BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => Topic started by: Cryhavok101 on 18 June 2017, 00:09:40
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Regarding this thread here: http://bg.battletech.com/forums/index.php?topic=57897.0
1-Design a 2 ton ProtoMech specifically for hunting assault battle armor (or any battle armor). Bonus points if infernos aren't used in the design.
2-Design an Assault Battle Armor specifically for hunting ProtoMechs.
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2 ton protos are absolutely sucktastic. I don't think one can build a decent one for BA hunting.
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Just something to start with.
Classic BattleTech Battle Armor Technical Readout
VALIDATED
Type/Model: Inferno Pug
Tech/Era: Clan / 3067 / CBT Rules
Chassis Type: Quad
Weight Class: Assault Battle Armor (1.501 - 2.000 kg)
Rules: Level 2, Standard design
Ground Speed: 21,6 km/h
Armor Type: Fire Resistant
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Type/Model: Inferno Pug
Equipment: Slots Mass
Chassis Type: Assault Class Quad with HarJel 0 700
Motive System: Ground Movement (2 MP) 0 0
Armor Type: 16 Points Fire Resistant 5 480
Manipulators:
Left Arm: None 0 0
Right Arm: None 0 0
Weapons and Equipment Loc Shots Slots Mass
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SRM 6 Body 10 6 810
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TOTALS: 11 1.990
Slots & Mass Left: 0 10
Calculated Factors:
Total Cost: 862.200 C-Bills, Including Trooper
Training Costs of 200.000 C-bills
Battle Value: 91 (455 for 5) Weapon Value: 103 (Ratio=1,13)
Cost per BV: 7.276,92 (w/o Trooper Training costs)
Damage Factors: SRDmg = 6 MRDmg = 1 LRDmg = 0
Mechanized: Cannot travel on any 'Mechs or Vehicles
Attacks: Can not perform Swarm or Leg attacks
BattleForce2: Class: IB MP: 2 Armor/Structure: 4 / 0
Damage PB/M/L: 4/4/- Overheat: 0
Point Value: 5 Specials: car5
CBT:RPG Data: Armor Value (M/B/E/X): 10/10/9/9 Coverage: Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 2+2D6, Target Size Modifier: -2
Movement Speed: 30 m/turn
Attribute Modifiers: STR: +4, DEX: -4, RFL: -2
Equipment Rating: F/D/E
Created by HeavyMetal Battle Armor
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This my thinking, too. A quad is the best choice for the BA Assault Suit
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This is my current best 2-Ton Proto, I suggest ramming attacks.
Type: Antilope (Quad)
Technology Base: Clan (Wars of Reaving)
Tonnage: 2
Equipment: Mass
Internal Structure: 200 KG
Engine: 20 500 KG
Walking MP: 8
Running MP: 12 [16]
Myomer Booster 50 KG
Heat Sinks: 0 0 KG
Cockpit: 500 KG
Armor Factor: 15 750 KG
Internal Armor
Structure Value
Head 1 3
Torso 2 4
Legs 4 8
All Weapons and Ammo Location Mass(KG)
NONE! GOOD LUCK SCOUT!
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I was thinking the Electronic Discharge Armor from Interstellar Ops would be a good choice for anti battle armor work. Each ProtoMech could kill off a battle armor suit with a frenzy attack. You'd keep your distance while it recharged, then run in again for another suit.
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I was thinking the Electronic Discharge Armor from Interstellar Ops would be a good choice for anti battle armor work. Each ProtoMech could kill off a battle armor suit with a frenzy attack. You'd keep your distance while it recharged, then run in again for another suit.
Something like this?:
Type: Hopping Eel (Quad) EDA
Technology Base: Clan (Wars of Reaving)
Tonnage: 2
Equipment: Mass
Internal Structure: 200 KG
Engine: 8 200 KG
Walking MP: 4
Running MP: 6
Jumping MP: 4 200 KG
Heat Sinks: 0 0 KG
Cockpit: 500 KG
Armor Factor: EDA 12 900 KG
Internal Armor
Structure Value
Head 1 2
Torso 2 4
Legs 4 6
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Basically. The only difference between that and my version is the jump jets vs more ground speed:
Type: (Quad)
Technology Base: Clan (Wars of Reaving)
Tonnage: 2
Equipment: Mass
Internal Structure: 200 KG
Engine: 15 375 KG
Walking MP: 6
Running MP: 9
Heat Sinks: 0 0 KG
Cockpit: 500 KG
Armor Factor: 15 750 KG
Armor Type: Electric Discharge
Internal Armor
Structure Value
Head 1 2
Torso 2 4
Legs 4 6
All Weapons and Ammo Location Mass(KG)
EDA Taser Effect
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Here is the battle armor I was thinking:
New BattleArmor
Clan experimental
BV: 230
Cost: 5,462,500 C-bills
Movement: 4/4
Internal: 5
Armor: 50
Internal Armor
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Trooper 1 1 10
Trooper 2 1 10
Trooper 3 1 10
Trooper 4 1 10
Trooper 5 1 10
Weapon Loc Heat
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LRM 5 (Body) Point 2
LRM 5 (Body) Point 2
Ammo Loc Shots
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BA LRM 5 Ammo Point 4
BA LRM 5 Ammo Point 4
Equipment Loc
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BA Standard None
Improved Sensors (Body) Point
Basically, I was thinking it would need weapons that can engage the ProtoMechs from further away than they can run in a turn. A Point of these can lob 50 LRMs down range each turn, and that will maul ProtoMechs, especially if they can't return fire at that range. Light ProtoMechs like these would be especially vulnerable.
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Since two of the IS Clans have and make use of protomechs, what about some anti-proto IS BA?
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Since two of the IS Clans have and make use of protomechs, what about some anti-proto IS BA?
Post em if you've got em.