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11
Ground Combat / Re: Battlefield Support: Assets
« Last post by Cannonshop on Today at 05:55:49 »
In the example I was talking about it wasnt 6 elite mechs versus 40, it was 4 PC mechs in a heavy lance 205-280.  Its cause 1 each of foot, motorized, jump, apc, field gun is 600 BV for 5 units, so a battalion is 2k for 15 units, followed by an armored gun company of scorpion types for 12 units at 4k.  So 2 infantry battalions and a armored gun support company is 8k BV.  Since I randomly rolled into an infantry force on the RAT table, its not like I went out of my way to spam cheap stuff, it was fairly rolled up as opfor, all i did is change some of the oddball units to make fewer types of units, so like all the foot troops became 1 type instead of a flamer/srm/laser.

Now, yeah for 8k you could also take 6 Manticore instead of 42 combined arms things, but the point is that infantry formations do exist, and BSP make that scenario so much more fun to play now versus then.

As long as you use like 2 TW hero tanks for the 'cool guys', counting as part of the unit count limits as mechs, the rest of the force in ancillary BSP has been a godsend for playing combined arms.  Even elementals work the same.  The BSP elementals are fodder, but the TW elementals in a clan force are the 'frontline' troops eligible for bloodnames/xp/pilot upgrades, and take a spot as a mech for force construction guidelines.

You can address the issues with BV2 without grafting a system onto the game that was probably developed for a completely different game that never got finished enough to publish.

Your BV example, for example, presumes players have that much money to spend on minis, or that much interest in making their own proxies, plus sheets, plus lists, and doing all the math when they aren't doing it on Megamek.

admittedly, there ARE autists that dedicated in the community.  I remember a period around 2002-2006 where I was buying blisters of whatever was on Gary's shelf and inhaling paint fumes in the apartment kitchen for hours, mixing in greenstuff and model train terrain and moss for grass.  I gave most of those to friends as gifts, if they were any good, and kept the failures. (They're still around here somewhere).

But after a while, it became a burden instead of a pleasure doing that, and after your fiftieth little tiny microscopic Davion Army Man it becomes largely not much fun at all.

Not even adding an n-scale Jeep with a homebuilt crew served and cutting one of them up to be the driver.

It just gets...eh.

Even doing it with software, the amount of paper you end up lugging around starts to rival the sourcebooks, keeping track of that shit gets annoying too.

the mismatch you're theorizing? becomes too much of a pain in the ass to assemble and formulate, and that's before you start with the record-keeping, because you have to haul all that shit to your game venue most of the time, and if I wanted that much inconvenience, I'd just break down and play Warhammer.

Keep in mind also, while we've all heard the apocryphal tales of the Majestic overpower of the Savannahmaster Swarm, I've seen players try it, and I've tried it, and it rarely works that way in practice.

what tends to happen more often, is an Equal BV of level 1 'mechs will stride off the map with some damage, leaving the hovercraft in ruins.
or as salvage.  They're actually significantly better in smaller numbers attached to REAL UNITS that can do damage, or, y'know, can operate in areas on the map that aren't flat and featureless.

Could they be simpler? You BET they can!  Under BMR(r) they WERE simpler-the sheets, the rolling, simpler.  This was what was being 'fixed' with the vehicle rules introduced in Total Warfare-they made them more complex.

Now we've got BSP-which is supposed to 'fix' them by simplifiying things...and adding  an entirely different set of rules that don't fit in order to do it.

It's almost overcompensation.  BMR tanks died a lot more easily, sure-they had things that killed them outright (fire, inferno strikes, heat causing weapons of all sorts) and there were literally units that weren't worth the BV they had to cost because of how BV1 (and 2) are calculated.  BUT...you could still build tactics within their limitations, because those limitations were not arbitrary luck rolls.  Nor were the counters.

But it was consistent.  Two tanks of the same model on the mapboard worked by the same rules, not "One set of rules for this one, and an entirely different set for that one, but they're both Manticores".

Do you see the problem with that?

this, is not how you ease a new player into something.  It's how you punish your friend who likes Hell's Horses (Or dirtbag militias) for being a [badword] and not using a proper star of Battlemechs and proper duelling rules.



12
Yes, I do. There's a Clan Jade Falcon Pouncer in the Alpha Strike box, after all.

Anyway, Ciro piloted a Timby, so it's a moot point.

I think there's a differance between a mech that was produced in mass amounts a century ago and thus easily would have found it's way in via salvage vs a mech that is one od a kind and produced by a wolf Khan for basicly his pet bondsman
13
When Worlds Collide - Powerman 5000

Did you know?  Spider One is Rob Zombie's younger brother.

Got The Life -- KoRn
14
Off Topic / Re: What did you just eat?
« Last post by MoneyLovinOgre4Hire on Today at 04:14:37 »
Honestly, yes.  You really shouldn't eat in front of someone who's involuntarily fasting.
15
Fan Articles / Re: Bv analysis
« Last post by DevianID on Today at 03:31:26 »
Just updating this post since some community members wondered where my BV errata musings were.

From other places, and on the topic of the value of damage, in the months since the last update ive settled on the following.

Remove the 1.5 multiplier in the current weapon BV formula.  Instead, add ideal damage *3.  Add the ammo multiplier found above.  For Jam weapons, take the salvo shot count and multiply by the exponent .895.

The jam exponent means 15 shots would become 12, and 10 become 8.6, which should accurately reflect the odds of shot availability versus shots lost due to weapon jam.

This formula means a medium laser calculates as thus: 5*3*33/36+ 5*3*26/36+ 5*3*15/36... Then add 5*3 for the value of damage.   The total is thus 46, so medium lasers see no change, but small lasers will go up and large lasers/ppcs will go down.  Keeping the medium laser the same BV was a suggestion by wundergoat that made sense, while also greatly emphasisizing the value of raw damage as outlined by the posts above.

Other things mentioned by me elsewhere but not here is many weapons currently having the wrong BV.  Artillery never got updated BV when its damage tripled, VSPLs have always been wrong as they use the lowest damage instead of more damage at short range, ECT.  Also lots of errata on weapons, like removing the +1 penalty to hit with snub nosed artillery cannons didn't adjust the weapons BV, so they are undercosted.  But all that weapon stuff is 'fixed' if weapon errata would be adopted, simply as a measure of updating the BV of weapons in errata finally.  That stuff isn't a 'lets update the BV formula', it's 'the number listed is wrong using the old formula and should be changed'.

The next thing im considering is what AE damage multipliers should be, and Flak modifiers.  AE and Flak are currently free, but AE especially does bonus damage as it can hit 2 enemy units in the same hex.  It also has bonus effects versus some unit types.  Same with flak.

Off the top of my head 1.5 feels appropriate as an upcharge for AE damage, not even considering the accuracy the weapons usually get (which, like pulse would be a seperate modifier).

Flak is another question though.  While, say, an LBX loses damage via the cluster roll to gain flak and LB accuracy, other weapons like the silver bullet gauss and HAG dont have variant ammo with FLK, they get flak for free.  But flak is only useful against a very small subset of units, so the question is... How many times shooting a HAG or whatever is it getting the flak bonus?  Or, instead of increasing Flak weapons, should we reduce the defensive TMM value of units with a flak weakness?
16
Off Topic / Re: Naval Pictures X: Underway on Nuclear Power
« Last post by chanman on Today at 03:02:01 »
Some ships I'm personally completely unfamiliar with from the transitional era after WW2 and before the mid-70s or so when we're fully into the missile age.

USS Norfolk DL-1 destroyer leader (class of 1). Extremely large for a destroyer at the time (540 feet long, over 5000 tons displacement puts around a Dido-class AA cruiser in size, displacement, and complement (over 500). Wikipedia says she was built on a 'light cruiser hull' which I assume means Atlanta family since it's a lot smaller than a Cleveland or successor.

I assume that had she stayed in service to the 1975 reclassification, she might have gotten a cruiser designation like the rest of the DLGs


USS Mitscher first in a class of 4 in her original configuration. Also getting close to the length of modern destroyers (493 ft) and much heavier than WW2 DDs (~5000 tonnes). Eventually two of the class (USS Mitscher and USS John S. McCain) were refit as DDGs with a single arm launcher for Tartar missiles


After refit in 1975


The Forrest Sherman-class were smaller and lighter (418 ft. 4000 tons full load) and like the Spruance-class seemed to lead to a bunch of experimental fits. They served all the way up to nearly the end of the Cold War

USS Decatur (DDG-31) after conversion to a DDG with a Mk. 13 launcher replacing one of the aft guns (one of four converted this way)


USS Barry (DD-933) with the same gun replaced with ASROC (8 conversions as the Barry-subclass)


USS Forrest Sherman (DD-931) keeping the gun in X position



Charles F. Adams-class designed from the outset to be DDGs as a development of the Forrest Shermans
The German museum ship Mölders. Not decommissioned until 2003 and had by then be refit with a pair of RAM launchers


Australia also operated the type
HMAS Hobart


HMAS Perth and HMAS Brisbane


One of the earlier ships in the class, USS Henry B. Wilson. Later ships switched to a single-arm launcher


British Whitby-class frigate in Amsterdam in 1969. In service from 1956 to 1974 and seemingly never fitted with missiles
17
But it WOULD be a MAJOR Retcon, since it was made by Clan Wolf.  Oh, AND it was made for a Freebirth Spheroid!  Does anyone REALLY think CJF would want one of those?   :huh:

Yes, I do. There's a Clan Jade Falcon Pouncer in the Alpha Strike box, after all.

Anyway, Ciro piloted a Timby, so it's a moot point.
18
BattleMechs / Grand Chihuahua (Dire Wolf II)
« Last post by Snowjeepney on Today at 01:28:17 »
Grand Chihuahua (Dire Wolf II)



Source of Picture:


https://www.sarna.net/wiki/File:Tomahawk_II.jpg



Mass: 100 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E-D
Production Year: 3064
Dry Cost: 24,855,000 C-Bills
Total Cost: 24,855,000 C-Bills
Battle Value: 1,277

Chassis: Titan AR Standard
Power Plant: Type II 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Royal-7 Standard Armor
Armament:
    53.5 tons of pod space.
Manufacturer: Arc-Royal Mechworks
    Primary Factory: Arc-Royal
Communications System: HWLR Designation ComSys
Targeting and Tracking System: Hunter (7) Dedicated TTS

Overview:
The creation of the Grand Chihuahua was the result of the Wolf's Dragoons
wanting to have a more dedicated manufacturing facility to build more Dire Wolf
Omnimechs.  However, not wanting to risk having the facility in Outreach, and
having to build from the ground up, the Dragoons instead reached out and
partnered with Clan Wolf-in-Exile and the Kell Hounds, supplying technological
know-how and resources to Clan Wolf-in-Exile and the Kell Hounds; in exchange,
the Dragoons would help upgrade Arc-Royal Mechworks so that it could produce
the desired Dire Wolf Omnimechs.  However, along the way, changes were made on
the "Dire Wolf" design as a result of a combination of Inner Sphere tooling and
the Dragoons utilizing concepts from the Warhawk Omnimech.  The end result was
an Omnimech, while functionally the same as the Dire Wolf, looks significantly
more different.

Rather than simply calling it "Dire Wolf II", Jaime Wolf jokingly suggested to
name it the "Grand Chihuahua" after a mythical 'mech from "The Adventures of
Clan Spaniel" show. Somehow, the name gained traction, and thus, the Dire
Wolf-based Omnimech was rechristened the "Grand Chihuahua".

In more ways than one, the Grand Chihuahua shares many characteristics with the
Dire Wolf; however, it only has 12 double heat sinks in its base chassis,
resulting in bumping up the pod space tonnage to 53.5 tons, while freeing up
critical space.


Capabilities:
In its Prime Configuration, the Grand Chihuahua is a direct-fire powerhouse,
with each arm fitted with a Gauss Rifle and a Large Pulse Laser, with an
additional Large Pulse Laser in the center torso, while an anti-missile system
helps protects against enemy missiles.  Six tons of ammo allow for the Gauss
Rifles to be of use for a significant amount of time, and sixteen total double
heat sinks ensure that the 'mech stays cool in all but the worst situations.

Configuration A takes inspiration from the Dire Wolf Prime.  It has an ER Large
Laser, an Ultra AC/5 autoncannon, and an ER Medium Laser on each arm.  Another
ER Large Laser in the center torso and  an LRM-15 launcher on the left side
torso provide additional long-range firepower, while an ER Medium Laser in each
side torso round out the armaments.  Accuracy of the direct-fire weapons are
significantly improved due to the inclusion of a targeting computer, while 12
double heat sinks provide respectable heat dissipation.  Additionally, a
head-mounted ECM provides defense against enemy electronics.

Configuration B is one of the two configurations that is meant for urban
combat.  This configuration has a LB 20-X autocannon on the right arm,
complimented by a quartet of Medium Pulse Lasers and a Streak SRM-6 on the left
arm.  A Micro Pulse Laser in the center torso also provides additional defense
against possible infantry attacks, with an ER PPC in each side torso as its
main long-range weapons.  Given its role, this configuration also sports jump
jets, significantly improving its mobility.  This configuration also has an
impressive electronics package consisting of an ECM Suite and an Active Probe. 
With only a total of sixteen double heat sinks to help keep the waste heat
under control, bracket firing is the optimum way of utilizing the 'mech's
firepower.

Configuration C has a similar profile as the previous configuration, and just
as mobile, as it sported three jump jets as well.  An Ultra AC/20 autocannon on
the left arm and a quartet of ER Medium Lasers are its main close-range
weapons, with a Small Pulse Laser in the center torso meant to deter enemy
infantry.  For long-range engagments, this configuration has an ER Large Laser
in each side torso, and an Artemis-guided LRM-15 launcher on the right side
torso.  A formidable electronics package, consisting of an ECM Suite, an Active
Probe, and a Targeting Computer, makes this configuration formidable regardless
of range.  To keep the chassis cool, this configuration has 18 double heat
sinks total. 

Configuration D features an ATM-6 launcher in each side torso, giving the Grand
Chihuahua a degree of range flexibility.  These are supported by a Gauss Rifle
and an ER Medium Laser on each arm, an ER Large Laser in the center torso, a
Heavy Medium Laser in each side torso just below the ATMs, and a Micro Pulse
Laser in the right side torso.  Two more double heat sinks were added as well,
for a total of fourteen.

Configuration E has each arm fitted with a Heavy Large Laser.  Supporting these
highly powerful, but heat intensive weapons are a Gauss Rifle in the right side
torso complemented by an ER PPC in the left side torso for long-range combat,
while two Medium Pulse Lasers, one in the head and one in the left side torso,
provide additional close-range punch; a Flamer in the center torso rounds out
the armament. Despite having a Targeting Computer and 20 total double heat
sinks, this configuration is considered to be quite tempermental.


Battle History:
During the SLDF-led counterattack (a.k.a Operation Audacity)  against the Jade
Falcon invasion of the Lyran Melissia Theatre in 3064, Clan Wolf-in-Exile took
this opportunity to test out several "Grand Chihuahua" Omnimechs against the
invaders.  The Wolf-in-Exile forces often used the assault 'mechs to support
their more mobile assets.  By the time the Falcons were driven back, many of
the Grand Chihuahua Omnimechs proved their worth, although several needed
significant repairs.

During their battles against the Blakists and their allies, Wolf's Dragoons
made heavy use of the Grand Chihuahua Omnimechs against their enemies,
inflicting heavy damage in each engagement.  However, by the time the Blakists
were put down, Wolf's Dragoons only had a Star's worth of Grand Chihuahua
Omnimechs left.


Deployment:
Besides the counterattack against the Jade Falcons , Clan Wolf-in-Exile does
not make heavy use of the Grand Chihuahua Omnimechs, as their combat doctrine
favours lighter and hard-hitting 'mechs;  That said, they do keep a few in
their touman, in case a heavier than usual punch is required.  It is mainly the
Wolf's Dragoons that makes heavy use of the Grand Chihuahua Omnimechs.

Somehow, Clan Diamond Shark acquired one Grand Chihuahua through a trial of
possession; said trial involved tequila, a poker game, and a kareoke machine,
with the Diamond Sharks ending up on the victorious side after the trial had
concluded. 

Code: [Select]
================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     152 points               10.00
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 304                 19.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           46       
                                 Center Torso (rear)                  15       
                                           L/R Torso     21           30       
                                    L/R Torso (rear)                  12       
                                             L/R Arm     17           33       
                                             L/R Leg     21           42       



================================================================================
Loadout Name: Prime                                          Cost: 28,474,500
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 3,017

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             16(32)                    4.00
    Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL
    CASE Locations: LT, LA, RA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
Large Pulse Laser                            RA        10        2         6.00
Gauss Rifle                                  LA        1         6        12.00
Large Pulse Laser                            LA        10        2         6.00
Large Pulse Laser                            CT        10        2         6.00
Anti-Missile System                          HD        1         1         0.50
@Gauss Rifle (24)                            RT        -         3         3.00
@Gauss Rifle (24)                            LT        -         3         3.00
@Anti-Missile System (24)                    LT        -         1         1.00
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 30
3          6       7       7       0      4     0   Structure:  5
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: A                                              Cost: 29,830,500
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 3,159

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             21(42)                    9.00
    Heat Sink Locations: 2 LT, 1 RT, 2 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, LA, RA                                             0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER Large Laser                               RA        12        1         4.00
Ultra AC/5                                   RA        1         3         7.00
ER Medium Laser                              RA        5         1         1.00
ER Large Laser                               LA        12        1         4.00
Ultra AC/5                                   LA        1         3         7.00
ER Medium Laser                              LA        5         1         1.00
ER Medium Laser                              RT        5         1         1.00
Targeting Computer                           RT        -         6         6.00
ER Medium Laser                              LT        5         1         1.00
LRM-15                                       LT        5         2         3.50
ER Large Laser                               CT        12        1         4.00
ECM Suite                                    HD        0         1         1.00
@Ultra AC/5 (20)                             RA        -         1         1.00
@Ultra AC/5 (20)                             LA        -         1         1.00
@LRM-15 (16)                                 LT        -         2         2.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 32
3          6       6       4       0      4     3   Structure:  5
Special Abilities: OMNI, ECM, CASE, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: B                                              Cost: 30,740,750
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 3,265

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   6.00
Heat Sinks:         Double Heat Sink             16(32)                    4.00
    Heat Sink Locations: 2 LT, 1 LL, 1 RL
    CASE Locations: RT, LA                                                 0.00
    Actuators:      L: SH+UA+LA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 20-X AC                                   RA        6         9        12.00
4 Medium Pulse Lasers                        LA        16        4         8.00
Streak SRM-6                                 LA        4         2         3.00
ER PPC                                       RT        15        2         6.00
ER PPC                                       LT        15        2         6.00
ECM Suite                                    LT        0         1         1.00
Micro Pulse Laser                            CT        1         1         0.50
Active Probe                                 HD        0         1         1.00
@Streak SRM-6 (15)                           LA        -         1         1.00
@LB 20-X (Slug) (15)                         RT        -         3         3.00
@LB 20-X (Cluster) (10)                      RT        -         2         2.00
                                            Free Critical Slots: 7

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 33
3j         6       5       2       0      4     4   Structure:  5
Special Abilities: OMNI, PRB, RCN, ECM, CASE, SRCH, ES, SEAL, SOA, FLK 1/1/0


================================================================================
Loadout Name: C                                              Cost: 30,690,000
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 3,483

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   6.00
Heat Sinks:         Double Heat Sink             18(36)                    6.00
    Heat Sink Locations: 1 RT, 1 LA, 2 RA, 1 LL, 1 RL
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
4 ER Medium Lasers                           RA        20        4         4.00
Ultra AC/20                                  LA        7         8        12.00
LRM-15                                       RT        5         2         3.50
    Artemis IV FCS                           RT        -         1         1.00
ER Large Laser                               RT        12        1         4.00
ECM Suite                                    RT        0         1         1.00
ER Large Laser                               LT        12        1         4.00
Targeting Computer                           LT        -         5         5.00
Small Pulse Laser                            CT        2         1         1.00
Active Probe                                 HD        0         1         1.00
@LRM-15 (Artemis) (16)                       RT        -         2         2.00
@Ultra AC/20 (15)                            LT        -         3         3.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 35
3j         6       6       2       0      4     4   Structure:  5
Special Abilities: OMNI, PRB, RCN, ECM, CASE, SRCH, ES, SEAL, SOA, IF 1


================================================================================
Loadout Name: D                                              Cost: 29,511,250
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 3,069

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Heat Sinks:         Double Heat Sink             14(28)                    2.00
    Heat Sink Locations: 1 LL, 1 RL
    CASE Locations: LT, RT, LA, RA                                         0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Gauss Rifle                                  RA        1         6        12.00
ER Medium Laser                              RA        5         1         1.00
Gauss Rifle                                  LA        1         6        12.00
ER Medium Laser                              LA        5         1         1.00
ATM-6                                        RT        4         3         3.50
Heavy Medium Laser                           RT        7         2         1.00
Micro Pulse Laser                            RT        1         1         0.50
ATM-6                                        LT        4         3         3.50
Heavy Medium Laser                           LT        7         2         1.00
ER Large Laser                               CT        12        1         4.00
@Gauss Rifle (24)                            RA        -         3         3.00
@Gauss Rifle (24)                            LA        -         3         3.00
@ATM-6 (10)                                  RT        -         1         1.00
@ATM-6 (HE) (10)                             RT        -         1         1.00
@ATM-6 (ER) (10)                             RT        -         1         1.00
@ATM-6 (10)                                  LT        -         1         1.00
@ATM-6 (HE) (10)                             LT        -         1         1.00
@ATM-6 (ER) (10)                             LT        -         1         1.00
                                            Free Critical Slots: 5

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 31
3          7       6       4       0      4     4   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: E                                              Cost: 28,853,750
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 3,517

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   6.00
Heat Sinks:         Double Heat Sink             20(40)                    8.00
    Heat Sink Locations: 3 LA, 3 RA, 1 LL, 1 RL
    CASE Locations: RT                                                     0.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Heavy Large Laser                            RA        18        3         4.00
Heavy Large Laser                            LA        18        3         4.00
Gauss Rifle                                  RT        1         6        12.00
ER PPC                                       LT        15        2         6.00
Medium Pulse Laser                           LT        4         1         2.00
Targeting Computer                           LT        -         6         6.00
Flamer                                       CT        3         1         0.50
Medium Pulse Laser                           HD        4         1         2.00
@Gauss Rifle (24)                            RT        -         3         3.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 35
3j         6       6       3       0      4     3   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA
19
I forget what Ciro piloted after becoming a MechWarrior in Clan Jade Falcon, but he could be given a Wolfhound IIC.
Technically the only Wolfhound IIC was "Grinner," but it really wouldn't be a major retcon to say "no, actually, a few more were made" to get it into a ForcePack.

But it WOULD be a MAJOR Retcon, since it was made by Clan Wolf.  Oh, AND it was made for a Freebirth Spheroid!  Does anyone REALLY think CJF would want one of those?   :huh:
20
BattleMechs / Re: A "facelift" Banshee for the Scorpion Empire
« Last post by Luxan on Today at 00:48:00 »
With no CASE and no chance to eject, the Torso Mounted Cockpit would seem to reduce the pilot's survival chance.

That said, it hits hard.
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