BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => ProtoMechs => Topic started by: Cavgunner on 03 March 2024, 13:46:30
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Definitely not a light Battlemech
Type: Protomech
Mass: 15 tons
Power Plant: 135 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets:
Jump Capacity: 0 meters
Armor: Standard
Armament:
1 Improved Heavy Medium Laser
2 Machine Gun
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-D
Cost: 1,601,231.25 C-bills
Type: Definitely not a light Battlemech
Technology Base: Clan (Advanced)
Tonnage: 15
Battle Value: 525
Equipment Mass (kg)
Internal Structure 1,500
Engine 135 4,500
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 7 1,750
Cockpit: 750
Armor Factor: 67 3,350
Internal Armor
Structure Value
Head 4 9
Torso 15 30
R/L Arm 4/4 6/6
Legs 8 16
Main Gun - -
Weapons
and Ammo Location Mass
SRM 4 Ammo (12) BD 480
Machine Gun Ammo (34) BD 170
SRM 4 T 1000
Improved Heavy Medium Laser T 1000
Machine Gun LA 250
Machine Gun RA 250
Definitely not a heavy Protomech
Type: Battlemech
Mass: 15 tons
Chassis: Endo Steel Biped
Power Plant: 90 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Ferro-Fibrous
Armament:
1 Improved Heavy Medium Laser
2 Machine Gun
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 1,390,235 C-bills
Type: Definitely not a heavy Protomech
Technology Base: Clan (Advanced)
Tonnage: 15
Battle Value: 483
Equipment Mass
Internal Structure Endo Steel 1
Engine 90 Fusion 3
Walking MP: 6
Running MP: 9
Jumping MP: 0
Double Heat Sink 10 [20] 0
Gyro 1
Cockpit 3
Armor Factor (Ferro) 55 3
Internal Armor
Structure Value
Head 3 9
Center Torso 5 8
Center Torso (rear) 2
R/L Torso 4 6
R/L Torso (rear) 2
R/L Arm 2 4
R/L Leg 3 6
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Double Heat Sink LL 2 - 1.0
Double Heat Sink CT 2 - 1.0
Improved Heavy Medium Laser RT 2 7 1.0
Half Machine Gun Ammo (100) RT 1 - 0.5
CASE RT 0 - 0.0
2 Double Heat Sink RT 4 - 2.0
Machine Gun LA 1 0 0.25
CASE LT 0 - 0.0
SRM 4 Ammo (25) LT 1 - 1.0
2 Double Heat Sink LT 4 - 2.0
Double Heat Sink RL 2 - 1.0
SRM 4 HD 1 3 1.0
Machine Gun RA 1 0 0.25
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I think the 'Mech wins; the CASE was the final thing that decided me. I might be biased, though, since I run ELMs in my AU.
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Protos can't suffer ammo explosions.
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Yup. But its nice to see, regardless.
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Survivability is definitely better on the ProtoMech. More Armor and more structure, as well as being a 1 Level unit makes it easier to hide. You can also move in between a 'Mechs legs to hide from its fire (but not it's Stomps). Biggest downside is the lack of a Main Gun, but when doing a comparison with a Mech is probably a wise choice.
The ULM IS cheaper in BV and in C-Bills, even before figuring in the normal 4 more ProtoMechs to add in to the Point or 2 more for a Society Un. Not having a neural connection does make it easier on the Pilot, too. The ULM also does have more Ammo, so more "dwell" time.
As for who wears it better, I'm a little more partial to the Protomech, but that's more due to general experience actually using them.
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Yeah, but Protos are exclusively Clan. Ultra lights have a much broader list of groups that COULD make them.
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Yeah, but Protos are exclusively Clan. Ultra lights have a much broader list of groups that COULD make them.
Except the ULM uses as much Clan equipment to match it with a softer unit.
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I am heavily biased, as I hate superheavy protos exactly because they clash with ultralight mechs, and there is no speed scaling balance so the 15 ton protos just are superior to 9 ton protos.
The superheavy proto here is better, as among other issues the proto doesnt have a pilot skill, so cant fall and cant skid, and losing legs isnt really even a bother. Also, because of how stacked superheavy protoarmor is, needing 3 direct 15 point hits to the torso to kill the superheavy proto is a lot of damage.
The ultralight, by contrast, is dead to 15 damage to the center, and has a rear armor to worry about. Also, losing a leg hampers the ultralight, who can fall, a lot more and messes with its shooting having to prop and fire. The BV is less, but only by a slight amount, while the proto needs 3x the damage to kill or cripple most of the time, as even the legs can take a direct gauss shot with no issue. Heck, the superheavy proto can survive a blazer to the face! Like, what!?
Anyway, my bias against the overtuned superheavy protos got the better of me, again. I have no doubt a 20 ton 'super-duper' protomech would be better then any 20 ton battlemech too!
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Look, I'm going to be honest with you. After I finished that Proto I looked and cried, "What on earth have I done?!"
The lack of scaling really is an unfortunate oversight.
Well, at least the ultralight mech can't be killed by a trio of Inferno missiles.
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Also, unless the rules have changed, the proto ignores certain hits as near-misses, which is a huge boost to survivability when played over multiple games.