302
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8 (10)  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
4 (CL) ER Small Lasers                       CT        8         4         2,00
Large Vibroblade                             RA        -         4         7,00
                                            Free Critical Slots: 10
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 13
8/10j      2       2       0       0      1     0   Structure:  2
Special Abilities: OMNI, MEL, ENE, SRCH, ES, SEAL, SOA



================================================================================
Loadout Name: Alt-A                                          Cost: 10.941.638
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2.320
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8 (10)  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4,00
Heat Sinks:         (CL) Double Heat Sink        11(25)                    1,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Nova CEWS                                    CT        2         1         1,50
Remote Sensor Dispenser                      CT        0         1         0,50
(CL) ER PPC                                  CT        15        2         6,00
                                            Free Critical Slots: 12
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 23
8/10j      2       2       2       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA



================================================================================
Loadout Name: Alt-B                                          Cost: 10.966.106
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2.427
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8 (10)  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4,00
Heat Sinks:         (CL) Double Heat Sink        13(29)                    3,00
    Heat Sink Locations: 1 CT, 1 LT, 1 RT
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) ER Medium Lasers                      CT        10        2         2,00
Nova CEWS                                    CT        2         1         1,50
(CL) Micro Pulse Laser                       CT        1         1         0,50
(CL) ER Medium Laser                         RA        5         1         1,00
(CL) ER Medium Laser                         LA        5         1         1,00
                                            Free Critical Slots: 6
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 24
8/10j      4       3       0       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA



================================================================================
Loadout Name: Alt-C                                          Cost: 10.335.825
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2.257
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 1 (3)  (Standard)
    Jump Jet Locations: 1 CT                                               0,50
Heat Sinks:         (CL) Double Heat Sink        13(29)                    3,00
    Heat Sink Locations: 1 CT, 1 LL, 1 RL
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Nova CEWS                                    CT        2         1         1,50
(CL) ER Large Laser                          RA        12        1         4,00
(CL) ER Large Laser                          LA        12        1         4,00
                                            Free Critical Slots: 16
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 23
8/2j       2       2       2       0      1     0   Structure:  2
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA



================================================================================
Loadout Name: Alt-D                                          Cost: 11.024.325
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 1.877
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8 (10)  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Nova CEWS                                    CT        2         1         1,50
(CL) Laser Anti-Missile System               CT        5         1         1,00
2 (CL) Medium Pulse Lasers                   CT        8         2         4,00
4 (CL) Machine Guns                          RA        0         4         1,00
4 (CL) Machine Guns                          LA        0         4         1,00
@MG (1/2) (100)                              LT        -         1         0,50
                                            Free Critical Slots: 5
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 19
8/10j      4       2       0       0      1     0   Structure:  2
Special Abilities: OMNI, AMS, SRCH, ES, SEAL, SOA



================================================================================
Loadout Name: Alt-E                                          Cost: 11.285.888
Tech Rating/Era Availability: X/X-X-X-A                       BV2: 2.193
Code: [Select]
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 8 (10)  (Standard)
    Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL                             4,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) iATM-3s                               CT        4         4         3,00
Light TAG                                    CT        0         1         0,50
Nova CEWS                                    CT        2         1         1,50
(CL) Improved Heavy Medium Laser             RA        7         2         1,00
(CL) Improved Heavy Medium Laser             LA        7         2         1,00
@iATM-3 (20)                                 RT        -         1         1,00
@iATM-3 (20)                                 LT        -         1         1,00
                                            Free Critical Slots: 6
BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 22
8/10j      4       4       1       0      1     0   Structure:  2
Special Abilities: OMNI, LTAG, SRCH, ES, SEAL, SOA
« Last Edit: 29 April 2018, 05:33:19 by Maingunnery »
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Col Toda

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Re: Dyrnwyn (Omnimech, 10 Jump)
« Reply #1 on: 12 February 2018, 08:27:38 »
Had the same concept for a Solaris VII mech , XXL engine , FL Armor , 2 ER med pulse lasers and reiforced IS so it has a chance to shrug off a gauss rifle or clan er ppc hit i called it the cockroach near impossible to kill at the same 35 ton range . 22+ million C bills

Maingunnery

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Re: Dyrnwyn (Omnimech, 10 Jump)
« Reply #2 on: 12 February 2018, 12:12:00 »
Had the same concept for a Solaris VII mech , XXL engine , FL Armor , 2 ER med pulse lasers and reiforced IS so it has a chance to shrug off a gauss rifle or clan er ppc hit i called it the cockroach near impossible to kill at the same 35 ton range . 22+ million C bills
I had thought about an XXL engine, but the partial wings already took up so much space in the side-torsos.
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Maingunnery

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Re: Dyrnwyn (Omnimech, 10 Jump)
« Reply #3 on: 29 April 2018, 05:32:54 »

Off with their Heads.



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Kasaga

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #4 on: 29 April 2018, 12:09:08 »
Oh nice.

I'm going to have to tie in your Society with my AU as soon as I hit that point in time.  Let me know if you want to collaborate at all.

Valles

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #5 on: 29 April 2018, 15:01:32 »
...Well.

That'll end friendships.

marauder648

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #6 on: 01 May 2018, 08:45:04 »
Wooooooooooooooow! Amazing! Amazing work! Nice very specialized design but the art is spectacular!

And damn you Sir, stop taking all his slots :p I need to get a DropShip done so I can get my book's art done, well save the front cover that is. :D
« Last Edit: 01 May 2018, 08:51:21 by marauder648 »
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Maingunnery

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #7 on: 01 May 2018, 14:33:15 »
Wooooooooooooooow! Amazing! Amazing work! Nice very specialized design but the art is spectacular!

And damn you Sir, stop taking all his slots :p I need to get a DropShip done so I can get my book's art done, well save the front cover that is. :D
Just a few more....  ;)
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Greatclub

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #8 on: 09 May 2018, 06:47:03 »
I know a lot of people will disagree, but the mech should have the jump jets permanently installed.

This isn't an omnimech, it's an omnimech (limited), built around a specific trick. Without the jump jets, it's just one more light omni, one wasting space on a wing it can't use.

Other than that, cool. Primary isn't very practical, but very cool.

Dave Talley

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #9 on: 09 May 2018, 12:37:19 »
...Well.

That'll end friendships.

Nah, any Hunchback can take him, if you want we can go with similar tonnage, a Venom would probably do fine
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Because while the other Great Houses of the Star League thought they were playing chess, House Cameron was playing Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker the entire time.
JA Baker

Greatclub

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #10 on: 09 May 2018, 14:23:32 »
I played a 55-ton version of this (move 5/8/8(10) IJJ,) so I think I can say an AC20 hunchback isn't going to do very well against anything but the prime, and poorly there.

If Hunchback looses initiative, the Dyrnwyn is behind him. If Dyrnwyn loses initiative, it's long range for the Hunchy, a +9 modifier with movement. If there's terrain, Hunchy is completely screwed. An LB-20X or gauss hunchback might have a chance, but still not a good one. The Dyrnwyn controls the range, period, and the +5 TMM is hard to work around.

A Dyrnwyn config with a LPL and TarComp would be friendship breaking, just from the frustration you subject them to.

Venom, OTOH, would do decently against a lot of the configs.

idea weenie

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #11 on: 09 May 2018, 19:33:19 »
Very well done, the Prime and the Alt-D versions are nasty ambush predators

Comparing melee weapons:
Large Vibroblade: 14 pts dmg, 7 pts heat, 7 tons, 4 crits
Claws: 5 dmg per, 0 tons, 3 crits
Mech Lance: 7 pts damage, and a chance for internal damage and a crit, 3 crits
Retractable Blade: 4 pts damage, 1.5 tons, 3 crits,

Other melee weapons if mounted on this Mech:
Flail: 9 pts damage, but 1 in 36 chance of hitting yourself
Hatchet: 7 pts damage, I forgot the tonnage/crits
Mace: 14 pts damage, 4 tons, 4 crits, but doesn't have the style of using a sword

So this design spends the tonnage for the blade, and gets a head capper weapon that only needs one hand to wield.  Claws and Lances need two arms to get nearly the same damage as a single activated vibrosword.  Since even while jumping, and attacking with all weapons it will only produce 23 pts of heat (8 from jumping, 8 from Lasers, and 7 from the Vibrosword itself), if this thing gets within 10 hexes of any opponent, they are going to be in serious pain every turn.  The best part is all that heat dissipation is inherent, 20 from the DHS in the engine, and (IIRC) 3 from the partial wing setup.  Damage potential is 5 each from the four ERSL, plus the 14 from the blade, for a total of 34.  Yeesh.


As an aside, Claws are now weaker than Lances, get a to-hit penalty, and don't have a crit chance.  Guess what likely won't be mounted on Mechs in the future?

ialdabaoth

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #12 on: 09 May 2018, 20:20:12 »
Zankoku-na tenshi-no yoo-ni...

Iceweb

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #13 on: 09 May 2018, 21:54:04 »
I love the thing since the society should be the bad guy and have evil mechs. 
The only thing I can think of is that the prime should mount heavy smalls since it wants to be a point blank range. 
But then I double checked the stats and you get one more dmg for one more heat. 
Plus explosive or a hit penalty. 
There really is no reason for the weapon to exist at all (other than one custom TMS mixed tech monster that uses them with ER smalls to control it's heat precisely that I made) 

I'm a bit out of the loop what happened Claws V Lance?

idea weenie

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #14 on: 13 May 2018, 14:16:55 »
I'm a bit out of the loop what happened Claws V Lance?

I just ran a numbers comparison, using the Sarna.net data for both.

There was no mass listed for the Lance, so I compared crits needed (identical) damage (Lance does 40% more), crit potential (Lance has it, Claws do not), plus disadvantages (Claw has 1 pt penalty)

Greatclub

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #15 on: 13 May 2018, 21:16:15 »
I just ran a numbers comparison, using the Sarna.net data for both.

Which means you're missing half the rules, like the guy I had to inform his heavy rifles did 6 damage, not 9

Claws use the punch table (awesome) and lances use the standard table (meh.) Raw damage is only half the story.

Iceweb

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #16 on: 13 May 2018, 22:14:18 »
Which means you're missing half the rules...

Thanks for this, I thought there was errata or something new that I hadn't seen. 
I am a claw fan, and lances always seemed like a sucky weapon.

Greatclub

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #17 on: 13 May 2018, 22:43:28 »
Thanks for this, I thought there was errata or something new that I hadn't seen. 
I am a claw fan, and lances always seemed like a sucky weapon.

IIRC, sarna actually used to have more of the rules. I think they took them out to encourage book sales. If you're away from any books and still want your rules fix, you might browse their history tab.

Lances have a 1-in-6 chance of forcing a TAC wherever they hit, on top of doing hatchet damage. Limited, but can be good.

I have no idea what claws used to do; I wan't playing when they went mainstream out of Solaris.


Railan Sradac

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Re: Dyrnwyn (Omnimech, 10 Jump) w. Art
« Reply #18 on: 14 May 2018, 03:30:26 »
Claws can be used to make two attacks (because it's just a boost to punch damage, like Talons for kicking) and hit on the punch table, so they can be pretty mean if you can compensate for their inaccuracy.

On topic, the mech is pretty great. I can't say no to that level of maneuverability and the configs seem pretty mean. I applaud the use of the Large Vibroblade; I think that isn't used nearly often enough on the smaller mechs where it can do really good work. Due to the usual low P/G of Society pilots, though, I'd look at fitting more Targeting Computers, iATMs and (ER) Pulse Lasers to compensate for the jumping to-hit penalty. Configuration C could stand to lose a sink, though I'm not sure what to fit to that; ECM for Ghost Targets, maybe?

The art is incredible, my compliments to the artist. I've been working toward posting my own Partial Wing Omni, the Stymphalian, and I may have to look into a commission because that is lovely.

 

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