BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => ProtoMechs => Topic started by: Cannonshop on 24 February 2023, 13:45:14
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Yep, I'm violating Canon like a [insert crude joke here].
Period is 3116 to 3125.
Kappa as reconstituted runs with the following structure to their Clusters;
Trinaries are mixed, infantry/vehicle/Protomech. Only the command binary even HAS a star of proper Battlemechs. Kappa's area of responsibility is the "unincorporated region" of the Outworlds Alliance-aka "The Wastes" and in particular, worlds being brought back into the Alliance after having the bandit-kings and pirates purged.
Because of the irregular nature of the mission, Kappa works with what local militia already exist (or can be raised) and relies on jumpships flying under letter-of-marque from the President of the Parliament as often as they work with more 'proper' Clan Snow Raven assets.
This means they occupy a position that is somewhere between 'Solahama' and 'Police' and often must engage in civil affairs missions in addition to normal Combatant jobs..but when they DO face combat, it's likely against opponents with heavier weapons and equipment and far from the normal supply lines of the Clan, meaning they end up having to rely on the scratch locals for a lot of tasks and jobs.
at present, Kappa has garrisons on the following worlds (3115):
NorthSun: in cooperation with the outdated and underequipped Northsun Militia (which features some very competently designed Aerospace fighters, a few age of war relic 'mechs, and a lot of angry farmers with field guns and steel spines)
Devil's Breath: Kappa 'owns' this one, the planet's other inhabitant being a Bandit taken prisoner and put back into the top-secret Star League Prison that constitutes the only inhabitation on the planet...mostly because killing the bastard was found to be 'too good for him'.
Joan's Post: Kappa has replaced the Bandit force that WAS dominating the planet, and has a presence on the pre-reunification-war Fueling and repair dock in the outer system. Supplementary units at Joan's Post includes a company of OMC Reserves from Alpheratz.
Tresspass: has a full Cluster of Kappa's finest, doing counterinsurgency against dispersed survivors of the 2nd Brigade of the Bandit force "The Sons of Plunder"-an exceptionally large and well organized force that has been quietly conquering the Outworlds Wastes and selling captives on the slave market (among other horrifying things.)
I'm looking for a broad-range 'generalist' Protomech that works well with second-line vehicles and infantry (and with air support) to provide a well-rounded force capable of holding long enough for reaction forces to mobilize from the Raven Alliance Proper in the event of a major attack, that can also serve in the counterinsurgency and civil affairs mission to persuade skittish, traumatized natives that they're finally safe in the hands of people who aren't completely blitz-raging-evil.
This WILL be a Snow-Raven specific design and new-build, it MAY (if it proves out over the next decade or so) enter into proper second line or even front-line Snow Raven service.
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Interesting challenge.
4J movement to keep up with the other units and be drop capable.
One IS Medium Laser for general combat and easy maintenance.
A pair of Light Machine Guns along with a deep ammo bin, so that it can choose between normal and rubber bullets.
And lastly it also has an Active Probe for finding bandits and their traps.
Cyclops Protomech (Basic)
Mass: 9 tons
Chassis:
Power Plant: 55 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets:
Jump Capacity: 120 meters
Armor: Standard
Armament:
1 Medium Laser
2 Light Machine Gun
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3116
Tech Rating/Availability: F/X-X-E-D
Cost: 1,054,030 C-bills
Type: Cyclops Protomech
Technology Base: Clan (Standard)
Tonnage: 9
Battle Value: 268
Equipment Mass (kg)
Internal Structure 900
Engine 55 1,500
Walking MP: 4
Running MP: 6
Jumping MP4 400
Heat Sinks: 3 750
Cockpit: 500
Armor Factor: 42 2,100
Internal Armor
Structure Value
Head 2 6
Torso 9 18
R/L Arm 2/2 4/4
Legs 5 10
Main Gun - -
Weapons
and Ammo Location Mass
Light Machine Gun Ammo (70) BD 350
Active Probe T 1000
Medium Laser T 1000
Light Machine Gun LA 250
Light Machine Gun RA 250
That is the basic model, and the design has plenty of room for further upgrades.
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You are the only person to EVER make me crack open the design rules for these things to actually make a design... I'll post again when I have something... ::)
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Ok, here goes the "Corvus Cornix". It has an ER Medium for anti-armor support, and a Micro Pulse Laser for Anti-Infantry work.
9 tons
0.900 tons for IS
2.000 ton engine (75 rating) for 5/8
0.500 ton for 5 jump jets (5/8/5 movement)
0.500 ton for the cockpit
1.500 tons for 6 Heat Sinks
2.100 tons for all the armor (42 points; no "Main Gun")
1.000 ton for an ER Medium Laser in the Torso
0.500 ton for a Micro Pulse Laser also in the Torso
Costs
500,000 Cockpit
75,000 Life Support
18,000 Sensors
18,000 Musculature
3,600 Internal Structure
8,100 Actuators (2 arms, 2 legs)
45,000 Engine (75)
1,000 Jump Jets (5)
12,000 Heat Sinks (6)
26,250 Armor (42)
80,000 ER Medium Laser
12,500 Micro Pulse Laser
799,450 Sub-Total
1.09 Final Multiplier
871,400.5 Final Cost
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Oooo, I love a custom protos challenge. Here's one I came up with as sort of a super-sized Elemental, kind of what the Harpy was supposed to do. With near max armor, an ERML, and 15 reloads of SRMs this should be able to last long in the field. With the MagClamps a Linebacker or a Phantom can carry one along at 6/9 speed and a Fire Moth or Phantom can carry a pair at 5/8 speed.
Bufonidae Protomech
Mass: 9 tons
Chassis:
Power Plant: 45 Fusion
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets:
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 ER Medium Laser
1 SRM 2
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: Unknown
Type: Bufonidae Protomech
Technology Base: Clan
Tonnage: 9
Battle Value:
Equipment Mass (kg)
Internal Structure 900
Engine 45 1,000
Walking MP: 3
Running MP: 5
Jumping MP: 5 1,000
Heat Sinks: 5 1,250
Cockpit: 500
Armor Factor: 41 2,050
Internal Armor
Structure Value
Head 2 5
Torso 9 18
R/L Arm 2/2 4/4
Legs 5 10
Main Gun - -
Weapons
and Ammo Location Mass
SRM Ammo (15) BD 300
Magnetic Clamp System T 500
ER Medium Laser RA 1,000
SRM 2 T 500
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If not bird, then why bird shape?
Stuck with the Roc, taking the Roc 2, which is on the Raven's list all the way through to the ilClan era, dropped the heavy medium laser, and replaced it with a standard IS medium laser, a Clan light active probe, and a Clan MG with 20 rounds/bursts of ammo. That left me 150 kg I could use to tack a point of armor back on to the head, torso and legs.
Roc 2b
Mass: 7 tons
Chassis:
Power Plant: 60 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets:
Jump Capacity: 150 meters
Armor: Standard
Armament:
1 ER Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3080
Tech Rating/Availability: F/X-X-E-D
Cost: 886,200.75 C-bills
Type: Roc
Technology Base: Clan (Standard)
Tonnage: 7
Battle Value: 311
Equipment Mass (kg)
Internal Structure 700
Engine 60 1,500
Walking MP: 5
Running MP: 8
Jumping MP5 500
Heat Sinks: 5 1,250
Cockpit: 500
Armor Factor: 21 1,050
Internal Armor
Structure Value
Head 2 2
Torso 7 6
R/L Arm 2/2 3/3
Legs 4 4
Main Gun 1 3
Weapons
and Ammo Location Mass
Light Active Probe T 500
ER Medium Laser MG 1000
Alternatively, I also came up with this, which I see as being an oversized flying "Roc II", as it's a Glider ProtoMech twice the mass of the Roc:
Badhbh Glider ProtoMech (Standard)
Mass: 14 tons
Power Plant: 85 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
1 ER Medium Laser
2 Machine Gun
1 LRM 5
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3080
Tech Rating/Availability: F/X-X-E-E
Cost: 1,478,247.5 C-bills
Type: Badhbh Glider ProtoMech (Glider)
Technology Base: Clan (Advanced)
Tonnage: 14
Battle Value: 600
Equipment Mass (kg)
Internal Structure 1,400
Engine 85 2,500
Walking MP: 1
Running MP: 1
WiGE Cruise MP: 5
WiGE Flank MP: 8
Heat Sinks: 5 1,250
Cockpit: 750
Armor Factor: 71 3,550
Internal Armor
Structure Value
Head 4 9
Torso 14 28
R/L Arm 4/4 6/6
Legs 8 16
Main Gun 2 6
Weapons
and Ammo Location Mass
LRM 5 Ammo (12) BD 500
Machine Gun Ammo (110) BD 550
Recon Camera T 500
LRM 5 T 1000
Light Active Probe T 500
Machine Gun LA 250
ER Medium Laser MG 1000
Machine Gun RA 250
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how about two?
the first is the Satyr (Privateer). it starts as a standard, then has its laser downgraded to an ER Micro, in order to fit 7 jump jets and 25% more armor.
Satyr (Privateer)
Mass: 4 tons
Chassis:
Power Plant: 44 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets:
Jump Capacity: 210 meters
Armor: Standard
Armament:
1 ER Micro Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3125
Tech Rating/Availability: F/X-X-E-D
Cost: 747,248.667 C-bills
Type: Satyr
Technology Base: Clan (Standard)
Tonnage: 4
Battle Value: 105
Equipment Mass (kg)
Internal Structure 400
Engine 44 1,000
Walking MP: 7
Running MP: 11
Jumping MP7 350
Heat Sinks: 1 250
Cockpit: 500
Armor Factor: 15 750
Internal Armor
Structure Value
Head 1 3
Torso 4 6
R/L Arm 1/1 1/1
Legs 3 4
Main Gun - -
Weapons
and Ammo Location Mass
ER Micro Laser T 250
Light Active Probe T 500
and the Gorgon (Privateer), which downgrades the LRM10 off the standard to an LRM7, in order to fit 4 jump jets. it does however carry 20 reloads for its missile rack (140 LRms total vs the 120 of the standard) so it nominally has greater total damage capacity, even though the individual salvo damage is reduced. it also has been fitted with a light portable searchlight, allowing it to support search and recovery ops conducted by its supporting infantry.
Gorgon (privateer)
Mass: 8 tons
Chassis:
Power Plant: 48 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets:
Jump Capacity: 120 meters
Armor: Standard
Armament:
1 ER Micro Laser
1 LRM 7
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3125
Tech Rating/Availability: F/X-X-E-D
Cost: 758,538 C-bills
Type: Gorgon
Technology Base: Clan (Standard)
Tonnage: 8
Battle Value: 383
Equipment Mass (kg)
Internal Structure 800
Engine 48 1,500
Walking MP: 4
Running MP: 6
Jumping MP4 400
Heat Sinks: 1 250
Cockpit: 500
Armor Factor: 34 1,700
Internal Armor
Structure Value
Head 2 4
Torso 8 12
R/L Arm 2/2 4/4
Legs 5 7
Main Gun 1 3
Weapons
and Ammo Location Mass
LRM 7 Ammo (20) BD 1166
ER Micro Laser T 250
LRM 7 MG 1400
Searchlight RA 5
these two would be paired with the Roc (Standard), creating a mix that performs their intended roles (Satyr's for recon, Roc's as troopers, Gorgon's as fire support) as an all jump capable force. allowing them to be deployed via airdrops (or even via orbital drops) as well as operations on low gravity asteroids and moons, as well as limited microgravity deployments.