Author Topic: Filling in the Syberian AutoMechs (Open Thread)  (Read 100876 times)

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #420 on: 22 April 2022, 12:38:05 »
Question about the Leader.  Do they get the trailer?  Optimus was famous having a armed trailer with various equipment in it.  BattleTech has such a trailer, the Gun Trailer, only thing a Leader would need is a trailer hitch.

Gun Trailer could have repair gantry, communication equipment.  Wheelie, the drone vehicle for scouting, fixed gun placement etc.  Just suggestion.

I have a vague recollection that someone actually statted one up somewhere, years ago. I didn't give them one, though. The mini form I gave them was that of an HQ vehicle, which has a trailer built into it. So, I kind of handwaved that the Leader form took a bit of a G1 Motor Master approach to big rigs by integrating the trailer into the body itself (if only in my own mind).

Plus, much like the size-changing aspect of (many) G1 characters, I figured Prime's magic disappearing/reappearing trailer was best not appearing on Syberia, where they have a *little* more respect for physics (even if it's FASA Physics). ;)

- Herb

Daryk

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #421 on: 22 April 2022, 18:49:49 »
I thought the proper spelling was FASA Fisiks?  ???  ;D

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #422 on: 22 April 2022, 19:33:05 »
I thought the proper spelling was FASA Fisiks?  ???  ;D

As a professional writer, I'm fluent in Typo. ;)

- Herb

Daryk

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #423 on: 22 April 2022, 19:44:36 »
:toofunny:

Touché, good sir!  8)

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #424 on: 22 April 2022, 20:22:10 »
Oh, Seeker class updates!

Seeker (Aerofighter AutoMech)

Summary
(Fluff unchanged.)

Code: [Select]
Type: Seeker
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Aero 7.5
Engine: 250 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 8
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Fuel: 80 0
Structural Integrity: 16 0
Armor Factor: 112 7
Internal Armor
Structure Value
Head 3 9
Center Torso 16 12
Center Torso (rear) 7
R/L Torso 12 10
R/L Torso (rear) 5
R/L Arms 8 12
R/L Legs 12 15

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
Improved Jump Jets RL/RT/LT/LL 8 4

Weapons and Ammo Location Critical Tonnage
Strafer Configuration A
Medium Pulse Laser RA 1 2
ER Medium Laser RA 1 1
Fuel (80) RT 1 1
Double Heat Sink LT 3 1
Medium Pulse Laser LA 1 2
ER Medium Laser LA 1 1

Strafer Configuration B
2 ER Medium Lasers RA 2 2
Double Heat Sink RT 3 1
Fuel (80) RT 1 1
TAG LT 1 1
Double Heat Sink LT 3 1
2 ER Medium Lasers LA 2 2

Interceptor Configuration A
Light PPC RA 2 3
Primitive Rocket Launcher-15 RT 2 1
Primitive Rocket Launcher-15 LT 2 1
Light PPC LA 2 3

Interceptor Configuration B
ER Medium Laser RA 1 1
LRM 5 RT 1 2
ER Small Laser CT 1 0.5
Ammo (LRM) 24 LT 1 1
CASE LT 1 0.5
LRM 5 LT 1 2
ER Medium Laser LA 1 1

Ambusher Configuration A
SRM 4 RA 1 2
Guardian ECM RT 2 1.5
CASE LT 1 0.5
SRM 4 LA 2 2
Machine Gun LA 1 0.5
Ammo (MG) 100 LA 1 0.5
Ammo (Streak) 25 LA 1 1

Ambusher Configuration B
ER Medium Laser RA 1 1
LRM-10 RT 2 5
Ammo (LRM) 12 LT 1 1
ER Medium Laser LA 1 1

Bladefighter Configuration
Medium Vibroblade RA 2 5
ER Medium Laser RT 1 1
ER Medium Laser CT 1 1
ER Medium Laser LT 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Fighter Conversion), Atmospheric Flyer, Nimble Jumper, Ubiquitous (Syberia)
 
Notable Seekers:
Seeker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Star Seeker Strafer (B) CommandMech Elt (0/0) Scout, Officer Phoenix Hawk/Mechbuster
Sky Seeker Ambusher (A) SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Thunder Seeker Ambusher (B) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Acid Seeker Interceptor (B) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Ion Seeker Interceptor (A) SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Nova Seeker Strafer (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Bit Seeker Strafer (A) Analyzer Vet (3/2) Analysis Phoenix Hawk/Mechbuster
Heat Seeker Interceptor (B*) CraftsMech Vet (5/1) Engineer Phoenix Hawk/Mechbuster
Cell Seeker Ambusher (B) ArtilleryMech Reg (5/4) Infantry Phoenix Hawk/Mechbuster
Sun Seeker Strafer (B**) SpecMech Reg (4/3) Special Forces Phoenix Hawk/Mechbuster
Death Seeker Ambusher (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Ram Seeker Ambusher (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Thrust Seeker Ambusher (B) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster
Blast Seeker Ambusher (B) ReconMech Reg (3/2) Scout Phoenix Hawk/Mechbuster
Black Seeker Strafer (B) NinjaMech Vet (1/0) Infantry-AntiMech Phoenix Hawk/Mechbuster
Red Seeker Interceptor (A) GruntMech Reg (5/4) Minimal Phoenix Hawk/Mechbuster
Sand Seeker Ambusher (A) ReconMech Reg (3/2) Scout Phoenix Hawk/Mechbuster
Stream Seeker Ambusher (A) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster

Air Blade Bladefighter NinjaMech Vet (1/0) Infantry-AntiMech Phoenix Hawk/Mechbuster
Poniard Bladefighter† SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Maximia Strafer (A) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster

*This AutoMech swaps its left ER Medium Laser for a Flamer
**This AutoMech swaps both extra double heat sinks for 2 more ER Medium Lasers
†This AutoMech swaps its Medium Vibroblade and central ER Medium Laser for 2 Small Vibroblades (one in each hand)

See if you can tell me what I added here.

- Herb

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #425 on: 22 April 2022, 21:46:47 »
Herb, how about the Typhoon for Roadbuster?

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #426 on: 23 April 2022, 01:04:34 »
Herb, how about the Typhoon for Roadbuster?

Hmmm. Most of his toy forms are supposed to be jeeps, not tanks, but there does seem to be at least one that's patterned on an armored car. And the comics seem to depict him as being a rather large fellow, at least in bot mode, so... sure?

What are you thinking for his Mech form then?

- Herb

RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #427 on: 23 April 2022, 15:01:02 »
Didn't turn out too bad.

Looks good!  :thumbsup:


More...

AeroMech (Aerofighter AutoMech)



AutoBoPs! Convert and Charge!

Leader (Wheeled AutoMech)


Oh, Seeker class updates!

Seeker (Aerofighter AutoMech)


Very cool!  :) :thumbsup:



I have a vague recollection that someone actually statted one up somewhere, years ago. I didn't give them one, though. The mini form I gave them was that of an HQ vehicle, which has a trailer built into it. So, I kind of handwaved that the Leader form took a bit of a G1 Motor Master approach to big rigs by integrating the trailer into the body itself (if only in my own mind).

Plus, much like the size-changing aspect of (many) G1 characters, I figured Prime's magic disappearing/reappearing trailer was best not appearing on Syberia, where they have a *little* more respect for physics (even if it's FASA Physics). ;)

- Herb


I was just wondering if the Trailer would be an Emplacement/Wheeled AutoMech or just a Trailer with an AI. Probably just a Trailer. Folding walls isn't much of a transformation.
Plus it'd make building it easier. There could be multiple types too.




Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #428 on: 23 April 2022, 16:44:01 »
I couldn't find any available battletech vehicles flat enough with 4 wheels that fit Roadbuster's look so felt the Typhoon was a good compromise.  I was thinking of maybe just putting a forward mounted off-center gun at first too, before using the Goblin turret since it had an offside barrel.  The mech mode will either be a Griffin IIC base or I'm eyeing a hybrid Griffin / Shadow Hawk build, because of the arms and his overall brick build.

Hmmm. Most of his toy forms are supposed to be jeeps, not tanks, but there does seem to be at least one that's patterned on an armored car. And the comics seem to depict him as being a rather large fellow, at least in bot mode, so... sure?

What are you thinking for his Mech form then?

- Herb

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #429 on: 23 April 2022, 16:46:36 »
I also added a roll bar, right behind the driver area, so that kind of helps the overall look too, after the picture was taken.

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #430 on: 24 April 2022, 12:55:29 »
I was just wondering if the Trailer would be an Emplacement/Wheeled AutoMech or just a Trailer with an AI. Probably just a Trailer. Folding walls isn't much of a transformation.
Plus it'd make building it easier. There could be multiple types too.

If you wanted to make it an AutoMech, it would have to be wheeled rather than an emplacement, with a negligible fusion engine--lower than could give it even 1 MP. It would also have a Mech mode. Alternately, you'd could make it as a wheeled support vehicle with trailer and convertible chassis mods (to cover its fold-out configuration) and all the features you want to build into it. Roller would be its own vehicle drone, stored inside the trailer's cargo bay. The gun system would be built into the trailer, of course. (The TF wiki says the weapon system inside Prime's trailer features a mix of artillery and beam weapons, as well as one or two grapple manipulators, which basically operate on an internal turret. A Mobile Field Base or something like that could also be in there.)

That's if you wanted to futz with it, of course. I feel Primus Optimal is complete as it is.

- Herb

RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #431 on: 24 April 2022, 18:57:34 »
If you wanted to make it an AutoMech, it would have to be wheeled rather than an emplacement, with a negligible fusion engine--lower than could give it even 1 MP. It would also have a Mech mode. Alternately, you'd could make it as a wheeled support vehicle with trailer and convertible chassis mods (to cover its fold-out configuration) and all the features you want to build into it. Roller would be its own vehicle drone, stored inside the trailer's cargo bay. The gun system would be built into the trailer, of course. (The TF wiki says the weapon system inside Prime's trailer features a mix of artillery and beam weapons, as well as one or two grapple manipulators, which basically operate on an internal turret. A Mobile Field Base or something like that could also be in there.)

That's if you wanted to futz with it, of course. I feel Primus Optimal is complete as it is.

- Herb

I was wondering about something like the Thorizer only as a Trailer/Emplacement instead of a Hover/ASF and an AI instead of Crew. That way it could operate on it's own. Although I suppose just being a trailer with a remote drone system would work too. The convertible chassis mode would totally work for the folding walls.  :thumbsup:  Some trailers do have a more complex conversion than just folding down the walls though.  They're also a variety of weapons so there could be various.

There's also various Semi-Trucks and not all of them come with trailers. They could tow the drone trailer.

idea weenie

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #432 on: 24 April 2022, 19:03:59 »
If you wanted to make it an AutoMech, it would have to be wheeled rather than an emplacement, with a negligible fusion engine--lower than could give it even 1 MP. It would also have a Mech mode. Alternately, you'd could make it as a wheeled support vehicle with trailer and convertible chassis mods (to cover its fold-out configuration) and all the features you want to build into it. Roller would be its own vehicle drone, stored inside the trailer's cargo bay. The gun system would be built into the trailer, of course. (The TF wiki says the weapon system inside Prime's trailer features a mix of artillery and beam weapons, as well as one or two grapple manipulators, which basically operate on an internal turret. A Mobile Field Base or something like that could also be in there.)

That's if you wanted to futz with it, of course. I feel Primus Optimal is complete as it is.

- Herb

Give the trailer 5% of its mass taken up by the semi-transformation ability?

It also means you can have multiple types of trailers:
1) as described above, where it has a small drone in the cargo bay along with weapons
2) a trailer carrying a Heavy Vehicle Bay, so a Transformer that is damaged on the battlefield can be carted away in vehicle mode
3) A trailer with extra weapons/ammo for the units to shoot with (do the Transformers have access to CASE technology?)

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #433 on: 24 April 2022, 21:55:15 »
Give the trailer 5% of its mass taken up by the semi-transformation ability?

It also means you can have multiple types of trailers:
1) as described above, where it has a small drone in the cargo bay along with weapons
2) a trailer carrying a Heavy Vehicle Bay, so a Transformer that is damaged on the battlefield can be carted away in vehicle mode
3) A trailer with extra weapons/ammo for the units to shoot with (do the Transformers have access to CASE technology?)

Support Vehicle construction calls the Convertible mod a 1.1 multiplier (so, 10%), but the trailer mod has a 0.8 multiplier, for a final chassis multiplier mod of 0.88, unless you made it an armored vehicle. And you don't need to put an engine in for MP, so you can pick a minimal-size fusion plant to power any weapons and equipment. If you make the trailer as big as possible (160 tons), and used a Tech Rating of D that would get you 25.5 tons of structure, 10 tons of fusion power plant, leaving you the rest for equipment. At Tech E, the same size trailer with the same mods get a 22-ton chassis and a 9.5-ton power supply.

And yes, as they are of SL-era tech, plus IS-tech to 3060, they have access to CASE.

*Edit: Oops! Forgot it needs a robotic control system. That'll be another, um, 5% I think?

- Herb
« Last Edit: 24 April 2022, 22:25:22 by HABeas2 »

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #434 on: 26 April 2022, 00:39:09 »
Hounder (Wheeled AutoMech)

Summary

The Hounder is one of four classes we originally grouped under the name VeeMechs, believing at first that these machines were all built as variants of a single model. More study, of course, not only revealed that this was an error on our part, it also expanded our understanding of how many AutoMech body types evolved from what were, in essence, some of the Inner Sphere’s more popular standbys. As such, it is now our belief that these four models may have been among the earliest of the convertible wheeled AutoMechs to come into service.

The Hounder chassis type is built on the bones of the popular Wolverine BattleMech, and nowhere is this more apparent than in its most common weapons configuration. Though it gains five tons in its transition to a bimodal AutoMech, its performance remains unchanged, allowing it to act as both a heavy scout and a brawler. As might be expected, this comes at a significant cost in armor protection, but most of these machines appear to make up for that by carrying some of Syberia’s most advanced weaponry.

Code: [Select]
Type: Hounder
Technology Base: Syberian (Experimental)
Tonnage: 60

Equipment Mass
Internal Structure: 6
Conversion Eqpt: Wheeled 9
Engine: 300 19
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 152 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 20 20
Center Torso (rear) 7
R/L Torso 14 20
R/L Torso (rear) 6
R/L Arms 10 16
R/L Legs 14 16

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
ER Large Laser RA 2 5
SRM 6 LT 2 3
Ammo (SRM) 15 LT 1 1
CASE LT 1 0.5
Medium Laser HD 1 1

Common Configuration B
Light PPC RT 2 3
Guardian ECM Suite LT 2 1.5
ER Medium Laser LT 1 1
ER Large Laser LA 2 5

Maintainer Configuration
Lift Hoist RA 3 3
Light TAG LT 1 0.5
Large Laser LA 2 5
Spot Welder LA 1 2

Striker Configuration (A)
Snub-Nose PPC RA 2 6
Narc Missile Beacon LT 2 3
Ammo (Narc) 6 LT 1 1
CASE LT 1 0.5

Striker Configuration (B)
Binary Laser Cannon RA 4 9
Cargo (0.5 ton) LT 1 0.5
Flamer HD 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Extended Torso Twist, Improved Communications, Jettison-Capable Weapon (Right Hand), Protected Actuators, Ubiquitous (Syberia), Trailer Hitch (Vehicle Mode Only)
Credit: Giovanni Blasini, for base chassis design

Notable Hounders:
Hounder Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Hounder Common (A) ReconMech Vet (2/1) Scout Wolverine/Armed Ibex
Vee-Trailer Common (B) ArtilleryMech Vet (3/2) Infantry Wolverine/Striker
Vee-Hoister Maintainer DoctorMech Vet (4/2) Technician–’Mech Wolverine/Striker
Chroma-Vee Striker (A) SpecMech Vet (2/1) Special Forces Wolverine/Demon
Fire-Vee Striker (B) ReconMech Reg (4/3) Scout Wolverine/Demon

Tilt-Hounder Common (A) ArtilleryMech Reg (5/4) Infantry Wolverine/Armed Ibex

Have funsies!

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #435 on: 26 April 2022, 01:32:55 »
And now for something slightly different...

Spybird Recon Drone

Summary

Used by nearly every action on Syberia that fields Sounder Wheeled AutoMechs or their derivatives, the Spybird is a 3-ton reconnaissance drone small enough to be carried within the Sounder's internal cargo holds.

Thanks to their small size, and ability to hitch a ride inside another AutoMech's cargo hold, Spybirds can eschew fusion power, and instead use solar cells on their wings, to power the ducted fans that give them flight.  While this limits their speed, it also means their powerplants do not interfere with the Sounder's fusion reactor.  The fans also enable VSTOL capability, and run quietly enough that these small scouts can stealthily touch down close enough to enemy positions to overhear their chatter.

As can only be expected from such compact units, Spybirds are not well armored. And their armament is light, equivalent in power to a pair of Mauser 960 rifles that can barely scuff a larger AutoMech’s paint. But of course, they’re not meant to fight to begin with. The important parts of the Spybird drone are the intelligence- sophisticated recon camera mounted in its hawklike nose, and the aftward remote sensor dispensers that can be drop “bugs” for its parent unit.

Code: [Select]
Type: Spybird Recon Drone
Movement Type: Fixed Wing (Small)
Equipment Rating: E/X-X-X/D
Mass: 3 tons

Equipment Mass
Chassis: 288kg
Engine/Controls: Robotic 540kg
Type Solar
Safe Thrust 2
Max Thrust 3
Structural Integrity: 2
Fuel: 0kg
Armor Factor (BAR 4): 6 156kg
Armor
Value
Nose: 3
R/L Wing: 1/1
Aft: 1

Weapons and Ammo Location Slots Mass
Advanced Fire Control 0 2kg
Recon Camera Nose 1 500kg
2 Handheld Searchlights Nose 0 10kg
Mauser 960 Laser Rifle (75/10) R. Wing 1 12kg
Mauser 960 Laser Rifle (75/10) L. Wing 1 12kg
Remote Sensors/Dispenser (5) Aft 1 580kg

Crew: None
Cargo: None

Notes: Features Prop, Ultra-Light, and VSTOL chassis modifications. Features the following Design Quirks: Illegal (Syberian Robotics AI), Code-Bonded (Unit may only operate within 100 km of its designated command unit)
Credit: Giovanni Blasini for Original Design and Fluff

Notable Spybirds:
Spybird Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Laserbeam Drone Scrambler (A) ReconMech Vet (2/1) Scout NA/Aeshna (Micro)
Vibroblade Drone Common (B) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)
Night Recon Drone Common (A) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)

Gio, I went over your figures and built the Spybird in my Support Vehicle spreadsheet to match...and have come up with 900kg left over. Any thoughts here?

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #436 on: 26 April 2022, 21:22:41 »
Jack (Wheeled AutoMech)

Summary

Of the four body types (five, if one counts the Sounder) belonging to what we now jokingly call the “VeeMech clade,” the Jack is the lightest and most eclectic. Although its base frame clearly derives from that of the classic Shadow Hawk, this model drops five tons in its transition from a standard all-aspect BattleMech to a convertible wheeled AutoMech. What prompted this engineering choice isn’t entirely clear, but one potential explanation may lie in their vehicle forms, which stylistically blend in with both those of both the lighter Beetle class and the heavier Streakers.

Crafted as they are to resemble common civilian ground cars, most Jacks, Streakers, and Beetles look alike in their alternate forms, so much so that they could stump even the most sophisticated of onboard sensor systems. And with the sheer volume of each model that remain in service even today, it can be almost impossible to gauge an enemy strike force that stays in vehicle mode until their units have already reached optimal firing range. The profound impact this type of misdirection tactic offers cannot be overstated.

Making things even more interesting is the range of payload configurations we’ve seen Jacks use in action, and the extremes they have gone to. While some are basic adaptations of the Shadow Hawk theme, others boast jumping capacity the classic ’Mech could only dream of. Still others take an approach more suited to berserker tactics, with weapon loads that either leave their heat control systems quickly overwhelmed, or which encourage them to engage their enemies at point-blank range.

Code: [Select]
Type: Jack
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Wheeled 7.5
Engine: 250 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 152 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 23
Center Torso (rear) 8
R/L Torso 12 18
R/L Torso (rear) 6
R/L Arms 8 16
R/L Legs 12 16

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
Medium Laser RA 1 1
LRM 5 RT 1 2
Ammo (LRM) 24 RT 1 1
CASE RT 1 0.5
ER Large Laser LT 2 5

Common Configuration B
Light PPC RA 2 3
Beagle Active Probe CT 2 1.5
Narc Missile Beacon LT 2 3
Ammo (Narc) 6 LT 1 1
CASE LT 1 0.5
Light TAG HD 1 0.5

Leaper Configuration A
Medium Pulse Laser RA 1 2
Jump Jets RT 2 1
Jump Jet CT 1 0.5
Jump Jets LT 2 1
ER Large Laser LT 1 5

Leaper Configuration B
Medium Laser RA 1 1
Jump Jets RT 2 1
Streak SRM-2 RT 1 1.5
Guardian ECM Suite RT 2 1.5
Jump Jet CT 1 0.5
Jump Jets LT 2 1
Streak SRM-2 LT 1 1.5
Ammo (SRM) 50 LT 1 1
CASE LT 1 0.5

Maintainer Configuration
ER Medium Laser RA 1 1
Beagle Active Probe CT 2 1.5
Narc Missile Beacon LT 2 3
Ammo (Narc) 12 LT 2 2
CASE LT 1 0.5
ER Medium Laser LA 1 1
ER Small Laser HD 1 0.5

Rampager Configuration A
3 ER Medium Lasers RA 3 3
Double Heat Sink RT 3 1
Beagle Active Probe CT 2 1.5
Double Heat Sink LT 3 1
3 ER Medium Lasers LA 3 3

Rampager Configuration B
Small Vibroblade RA 1 3
ER Medium Laser RA 1 1
Jump Jets RT 2 1
Jump Jet CT 1 0.5
Jump Jets LT 2 1
Small Vibroblade LA 1 3

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Wheeled ’Mech Conversion), Battle Fists, Jettison-Capable Weapon (Right Hand), Rugged (1 Point), Ubiquitous (Syberia)
Credit: Giovanni Blasini for the base design

Notable Jacks:
Jack Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Lighter Jack Common (A) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Wheeler Jack Maintainer DoctorMech Vet (1/0) Tech–’Mech, Officer Shadow Hawk/Rotunda
Swiper Jack Leaper (A) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Red Jack Common (B) ArtilleryMech Vet (3/2) Infantry Shadow Hawk/Rotunda
Tracker Jack Leaper (B) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Luna Jack Common (A) NinjaMech Vet (3/0) Infantry-AntiMech Shadow Hawk/Rotunda
Heat Jack Rampager (A) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Trapspringer-One Rampager (B) SpecMech Elt (1/0) Infantry-AntiMech Shadow Hawk/Rotunda

Break Ender Common (B) ReconMech Vet (2/1) Scout Shadow Hawk/Rotunda
Dead Ender Common (A) ArtilleryMech Vet (3/2) Infantry Shadow Hawk/Rotunda
Wild Ender Rampager (A) ReconMech Vet (2/1) Scout Shadow Hawk/Rotunda

These were interesting.

- Herb

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #437 on: 27 April 2022, 06:47:14 »
Question:  Would specific bots need to have skills uploaded to them or they built in?  Wheel Jack was a tinker/scientist while the Jet Fire was explorer.   I know there was never mention of skills, but Groundwave (character) shows more abilities than most.  I just wonder if these guys have a skill set that built or even listed.   Having tools, not necessary means you have know-how to use them. Ratchet would need know how to repair their fellow bots, perhaps improvise.
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HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #438 on: 27 April 2022, 08:32:44 »
Question:  Would specific bots need to have skills uploaded to them or they built in?  Wheel Jack was a tinker/scientist while the Jet Fire was explorer.   I know there was never mention of skills, but Groundwave (character) shows more abilities than most.  I just wonder if these guys have a skill set that built or even listed.   Having tools, not necessary means you have know-how to use them. Ratchet would need know how to repair their fellow bots, perhaps improvise.

That is basically one of the key differences between the Syberian drones and truly sapient AIs: they can't really learn what they aren't supposed to, and what they do learn is geared to what they are meant to do. This makes them incapable of pure innovation; they can fix, they can jury-rig, they can make substitutions within reason, but they can't really invent anything new. Every AutoMech body type was engineered by a human team, and their production since the humans died off is basically driven by factory specs. Core programming tends to occur at the factories. This initial programming, naturally, includes their operating systems and primary function programs. So, a DoctorMech is basically "born" a DoctorMech, while a NinjaMech is basically "born" a NinjaMech. (All AutoMechs get a Piloting and Gunnery Skill regardless of function, by the way; it basically represents their physical coordination, spacial awareness, and dexterity.) Also set at this time are their personalities, voices, accents, and such--often with a randomizing factor to make them a little more engaging. (This can have unforeseen consequences, of course, like creating a treacherous Star Seeker-like unit who's core programming to NOT betray the cause kicks in usually just as it stages a coup, thus making its every attempt to kill the resident Mechatankus doomed from the start. The human Syberians likely would have spotted those flaws and reformatted this Seeker's systems in quality control, but with no humans handling QC, dangerously self-destructive personas now make it to the field.) Part of these personality features may also include an odd "bonus" Skill or two, which is more a happy accident than a deliberate choice.

Now, their skills CAN improve over time as their pattern-recognition protocols enable them to spot better/more efficient ways to perform their tasks for same-or-better results. But learning a new function requires some additional reprogramming. Officer programming, for instance, is bestowed on those that demonstrate sufficient success ratios and superiority in their tasks. And at a certain level of mastery (experience), some AutoMechs may receive extra code for secondary functions. Our Wheeler Jack was built to serve as a DoctorMech, but its supplemental persona programming likely gave it a Skill or two that come from a more analytical field, likely to make use of the scouting equipment it mounts, while its personality is more curious than most, and asks "why?" a lot more than usual. As it reached a higher Skill level in Piloting and Gunnery, we can presume it honed those skills enough to do its job VERY well. The addition of an Officer program indicates that this combination may have made it particularly effective at repairs and refits, earning it a higher rank and some more tactical and command-related skills. Combined with all its other features and Skills, it is likely capable of some really unconventional thinking, which it can apply in combat and in repairs. It seems like a mad scientist/tinkerer, but its really just finding new ways to configure units on the fly that most AutoMechs simply wouldn't consider.

As to Groundwave in Giovanni's fanfic, the story behind him is that he's a true oddity and not an AutoMech at all. At least not in a conventional sense. Instead he's a perfect or near-perfect copy of an actual human persona translated into a 'Mech's control system. He thus can reason and think as creatively as any human being.

I'm not sure if that really clears things up for you or not, but I guess the point is that whatever intangible wall exists between a really clever AI and true sapience, it remains intact where the AutoMechs of Syberia are concerned.

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #439 on: 27 April 2022, 17:02:15 »
Spybird Drones, Eject! Operation: Enhancement!

Spybird Recon Drone

Summary


Used by nearly every action on Syberia that fields Sounder Wheeled AutoMechs or their derivatives, the Spybird is a 3-ton reconnaissance drone small enough to be carried within the Sounder's internal cargo holds.

Thanks to their small size, and ability to hitch a ride inside another AutoMech's cargo hold, Spybirds can eschew fusion power, and instead use solar cells on their wings, to power the ducted fans that give them flight.  While this limits their speed, it also means their powerplants do not interfere with the Sounder's fusion reactor.  The fans also enable VSTOL capability, and run quietly enough that these small scouts can stealthily touch down close enough to enemy positions to overhear their chatter.

As can only be expected from such compact units, Spybirds are not well armored. And their armament is light, restricted mainly to a pair of heavy support lasers that can barely scuff the paint on a larger AutoMech’s hide. Then again, they’re not meant to fight to begin with; the important parts of the Spybird drone are the sophisticated recon camera mounted in its hawklike nose, and the aft remote sensor dispensers, which drop “bugs” that its parent unit can then monitor as the Spybird flits off to a new roost.

Code: [Select]
Type: Spybird Recon Drone
Movement Type: Fixed Wing (Small)
Equipment Rating: E/X-X-X/D
Mass: 3 tons

Equipment Mass
Chassis: 288kg
Engine/Controls: Robotic 540kg
Type Solar
Safe Thrust 2
Max Thrust 3
Structural Integrity: 2
Fuel: 0kg
Armor Factor (BAR 7): 6 270kg
Armor
Value
Nose: 3
R/L Wing: 1/1
Aft: 1

Weapons and Ammo Location Slots Mass
Advanced Fire Control 0 60kg
Recon Camera Nose 1 500kg
2 Handheld Searchlights Nose 0 10kg
Heavy Support Laser (42) R. Wing 1 315kg
Heavy Support Laser (42) L. Wing 1 315kg
Remote Sensors/Dispenser (10) Aft 1 660kg

Crew: None
Cargo: 42kg

Notes: Features Prop, Ultra-Light, and VSTOL chassis modifications. Features the following Design Quirks: Illegal (Syberian Robotics AI), Code-Bonded (Unit may only operate within 100 km of its designated command unit)
Credit: Giovanni Blasini for Original Design and Fluff

Notable Spybirds:
Spybird Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Laserbeam Drone Scrambler (A) ReconMech Vet (2/1) Scout NA/Aeshna (Micro)
Vibroblade Drone Common (B) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)
Night Recon Drone Common (A) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)

Upgrades: The BAR value for the armor has been upped from 4 to 7. The Mauser 960 rifles have been swapped out for heavy support lasers, and the bug capacity for the sensor dispenser has been doubled. The resultant changes actually give these guys a chance to harry lighter AutoMechs and other small drones, while being instantly lethal to individual, unarmored humans. The result is still underweight, but only by enough mass to, say, carry a single, plucky, teen-aged hitchhiker.

Gio, let me know what you think!

- Herb

idea weenie

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #440 on: 27 April 2022, 18:59:32 »
Spybird Drones, Eject! Operation: Enhancement!

Spybird Recon Drone
Thanks to their small size, and ability to hitch a ride inside another AutoMech's cargo hold, Spybirds can eschew fusion power, and instead use solar cells on their wings, to power the ducted fans that give them flight.  While this limits their speed, it also means their powerplants do not interfere with the Sounder's fusion reactor.  The fans also enable VSTOL capability, and run quietly enough that these small scouts can stealthily touch down close enough to enemy positions to overhear their chatter.

- Herb

No I'm wondering if you could make a Spybird with a 'pair' of engines:
1) Battery-powered electric for higher speed
2) Solar-powered (as above) for lower speed endurance

This would allow the Spybird to operate at maybe 5/8 for a short distance near its paired unit (for as long as the battery holds out), but at longer ranges would slow down due to only having Solar power for its engines.

The battery would be recharged by the AutoMech's fusion reactor, though I suppose a heat burden might be applied while doing so.

Unless this is the sort of thinking that Groundwave can do, and not the AutoMechs?

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #441 on: 28 April 2022, 01:27:44 »
No I'm wondering if you could make a Spybird with a 'pair' of engines:
1) Battery-powered electric for higher speed
2) Solar-powered (as above) for lower speed endurance

Well, technically speaking, a solar-powered system IS battery-driven. That's part of the reason why it has such a large multiplier. And I imagine that, in all the abstraction, it's generally presumed that they are constantly converting light (and other radiations) to power that goes into a bank of battery cells that are in constant rotation.

That being said, in construction and game play terms, it would probably be just as well to make a Spybird with one engine type or the other, rather than pour mass into both. I mean, there's only 3 tons to work with here.

Quote
This would allow the Spybird to operate at maybe 5/8 for a short distance near its paired unit (for as long as the battery holds out), but at longer ranges would slow down due to only having Solar power for its engines.

The battery would be recharged by the AutoMech's fusion reactor, though I suppose a heat burden might be applied while doing so.

Probably, though I don't think such a rule was ever made to cover recharging.

Quote
Unless this is the sort of thinking that Groundwave can do, and not the AutoMechs?

Groundwave would be more likely to devise that than any AutoMech, yeah. The AutoMechs' programming would only allow them to follow established construction norms and an acceptable range of bypasses, patches, and alterations. (Think core chassis stuff: armor, engine, control systems, gyro, structure, conversion gear, and the 10 free sinks. All of that would be rigidly set, while any gear beyond that could be added as tonnage/space allows.)

- Herb

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #442 on: 28 April 2022, 08:00:55 »
Oh It does clear stuff up. I was curious as a character/ non-player character that you would need list these preloaded skills their design like Tech (basic repair) level 5, need roll 2D6 to fix it. Would that be listed as a illegal design quirk bwith level?

I guess these machines weren't meant like to be needing get into that level of details .
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HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #443 on: 28 April 2022, 09:22:51 »
Oh It does clear stuff up. I was curious as a character/ non-player character that you would need list these preloaded skills their design like Tech (basic repair) level 5, need roll 2D6 to fix it. Would that be listed as a illegal design quirk bwith level?

I guess these machines weren't meant like to be needing get into that level of details .

Well, in game terms, I've been using the AutoMech character creation rules from Welcome to the Nebula California, which establishes the Piloting/Gunnery Skills as well as the Skill Fields the AutoMechs get by character class. That's what's boiled down to in the Notable Units part of the stats. My presentation has been pretty ultra-simplified here, but they cover the bulk of what each named AutoMech is all about.

Here's the in-game character creation rules that give a broader explanation:

Quote
AutoMech “Character” Creation

AutoMechs are not truly sentient, of course, but their unique programming is adaptive enough to “learn” new skills and abilities as appropriate to their chassis configurations, equipment, and mission roles. These adaptive programs, generated using templates provided by central computers, establish the basic personalities and job responsibilities of these sophisticated drones in their “society”. The longer each drone remains on-line, the better it becomes at its assigned tasks and the more its personality will evolve.

But, rather than devising an elaborate set of rules about AutoMech character generation, how about if we just randomly roll for it, huh? (Or, you know, pretend that you rolled; that works too. It’s your game table, after all…)

So, to randomly determine a given AutoMech’s function and base skill set, start by deciding if it’s going to be a civilian (or military support) robot, or if it’s meant for security and/or battle. Hint: If you put any ranged weapons on the thing that have no industrial function, and aren’t a Nail Gun, Rivet Gun, Fluid Gun, or Sprayer, it’s probably a combat model. Then, roll 2D6 and consult the Random AutoMech Functions and Skills Table appropriate to that broad classification. This will give you the primary function (character class) of your AutoMech, and the A Time of War Skill Field it receives—in addition to Sensor Operations, Language/English, and all Piloting/Driving and Gunnery Skills relevant to the AutoMech’s modes of operation (e.g. ’Mech and Aerospace for Fighter AutoMechs; ’Mech and Air Vehicle for VTOL AutoMechs, and so forth. If you find a Skill in there that makes no sense for a robotic “species” (like MedTech, Disguise, or Tactics/Infantry), either ignore it, or replace it with something that makes sense (e.g. Technician/Mechanical or Cryptography or Tactics/Ground or something). For those of you less interested in role-playing and more into finding out their Gunnery and Piloting TNs, read on.

Your next step is to determine the AutoMech’s experience level. This uses the simple mechanic found under the Random Experience Levels Table. If the AutoMech is intended to oppose active player characters, apply a modifier of +2 to the roll if you feel like they’ve been having it too easy, and –2 if they really suck. (Use your own metrics to decide which; we won’t judge.) Another –1 should also be applied to the roll if the AutoMechs involved are truly civilian in nature.

A Time of War: For players interested in the AutoMech’s skills under A Time of War, use the AToW Skill Levels for the unit’s experience level, applying the number listed before the word “(Field)” to all Skills under the AutoMech’s Skill Field (as determined by the AutoMech’s function. Then, apply the number of Skill levels shown after the Field to the listed number of Skills in the AutoMech’s entire repertoire. These bonus Skill levels replace any Skill level the AutoMech already has (so, for instance, the player may opt to take one of the 3 +1 Skill levels a Green AutoMech receives, and apply it to one of the drone’s Field Skills, replacing the +0 it ordinarily gets by default.

Remember that, in addition to their Field Skills, all AutoMechs possess Piloting and Gunnery Skills appropriate to their available modes of operation, as well as Language/English, and Sensor Operations. If any of these Piloting, Gunnery, Sensor Operations, Language, or Field Skills is not assigned a modifier after this, it receives a Skill Level of +0.

Note also that AutoMechs rated Veteran and higher receive a second function (and its corresponding Skill Field), with Skill Levels equal to those of the primary Field for a n AutoMech three Experience Levels lower than its own. This Field may be selected randomly in the same fashion used to assign the AutoMech’s original Field. Reroll if this results in a duplicate Field.

Total Warfare: For those who care only for the basic Gunnery and Piloting Skill target numbers (as used in Total Warfare), use the numbers found under the TW Base Gunnery/Piloting column for a given experience level, and then apply the respective modifiers found under the TW Gunnery/Piloting Mods column for that AutoMech’s function. This gives the AutoMech’s final Gunnery and Piloting Skill TNs, which apply regardless of the unit’s mode of operation.

Special Pilot Abilities: For even more flavor, players can also add Special Pilot Abilities to the mix. This should be reserved for AutoMechs rated Veteran or better. Since AutoMechs lack the Attributes and Traits found in player-characters, these SPAs do not need to satisfy prerequisites. Instead, assign the unit 200 XP for Veteran Experience, 400 XP for Elite, and 600 XP for Superlative, then use these XPs to purchase the desired SPAs as per their costs in A Time of War and the A Time of War Companion (see pp. 219-225, AToW and pp. 63-71, AToWC). If a SPA is given variable XP costs, use the higher value for purchasing purposes (and stop whining! Sheesh! You’re lucky we even thought about this stuff!).

AutoMech Factions: Now that the primary function and experience level have been determined, your AutoMech should choose a side. Prior to the events that led to their demise, the colonists who created the AutoMechs splintered into at least two warring camps: The Democratic Industrial Conglomeration, and the Autonomous Barony of Primus. Other, smaller groups also exist (such as the Inter-Sect Confederacy and the Dynamic Barony of Grim), but these have mainly aligned with either the DemoCon or AutoBoP factions after more than a century of sustained conflict.

By and large, there is no significant distinction between these factions. The DemoCon factions claim to be fighting for their freedom from the AutoBoP factions, and are somewhat more aggressive and indirect in their tactics, much like a guerilla force. Meanwhile, the AutoBoP factions seem to focus more on maintaining a strict chain of command and sharp delineations of function, like an enforced feudal organization that even includes the use of titles among command units (with a unit titled as the “Primus” recognized as the absolute ruler of all AutoBoP forces).

What that means for AutoMech character creation is up to the gamemaster, ultimately. Wer’re sure you can figure it out, though. Look over the IE report on Syberia to get a better feel of the setting.

Code: [Select]
Random AutoMech Functions and Skills Table

2D6 Roll Primary Function AToW Skill Field* TW Gunnery/Piloting Mods
Civilian and Support AutoMechs
2 Dealer Merchant +2 / +1
3-5 LaborMech Technician – Civilian +2 / +1
6 Miner Archaeologist +2 / +0
7 Explorer Planetary Surveyor +2 / +0
8 ForeMech Manager +0 / +0
9 CraftsMech Engineer +2 / –1
10 Communicator Communications +1 / +0
11 DoctorMech Technician – ’Mech +1 / +0
12 Analyzer Scientist, Analysis, or Intelligence** +0 / +0

Combat and Security AutoMechs
2-3 NinjaMech Infantry – Anti-’Mech +0 / –2
4-6 ReconMech Scout –1 / –1
7-8 GruntMech None +0 / +0
9 ArtilleryMech Infantry +0 / +0
10-11 SpecMech Special Forces –1 / –1
12 CommandMech Officer† –2 / –1

*All AutoMechs automatically possess Gunnery and Piloting Skills applicable to their mode(s) of operation, as well as Sensor Operations and Protocol/AutoMech Faction
**Pick one Field only, please! Don’t get greedy.
†Replace Melee Weapons with two Tactics Skills appropriate to the AutoMech’s modes of operation.

Random Experience Levels

2D6 Roll Experience Level AToW Skill Levels TW Base Gunnery/Piloting
2 or less Possibly Defective +0 (Field), –1 (x2)* 7 / 7
3 Really Green +0 (Field), +1 (x1) 7 / 6
4-5 Green +0 (Field), +1 (x3) 6 / 5
6-7 Regular +1 (Field), +1 (x2), +2 (x1) 5 / 4
8-9 Above Average +2 (Field), +2 (x3), +3 (x2) 4 / 3
10-11 Veteran +3 (Field), +4 (x2), +5 (x2)** 3 / 2
12 Elite +4 (Field), +5 (x4), +7 (x2)** 2 / 1
13 or more Superlative +6 (Field), +7 (x4), +9 (x2)** 1 / 0

*Yes, it is possible for this one to be worse than base levels; you must apply these modifiers
**Add a second Field. Apply Field Modifiers to original Field only; New Field starts with Skill Levels from 3 levels lower on this table.

That's about it.

- Herb



HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #444 on: 29 April 2022, 15:35:11 »
No fluff prepared this time, but here is the Mirage Expy.

Code: [Select]
Type: Ghost
Technology Base: Syberian (Experimental)
Tonnage: 40

Equipment Mass
Internal Structure: 4
Conversion Eqpt: Wheeled 6
Engine: 280 16
Walking MP: 7
Running MP: 11
Jumping MP: 0
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 80 5
Internal Armor
Structure Value
Head 3 5
Center Torso 12 10
Center Torso (rear) 5
R/L Torso 10 10
R/L Torso (rear) 4
R/L Arms 6 6
R/L Legs 10 10

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Stealther Configuration
ER Medium Laser RA 1 1
Guardian ECM Suite CT 2 1.5
Prim. Rocket Launcher 10 LT 1 0.5

Racer Configuration
ER Medium Laser RA 1 1
Prim. Rocket Launcher 15 CT 2 1
ER Medium Laser LA 1 1

Scrapper Configuration
Spikes RA 1 0.5
Spikes RL 1 0.5
Spikes LA 1 0.5
Medium Laser LA 1 1
Spikes LL 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Improved Sensors, Jettison-Capable Weapon (Right Hand), Power Reverse, Protected Actuators
 
Notable Seekers:
Seeker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Sensor Ghost Stealther SpecMech Vet (2/1) Special Forces Assassin/Zephyros

Drag Ender Racer ArtilleryMech Vet (3/2) Infantry Assassin/Zephyros

Junker Scrapper Explorer Reg (3/2) Planetary Surveyor Assassin/Zephyros*
*This AutoMech uses standard Heat Sinks

Sensor Ghost is Mirage (AutoBoP faction); Drag Ender is Dragstrip (DemoCon faction); and Junker is Junkyard (JUniCom faction).

They're kinda flimsy, yeah, but they may be the fastest wheeled units on Syberia.

[EDIT: Some downgraded tech on Junker.]

- Herb
« Last Edit: 01 May 2022, 12:54:56 by HABeas2 »

RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #445 on: 30 April 2022, 00:50:25 »
a very cool!  :thumbsup: :beer:

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #446 on: 04 May 2022, 10:16:14 »
Warpath and Roadbuster are now posted in the mini section.

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #447 on: 04 May 2022, 14:28:51 »
Warpath and Roadbuster are now posted in the mini section.

Very nice! So, here's the thing: Your vehicle choice is clearly a turreted tank, but the closest most incarnations of Roadbuster come is a really THICK jeep with a big gun on a swivel. Game-wise, they can be treated the same, so... Actually, there's no thing. Gimme a bit to stat him.

As to Warpath...

Tanker (Tracked AutoMech)

Summary
Half the weight of the Tankus class, the Tanker AutoMech is... (Sorry; that's as far as I got on the fluff text for now.)

Code: [Select]
Type: Tanker
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Tracked 7.5
Engine: 200 8.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Tracked Cruise MP: 4
Tracked Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 9
Center Torso 18 15
Center Torso (rear) 8
R/L Torso 13 12
R/L Torso (rear) 6
R/L Arms 9 11
R/L Legs 13 15

Fixed Components Location Critical Tonnage
Tracks RA/RL/LL/LA 4 0
2 Double Heat Sinks RA/LA 6 0

Weapons and Ammo Location Critical Tonnage
Blaster Configuration
Sniper Cannon RT 10 15
Ammo (Sniper AC) 10 LT 1 1
CASE LT 1 0.5

Thunder Configuration
LB 10-X Autocannon RT 6 11
SRM-4 CT 1 2
Ammo (LB 10-X) 20 LT 2 2
Ammo (SRM-4) 25 LT 1 1
CASE LT 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Tracked ’Mech Conversion), Battle Computer, Battle Fists, Reinforced Legs, Searchlight, Abnormal Conversion (Front Right Torso and Right Arm swap places on Firing Arcs/Hit Location Tables used while in vehicle mode)

Notable Tankers:
Tanker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Warp Tanker Blaster ArtilleryMech Elt (0/0) Infantry, Officer Rook/Marsden II

(TCC) Blunter Thunder ArtilleryMech Vet (3/2) Infantry Rook/Enyo
[/quote]

And we have a rare one here: A Wheeled AutoMech that uses a variant transformation scheme! In the standard AutoMech conversion rules, arms become turrets, but Warpa--Warp Tanker--clearly has a huge, torso-mounted cannon. Using the precedent of the Marauder (which assigns the dorsal centerline gun to a side torso) the Tanker class "roots" its centerline weapon into a side torso rather than the Center Torso. Given this, the right torso becomes the turret in vehicle mode, while the right arm becomes the right side panels of this AutoMech when it goes into Vehicle mode--but only for the purposes of determining firing arcs and hit locations while in its tank form.

And yes, that's the Sniper Artillery Cannon that Warp Tanker is using. Not the larger Sniper Artillery Piece. In holding to the Star League-plus-Inner-Sphere-gear-up-to-3060 rule we agreed on many a page ago, the artillery cannons are fair game.

- Herb

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #448 on: 04 May 2022, 15:48:09 »
Ideally I wanted something like the Galleon's top laser, but I didn't have any bits that looked right,  and I figured it was a close enough compromise for an off-set top mounted gun.

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #449 on: 04 May 2022, 15:59:05 »
Ideally I wanted something like the Galleon's top laser, but I didn't have any bits that looked right,  and I figured it was a close enough compromise for an off-set top mounted gun.

I see. That works. So, how about these specs?

Buster (Wheeled AutoMech)

Summary
Originally taken to be a variation on the Hounder or VeeMech theme, the Buster is, in fact, a larger cousin of the two... (Yup; I'm just statting them up these days, rather than fluffing them.)

Code: [Select]
Type: Buster
Technology Base: Syberian (Experimental)
Tonnage: 75

Equipment Mass
Internal Structure: 7.5
Conversion Eqpt: Wheeled 11.5
Engine: 225 10
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 200 12.5
Internal Armor
Structure Value
Head 3 9
Center Torso 23 25
Center Torso (rear) 14
R/L Torso 16 20
R/L Torso (rear) 8
R/L Arms 12 20
R/L Legs 16 28

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0
Double Heat Sink RT 3 0

Weapons and Ammo Location Critical Tonnage
Wrecker Configuration
Gauss Rifle RA 7 15
Ammo (Gauss) 16 RA 2 2
Light PPC RT 2 3
2 Medium Lasers CT 2 2
Ammo (SRM) 15 LT 1 1
CASE LT 1 0.5
SRM-6 LA 2 3
ER Medium Laser LA 1 1

Reacher Configuration
Gauss Rifle RA 7 15
Ammo (Gauss) 16 RA 2 2
Lift Hoist RT (R) 3 3
Guardian ECM Suite CT 2 1.5
Lift Hoist LT (R) 3 3
2 ER Medium Lasers LA 2 2
TAG HD 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Jettison-Capable Weapon (Right Hand), Protected Actuators, Trailer Hitch (Vehicle Mode Only)

Notable Busters:
Buster Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Road Wrecker Wrecker ArtilleryMech Elt (0/0) Infantry Shadow Hawk/Typhoon
Long Reacher Reacher ForeMech Grn (6/5) Manager Shadow Hawk/Typhoon

Road Wrecker is, of course, Roadbuster. Long Reacher is Longarm, but whether it's 2007 BayFormer Longarm the tow truck, or a take on Animated Longarm (who's actually Shockwave) is a coin toss best left up to the players; in either case, they tend to hide their main gun within the appearance of their towing cranes. (I got briefly confused as to whether or not Longarm was supposed to be Strongarm now, what with the color palette used between the tower and the modern female police SUV format, as well as the fact that at least one Roadbuster toy was supposed to share body types with one of the Strongarm toys, so I *almost* made the wrong AutoMech.)

- Herb

 

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