Author Topic: Rifleman the new anti light mech.  (Read 1158 times)

captainjohn

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  • Posts: 369
  • work is for those who don't know how to plunder
Rifleman the new anti light mech.
« on: 25 July 2013, 18:22:48 »
what is your anti light mech.

Code: [Select]
rifleman alms

Mass: 60 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-F
Production Year: 0
Cost: 12,163,200 C-Bills
Battle Value: 1,803

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    2  Snub-Nose PPCs
    2  Light AC/5s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    99 points                3.00
    Internal Locations: 2 CT, 2 LT, 3 RT, 2 LA, 2 RA, 1 LL, 2 RL
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 5
    Running MP: 8
    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:              Ferro-Fibrous                AV - 201                 11.50
    Armor Locations: 7 LT, 6 RT, 1 LL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     20           30       
                                 Center Torso (rear)                  10       
                                           L/R Torso     14           21       
                                    L/R Torso (rear)                  7         
                                             L/R Arm     10           20       
                                             L/R Leg     14           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Light AC/5                                   RA        1         2         5.00
Snub-Nose PPC                                RA        10        2         6.00
A.E.S.                                       RA        -         3         2.00
Light AC/5                                   LA        1         2         5.00
Snub-Nose PPC                                LA        10        2         6.00
A.E.S.                                       LA        -         3         2.00
@Light AC/5 (20)                             RA        -         1         1.00
@LAC/5 (Precision) (10)                      LA        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
5          3       2       0       0      3     0   Structure:  3
Special Abilities: SRCH, ES, SEAL, SOA, AC 1/1/0

so, we meet again, for the first time

CloaknDagger

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  • Posts: 3791
Re: Rifleman the new anti light mech.
« Reply #1 on: 25 July 2013, 18:35:01 »
While that is undoubteldy a fine Rifleman, I think it's underammoed (it need moar precision), and it needs higher damage weapons.

I would try to fit a Gauss and AES or TC in there. 15 damage can core some light mechs if you hit the back, and at least penetrate the front. -1 is just mandatory to get a hit.

Plus, LRMs with SG aren't bad either.

Code: [Select]
It gets the job done

Mass: 100 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: D/X-X-F
Production Year: 2750
Cost: 7,324,000 C-Bills
Battle Value: 1,362

Chassis: Unknown Primitive Structure
Power Plant: Unknown 240 Primitive Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
    1  Binary Laser Cannon
    1  Thumper
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure          152 points               10.00
Engine:             Primitive Fusion Engine      240                      11.50
    Walking MP: 2
    Running MP: 3
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             23                       13.00
    Heat Sink Locations: 2 CT, 8 LT, 2 LL, 2 RL
Gyro:               Standard                                               3.00
Cockpit:            Primitive                                              5.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Primitive                    AV - 305                 28.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           49       
                                 Center Torso (rear)                  13       
                                           L/R Torso     21           31       
                                    L/R Torso (rear)                  11       
                                             L/R Arm     17           33       
                                             L/R Leg     21           42       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Thumper                                      RT/RA     6         12/3     15.00
Binary Laser Cannon                          LT        16        4         9.00
@Thumper (100)                               RA        -         5         5.00
                                            Free Critical Slots: 9

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 14
2          3       2       0       0      4     0   Structure:  8
Special Abilities: ARTT, SRCH, ES, SEAL, SOA



Area of effect says, "What movement modifier?"

Blazer says, "What armor?"
« Last Edit: 25 July 2013, 18:37:25 by CloaknDagger »

Bismarck

  • Master Sergeant
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  • Posts: 301
Re: Rifleman the new anti light mech.
« Reply #2 on: 25 July 2013, 20:08:49 »
that's good-for-the-game thinking...

unless i misunderstand the artillery rules, what that says is, the other guy moves where-ever-and-how-ever he wants...

then he stops in some hex...

THEN you get to open up with artillery, against exactly that specific spot...

whilst the other guy patiently waits for your shells to land at his feet

e.g. a Dasher MASC-Sprint's 25 hexes, circling all around the map board...

whilst you non-chalantly sip from your champaign...

then the Dasher stops "to catch its breath"...

and you set down the champaign, crack your knuckles, "so, where is that guy now?"... "ah, 100 degrees some-which-way, 1000 range..."
their rules (not mine) = "everybody dies, and from death, some are selected to slavery"

foolish farmers fooled forth from farms, to the field, at (e.g.) Marathon, where many men met determined doom, and all others, identified, were ever after relentlessly pursued & hunted down, themselves, their families, their blood, per policy of "pasture-ization", by (e.g.) oath-sworn Hannibal, patiently, for prolonged protracted periods, to present -- those have been being The Rules, for many millennia

honor is politics... right ?

Sabelkatten

  • Lieutenant Colonel
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  • Posts: 6984
Re: Rifleman the new anti light mech.
« Reply #3 on: 26 July 2013, 02:03:48 »
Arty only has 0-turn time of flight at range 7-17 and still have pretty bad TNs. Plus it only causes damage in 5-point clusters so many light mechs can take a couple of hits with no problem (Fire Moths need not apply).

ialdabaoth

  • Warrant Officer
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  • Posts: 532
Re: Rifleman the new anti light mech.
« Reply #4 on: 26 July 2013, 07:52:01 »
Indeed; if you're going to make an Artillery anti-light 'mech, you need at least a pair of Arrow IV's.

Sabelkatten

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  • Posts: 6984
Re: Rifleman the new anti light mech.
« Reply #5 on: 26 July 2013, 08:35:21 »
Arty cannons. ;)

Thought personally I'm partial to TC'd AC/20s with precision ammo. Guaranteed to make pests go away! (At least to range 4!)

Bismarck

  • Master Sergeant
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  • Posts: 301
Re: Rifleman the new anti light mech.
« Reply #6 on: 26 July 2013, 22:03:48 »
on second thought, a -4 to-hit bonus for artillery is realistic...  "arty" affects a 100m-across area-of-effect, the size of a football-field...

with arty, pilots need only track the target to "get close", they only have to put shots w/in an acre of the target => -4 bonus

target movement should still apply, however, since 'tis harder to track a fast-moving 'Mech's feet... than some stationary target...

if arty is used for direct fire, then you have to keep cross-hairs at-least-vaguely-near-to the target...

so target's movement mods should still apply... if those mods make the arty miss, so that the shell scatters, then what the game would be saying, is that the attacker couldn't quite keep up w/ some (say) sprinting Dasher, and the pilot pulled the trigger too soon / too late / wrong time / etc.

target movement mods "should" still apply, along w/ the -4 area-of-horseshoes-and-handgrenades-effect bonus

if you can seriously mount an acre-cratering weapon upon a 'Mech, then it's basically a mini-nuke, and the only counter would be another artillery piece, or perhaps a VTOL / air-craft which doesn't sit on the solid soil to be "splashed" w/ damage...

then someone will say that arty can fire flak, afflicting swaths of seven hexes w/ enough damage to down such VTOLs / vehicles
their rules (not mine) = "everybody dies, and from death, some are selected to slavery"

foolish farmers fooled forth from farms, to the field, at (e.g.) Marathon, where many men met determined doom, and all others, identified, were ever after relentlessly pursued & hunted down, themselves, their families, their blood, per policy of "pasture-ization", by (e.g.) oath-sworn Hannibal, patiently, for prolonged protracted periods, to present -- those have been being The Rules, for many millennia

honor is politics... right ?