Author Topic: Filling in the Syberian AutoMechs (Open Thread)  (Read 100831 times)

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #450 on: 04 May 2022, 16:05:27 »
 I have to remember that you need to stat them if I build them too.   ;D

Stats look good, and I'm waiting for a IWM order to show up,  as I have something else in the works you may like.

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #451 on: 04 May 2022, 16:14:18 »
I have to remember that you need to stat them if I build them too.   ;D

Stats look good, and I'm waiting for a IWM order to show up,  as I have something else in the works you may like.

Yup. And what's more, if you mod one up, I even try and adjust specs so at least one configuration matches what you make. I consider this a collaborative exercise.

In fact, attached is the latest iteration of the Syberians spreadsheet to date, organized by class name. When you see the class name in a bright green field, it means I statted it out down to weapons configurations and "notable personality" levels (if not fluff). As you can see, I've taken some huge chunks out of the list, mainly by focusing on the units with multiple personas. You'll also see notes that give nods to co-creators.

As ever, even when it's a silly project, I take things SERIOUSLY!

- Herb

Daryk

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #452 on: 04 May 2022, 19:06:33 »
+1 for the Artillery Cannon either way!  :thumbsup:

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #453 on: 06 May 2022, 03:42:36 »
ConstructorMechs UNITE! (And some others, too...)

Dozer (Wheeled AutoMech)

Summary
The Dozer is fascinating if only because its primary function is entirely industrial in nature, despite being built with military-grade equipment. In essence, this AutoMech is a dedicated combat engineering vehicle, with weaponry added only for defensive purposes.

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

Equipment Mass
Internal Structure: 4
Conversion Eqpt: Wheeled 6
Engine: 120 4
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Standard): 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 6
Center Torso 12 12
Center Torso (rear) 6
R/L Torso 10 10
R/L Torso (rear) 4
R/L Arms 6 10
R/L Legs 10 12

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0
6 Double Heat Sinks 3RT/3LT 6 0

Weapons and Ammo Location Critical Tonnage
Dozer Configuration
PPC RA 3 7
Ammo (Ultra AC/5) 20 RA 1 1
Bulldozer CT 1 2*
Cargo (2 tons) LT 2 2
Salvage Arm LA 2 3

Hoser Configuration
Light PPC RA 2 3
Cargo (4.55 tons, Fluid) RT 5 5
2 Flamers CT 2 2
Ammo (Fluid) 40 LT 2 2
Fluid Gun LA 2 2

Hauler Configuration
Dumper RT 1 0.5
Cargo (5 tons) RT 5 5
Dumper LT 1 0.5
Cargo (5 tons) LT 5 5
Light PPC LA 2 3
TAG HD 1 1

Notes: No turret in Vehicle Mode; 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); *Bulldozer can only be used in Vehicle Mode.

Notable Dozers:
Dozers Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Bug-Loader Hauler LaborMech Reg (7/5) Tech–Civilian Apollo/Flatbed Truck

Scrapper-D Scrapper CraftsMech Vet (3/0) Engineer, Officer Apollo/Turhan
Mixer-D Hoser Analyst Vet (3/2) Scientist Apollo/Coolant Truck
Hauler-D Hauler LaborMech Vet (5/3) Tech–Civilian Apollo/Indra

Grinder (Tracked AutoMech)

Summary
The Grinder AutoMech is...

Code: [Select]
Type: Grinder
Technology Base: Syberian (Experimental)
Tonnage: 45

Equipment Mass
Internal Structure: 4.5
Conversion Eqpt: Tracked 7
Engine: 180 7
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 12 15
Center Torso (rear) 8
R/L Torso 11 12
R/L Torso (rear) 6
R/L Arms 7 11
R/L Legs 11 15

Fixed Components Location Critical Tonnage
Tracks RA/RL/LL/LA 4 0
3 Double Heat Sinks 2RT/1LT 9 0

Weapons and Ammo Location Critical Tonnage
Tunneller Configuration
Mining Drill RA 4 3
Beagle Active Probe LT 2 1.5
2 Medium Lasers CT 2 2
Large Pulse Laser LA 2 7
Light TAG HD 1 0.5

Crusher Configuration
Binary Laser Cannon RA 4 9
Bulldozer CT 1 2*
Claw LA 3 3

Digger Configuration
2 Medium Pulse Lasers RA 2 4
Ammo (SRM 4) 25 RT 1 1
CASE RT 1 0.5
SRM-4 CT 1 2
Beagle Active Probe LT 2 1.5
Backhoe LA 6 5

Notes: No turret in Vehicle Mode (Exception: Digger Configuration); Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Tracked ’Mech Conversion), Protected Actuators, Reinforced Legs, Searchlight, Trailer Hitch (Vehicle Mode Only); *Bulldozer can only be used in Vehicle Mode

Notable Grinders:
Grinder Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Cone Grinder Tunneller Miner AbvAvg (5/3) Archaeologist Beowulf/Hetzer (w/ Tracks)

Crusher-D Crusher ArtilleryMech Vet (3/2) Infantry Beowulf/Mithras
Salvager-D Digger Explorer Vet (5/2) Planetary Surveyor Beowulf/Zorya

Lifter (Wheeled AutoMech)

Summary

The Lifter is another in a series of engineering AutoMechs that the Syberians built to combat specs, rather than industrial…

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

Equipment Mass
Internal Structure: 7.5
Conversion Eqpt: Wheeled 11.5
Engine: 300 19
Walking MP: 4
Running MP: 6
Jumping MP: 0
Wheeled Cruise MP: 5
Wheeled Flank MP: 8
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 144 9
Internal Armor
Structure Value
Head 3 9
Center Torso 23 15
Center Torso (rear) 10
R/L Torso 16 14
R/L Torso (rear) 8
R/L Arms 12 15
R/L Legs 16 18

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

Weapons and Ammo Location Critical Tonnage
Fire Control Configuration
ER Large Laser RA 2 5
Ladder (100m) RA 1 0.5
Cargo (5 tons) RT 5 5
Cargo (5 tons) LT 5 5
2 Fluid Guns LA 2 4
Ammo (Fluid) 40 LA 2 2
Small Laser HD 1 0.5

Crane Configuration
Large Pulse Laser RA 2 7
Beagle Active Probe RT 2 1.5
Guardian ECM Suite CT 2 1.5
Communications Equipment LT 6 6
2 Lift Hoists LA 6 6

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Command BattleMech, Improved Communications, Protected Actuators, Rugged (1), Searchlight, Trailer Hitch (Vehicle Mode Only); Jettison-Capable Weapon (Right Hand)

Notable Lifters:
Lifter Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Spot Lifter-P Fire Control CommandMech Vet (2/1) Infantry, Officer Grasshopper/Coolant Truck
Fire Crane Fire Control ArtilleryMech Vet (3/2) Infantry Grasshopper/Coolant Truck
Grapple Crane Crane CraftMech Vet (5/1) Engineer Grasshopper/JI-100
Hauler Crane Crane LaborMech Reg (7/5) Tech-Civilian Grasshopper/JI-100

Hooker-D Crane DoctorMech Elt (4/0) Tech-’Mech, Engineer Grasshopper/JI-100

All of the -D notables are DemoCon units that possess a unique Syberian Design Quirk called "Coordinated Team." This unique Quirk provides the team with a -1 bonus to Piloting and Gunnery as long as all team members are active on the battlefield.

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #454 on: 12 May 2022, 10:16:47 »
Just an FYI for those who still have at least a passing interest in this subject:

We're currently up to 41 base models fully designed either by myself or contributors in this thread. The light-green fields in the attached Excel spreadsheet indicate which ones have been finalized to the point where their expy "personas" have even been given a listing.

Enjoy!

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #455 on: 13 May 2022, 16:30:03 »
But what happens when the inevitable breakdowns happen?

Behold!

Cycler-C/D (Aerofighter AutoMech/Drone Fighter)

Summary
The origins of the Cycler-C AutoMech and its fighter-mode drone companions (Cycler-Ds) is, frankly, a mystery. The current working theory is that they—and the Sweeper-C/D units we often see them acting in concert with—were part of a late-stage experimental project for new centralized command system the DemoCon faction was working on just before its human masters perished. An equally possible alternative is that they are a remnant of some other faction the DemoCons conquered and sublimated somewhere along the way. Whatever the case, these units are a curious variation on the other known commander-and-drone technologies we’ve witnessed in the likes among the likes of the “greater VeeMech group” and their ultra-light companions. Key to this difference lies in the fact that the Cyclers and Sweepers share the same framework as one another, resulting in an array of clone machines that all operate with a unified “mind,” led by a single unit that is nigh impossible to pick out from the rest of its crowd.

This convergence in design specs is particularly pronounced with the Sweeper series, but a strange fault in manufacturing—which heavily supports the “experimental project” theory noted above—has left the Cycler-Cs and Cycler-Ds with one key differentiation between them (beyond mere payload variations, that is). For some systemic reason, the latter models cannot convert out of their fighter modes.

Automated manufacturing may be replenishing their ranks, and the various technical support AutoMechs in the DemoCon ranks may be capable of affecting repairs on all other units, but it seems that a flaw in the construction process along the Cycler-Ds’ line has resulted in the drone units rolling off their lines in permanent fighter mode, while every core spec and diagnostic insists that nothing at all is wrong with them. Wreckage of downed drones has clearly underscored the fact Cycler-Ds possess the same BattleMech components and the basic means to transform as their command counterparts, but something in their engineering interferes with the process. As a result, Cycler-Ds are always encountered in fighter mode, but the Cs can engage their enemies in the skies or on the ground as they please.

Code: [Select]
Type: Cycler-C/D
Technology Base: Syberian (Experimental)
Tonnage: 45

Equipment Mass
Internal Structure: 4.5
Conversion Eqpt: Aero 7
Engine: 200 8.5
Walking MP: 5
Running MP: 8
Jumping MP: 8
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 14 0
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 14 10
Center Torso (rear) 7
R/L Torso 11 10
R/L Torso (rear) 5
R/L Arms 7 10
R/L Legs 11 10

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
2 Double Heat Sinks RT/LT 6 0
4 Improved Jump Jets RL/RT/LT/LL 8 4

Weapons and Ammo Location Critical Tonnage
Cycler-C Configuration
Small Vibroblade RA 3 3
2 Prim. Rocket Launcher 10s RT 2 1
2 Prim. Rocket Launcher 10s LT 2 1
ER Large Laser RA 2 5

Cycler-D Configuration
Large Laser RA 2 5
Large Laser LA 2 5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI), Nonfunctional Item (Conversion System, -D model only), Atmospheric Flyer, Improved Communications (-C model only), Jettison-Capable Weapons (Hands), Nimble Jumper, Code-Bonded (Unit may only operate within 1,000 km of its designated air-command unit)
 
Notable Cyclers:
Cycler Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Cyclone Alpha Cycler-C CommandMech Vet (2/1) Artillery, Officer No-Dashi/Jagatai
Cyclone Drones Cycler-D GruntMech Reg (5/4) Minimal None/Jagatai

- Herb
« Last Edit: 13 May 2022, 16:32:22 by HABeas2 »

RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #456 on: 13 May 2022, 22:22:19 »
Sounds very cool. Which TFs are they representative though?

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #457 on: 14 May 2022, 00:24:56 »
Cyclonus and his armada. Since the Cyclonus clones ended up amounting to nothing at all--being virtually forgotten before the 1986 movie even ended--while the Sweeps made appearances in the series later on, I decided the Syberian version of them was defective. Originally, I was going to build them as straight aerofighters, but felt "broken convertibles" had more character.

I'm just about out of multi-character units now, too. Pretty soon, I'll just be looking at one-offs.

- Herb

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #458 on: 14 May 2022, 00:35:06 »
Speaking of Cyclonus, Whirl and Hound are now up.   Hound is really lanky and skinny compared to the actual autobot.

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #459 on: 14 May 2022, 00:37:39 »
Yeah, I noticed. Was it the Reseen Wolverine you used as the basis there?

(And I see I must get to Whirl at some point now; he's one of the one-offs.)

- Herb

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #460 on: 14 May 2022, 00:58:50 »
Correct, for some reason, I thought the Reseen's chest was easier to mod.  Hound came out a bit more lanky than I liked though.

Yeah, I noticed. Was it the Reseen Wolverine you used as the basis there?

(And I see I must get to Whirl at some point now; he's one of the one-offs.)

- Herb

RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #461 on: 14 May 2022, 03:06:14 »
Cyclonus and his armada. Since the Cyclonus clones ended up amounting to nothing at all--being virtually forgotten before the 1986 movie even ended--while the Sweeps made appearances in the series later on, I decided the Syberian version of them was defective. Originally, I was going to build them as straight aerofighters, but felt "broken convertibles" had more character.

I'm just about out of multi-character units now, too. Pretty soon, I'll just be looking at one-offs.

- Herb



Ah. Okay. I seem to remember seeing a couple of him. How about the other seeker variants? The Cybertionan fighter ones? Or subvariants like Thrust and Dirge?

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #462 on: 14 May 2022, 07:54:47 »
Correct, for some reason, I thought the Reseen's chest was easier to mod.  Hound came out a bit more lanky than I liked though.

Have to say I agree with you there.

Also, I have to ask: Isn't Whirl blue? Going over his toys in the TF Wiki, I found only one instance of a white version.

Ah. Okay. I seem to remember seeing a couple of him. How about the other seeker variants? The Cybertionan fighter ones? Or subvariants like Thrust and Dirge?

Those are all Seeker class. I show about...21 notable ones of those at present, and Thrust and Dirge are among them.

- Herb

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #463 on: 14 May 2022, 10:16:44 »
Amazing work, Herb. I could use these things in a gaming con as special even.
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Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #464 on: 14 May 2022, 10:32:14 »
I painted Whirl up in a pale / sky blue.  It does look kinda washed out come to think of it.

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #465 on: 14 May 2022, 13:27:04 »
I painted Whirl up in a pale / sky blue.  It does look kinda washed out come to think of it.

Yeah, I also noticed a number of comics where he seems to be white since then, and it seems his first toy was pale enough to pass for white from a distance as well. I'm more a fan of the darker blue, personally, but these are your figures.

Currently working on his stats.

Amazing work, Herb. I could use these things in a gaming con as special even.

At the rate I'm going, I could have a whole TRO covering the first three cartoon seasons, plus a few notable extras from other sources, in about a month. (Dunno if I want to bother with the spacecraft and cities, though; that may be a bridge too far for me.)

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #466 on: 14 May 2022, 15:59:08 »
And, as promised, here's Whirl!

Whirly (VTOL AutoMech)

Summary
The Whirly VTOL AutoMech is a unit that is deceptively tough for its size, but pays for that resilience in the form of a low ground speed and limited firepower.

Code: [Select]
Type: Whirly
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment Mass
Internal Structure: 3.5
Conversion Eqpt: VTOL 5.5
Engine: 140 5
Walking MP: 4
Running MP: 6
VTOL MP: 4
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 104 6.5
Internal Armor
Structure Value
Head 3 9
Center Torso 11 15
Center Torso (rear) 6
R/L Torso 8 10
R/L Torso (rear) 5
R/L Arms 6 10
R/L Legs 8 12

Fixed Components Location Critical Tonnage
Conversion Gear RA/RL/LA/LL 4 0
Rotors 2RT/2LT 4 4
5 Heat Sinks 2RT/2LT/LA 15 0
5.5t

Weapons and Ammo Location Critical Tonnage
Common Configuration A
ER Medium Laser RA 1 1
ER Small Laser RA 1 0.5
2 ER Medium Lasers CT 2 2
ER Medium Laser LA 1 1
ER Small Laser LA 1 0.5
Light TAG HD 1 0.5

Common Configuration B
ER Medium Laser RA 1 1
2 Prim. Rocket Launcher 10s RA 2 1
Guardian ECM Suite CT 2 1.5
2 Prim. Rocket Launcher 10s LA 2 1
ER Medium Laser LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/VTOL Vehicle Conversion), Battle Fists, Improved Communications, Rugged (1)
Credit: Luciora, for visual design.

Notable Whirlys:
Whirly Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Storm Bird Common (B) ArtilleryMech Reg (4/3) Infantry Hyena/Balac Helicopter
Whirly Bird Common (A) SpecMech Vet (2/1) Special Forces Hyena/Balac Helicopter

Spinner Common (B) ReconMech AbvAvg (3/2) Scout Hyena/Balac Helicopter
Topper Common (A) ArtilleryMech Reg (4/3) Infantry Hyena/Balac Helicopter

Grabbed a few more units from the TF Wiki to share this body type. The trouble with Syberia's VTOLMechs is, of course, their limited mass, so making one that's "tough" basically means they lose the mobility that normally makes up for the lack of armor...

But, since Syberian AutoMechs are effectively immortal (so long as their brain cores and programming remain intact), I figure ol' Whirly Bird has been blown apart quite a few times in its career.

- Herb

Luciora

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #467 on: 14 May 2022, 19:47:57 »
Shockwave (Cyclops) up.  Made this one closer to the Transformer than a Cyclops in terms of weapons.  Yeah, you had better mental image than I did of it, Herb.   :)

Giovanni Blasini

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #468 on: 15 May 2022, 01:42:48 »
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

Mine had this:

Drone Operating System       BOD       0.8      -      -    -    -    -

Otherwise it was the same.  When I created the Spybird, I'd envisioned the really little drones as essentially that: drones.  They'd be controlled by the larger Syberian drones.

Spybird Drones, Eject! Operation: Enhancement!


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

That's fantastic.  I seriously dig the upgrade/change.
« Last Edit: 15 May 2022, 02:24:04 by Giovanni Blasini »
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RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #469 on: 17 May 2022, 01:01:05 »
Those are all Seeker class. I show about...21 notable ones of those at present, and Thrust and Dirge are among them.

- Herb

So the "Cybertonian" Fighters have the same stats as the "Earth" Fighters? Cool. Makes things easier. :)


At the rate I'm going, I could have a whole TRO covering the first three cartoon seasons, plus a few notable extras from other sources, in about a month. (Dunno if I want to bother with the spacecraft and cities, though; that may be a bridge too far for me.)

- Herb


That would be very cool.  :thumbsup:


And, as promised, here's Whirl!



Very cool. :)  :thumbsup: :beer: The wheeled cruise/flank speeds confused me for a bit though. You had me thinking Springer or Sandstorm for a bit.  ;D

Looking at the toys, there's a Whirl with an intermediate form like that of a LAM's AirMech Mode. https://tfwiki.net/wiki/File:Whirl_generations_voyager.jpg Presuming Trimodal VTOLMechs were available, I'm not sure what it'd be good for other than the lighter conversion system and smaller size in that mode making it easier to hide. It'd be slower on the ground than Mech Mode and I don't the the Rotors would have an increased speed in that mode. It's still pretty cool though. What do you think?



glitterboy2098

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #470 on: 17 May 2022, 03:57:19 »
especially since in mech mode it can still use the VTOL movement, so the "have both hands and VTOL MP" isn't a selling point the way it is with fighter-veemechs/LAMs

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #471 on: 17 May 2022, 09:42:44 »
Mine had this:

Drone Operating System       BOD       0.8      -      -    -    -    -

Otherwise it was the same.  When I created the Spybird, I'd envisioned the really little drones as essentially that: drones.  They'd be controlled by the larger Syberian drones.

Ah, okay. You used the Remote Drones system. I got ya. Well, I opted for the Smart Robotics approach, which lets anything under 5 tons just count its existing system as an automated one. Since that was how the rest of our Syberian AutoMechs were working, I opted for that for the drones and introduced the "Code-Bonded" Quirk. Frees the Sounders and such from having to add more comm gear to run their deployers.

Quote
That's fantastic.  I seriously dig the upgrade/change.

Thanks!

So the "Cybertonian" Fighters have the same stats as the "Earth" Fighters? Cool. Makes things easier. :)

Ohyeah. In the base lore, at least as I understand it, Cybertronians didn't generally gain anything more than a new shape and movement mode when they adapted their appearances. Overall toughness and weaponry shouldn't change.

Quote
Very cool. :)  :thumbsup: :beer: The wheeled cruise/flank speeds confused me for a bit though. You had me thinking Springer or Sandstorm for a bit.  ;D

*looks* Cat damn it! That's supposed to be their VTOL-mode MP.

Quote
Looking at the toys, there's a Whirl with an intermediate form like that of a LAM's AirMech Mode. https://tfwiki.net/wiki/File:Whirl_generations_voyager.jpg Presuming Trimodal VTOLMechs were available, I'm not sure what it'd be good for other than the lighter conversion system and smaller size in that mode making it easier to hide. It'd be slower on the ground than Mech Mode and I don't the the Rotors would have an increased speed in that mode. It's still pretty cool though. What do you think?

Nope. Still no tri-modal Syberians. See, technically, the Seekers all could do the same thing (especially once the toys with better articulation came along), and were shown doing such in the cartoon a few times. But I'm not giving that to them because I *hate* AirMech modes. So Whirly gets only chopper and Mech modes.

especially since in mech mode it can still use the VTOL movement, so the "have both hands and VTOL MP" isn't a selling point the way it is with fighter-veemechs/LAMs

Ohyeah. I mean, why ever use full Mech mode if you can achieve a better mobility in the hybrid form? Another reason I won't be codifying AirMechs and their other hybrid-mode formats. Way easier and more credible that way.

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #472 on: 17 May 2022, 16:11:23 »
Vehicons? I think we need some Vehicons here.

AutoVee-1/AutoVee-2 (Aerofighter/Wheeled AutoMech)

Summary

It may seem a bit strange to combine two AutoMechs with very different alternate modes into a single entry, but the AutoVees are an interesting pair of twin designs that are best reviewed as one. The reason for this lies mainly in their appearance and overall equipment similarities, which conspire to result in two machines of equal weight, performance, and armor distribution, on chassis types that look almost identical as long as they remain in BattleMech mode. Even their head structures and color schemes tend to be identical across dozens—if not hundreds—of these units. Making distinctions by personalities is even harder, as any personas expressed seem almost bland and generic; indeed, the vast majority of those we have heard speaking even had matching voices, vocabularies, and cadences.

It takes a closer visual inspection to tell the two models apart in ’Mech mode, but it is possible, and all boils down to their alternate modes. For the AutoVee-1, which converts into an aerofighter, bits of their wings and air flaps can be spotted, mostly jutting out from their rear flanks, while the AutoVee-2s will lack these surfaces and instead have wheels partially visible behind their shoulders and lower legs. Armament-wise, the AutoVee-2s also possess a small forearm laser that the -1s lack.

AutoVees of both types turn up in both of the main Syberia factions, but are markedly absent from the ranks of the bestial-dominant ones like the DynaBoG, InterSectCon, AxiMaL and PresiDom. While their greatest numbers may be found in DemoCon ranks—suggesting a current or long-lasting DemoCon capture of their primary factories at some point in the past—their second most common affiliation appears to be none at all. By this we mean that there appear to be more “stray” AutoVees out here than there are affiliated with the AutoBoP.

Code: [Select]
Type: AutoVee-1/-2 (Aero-/Wheeled-Unit)
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment Mass
Internal Structure: 3.5
Conversion Eqpt: Aero/Wheeled 9
Engine: 140 5
Walking MP: 4
Running MP: 6
Jumping MP: 4
AutoVee-1
Safe Thrust: 4
Max Thrust: 6
AutoVee-2
Wheeled Cruise MP: 5
Wheeled Flank MP: 8
Heat Sinks (Double): 10 0
Gyro: 2
Cockpit: 3
AutoVee-1
Fuel: 80 0
Structural Integrity: 11 0
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 11 10
Center Torso (rear) 7
R/L Torso 8 10
R/L Torso (rear) 5
R/L Arms 6 10
R/L Legs 8 10

Fixed Components Location Critical Tonnage
6 Heat Sinks 3RA/3LA 6 0
2 Jump Jets RT/LT 2 1

AutoVee-1
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0

AutoVee-2
Conversion Equipment RL/LL 2 0
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
AutoVee-1 Configuration
Large Laser RA 2 5
Fuel (40) LT 1 0.5

AutoVee-2 Configuration
Large Laser RA 2 5
Small Laser LA 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI [Both], BattleMech/Wheeled Vehicle Conversion [AutoVee-2 only]), Atmospheric Flyer (AutoVee-1 only), Ubiquitous (Syberia)
 
Notable AutoVees:
AutoVee Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
AutoVee-1 AutoVee-1 GruntMech Reg (5/4) Minimal Clint IIC/Niso WiGE
AutoVee-2 AutoVee-2 GruntMech Reg (5/4) Minimal Clint IIC/Zibler*

*The vehicle form of this AutoMech resembles a turretless version of the listed vehicle type, with four wheels.

Thus do the Vehicons from TF Prime appear in the Syberia system. Twins in Mech form, but split between aerospace fighter and ground vehicle types.

- Herb

glitterboy2098

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #473 on: 17 May 2022, 19:37:22 »
The Beastmachines sequal to beastwars had vehicons as well , sparkless bots created by BW megatron. Those versions had three very different chassis, with tank, jet  and cycle vehicle modes.
https://tfwiki.net/wiki/Tank_drone
https://tfwiki.net/wiki/Aero_Drone
https://tfwiki.net/wiki/Cycle_Drone

later in the show you had helicopter and wheeled "artillery" drones. each type also had a "general" which was a drone given the reformatted spark of a TF. (something that bit megatron in the rear end when it turned out Tankor, the tank drone general, was a reprogrammed Rhinox)

the tank drones seem like they'd be the easiest.. could probably modify a Tankus type to have a missile system in the torso instead of the AC20 (arrow IV, if it's allowed?) and drop the wrecking ball for a pair of secondary Medium lasers in the opposite torso.

« Last Edit: 18 May 2022, 01:07:25 by glitterboy2098 »

RifleMech

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #474 on: 18 May 2022, 01:10:04 »
especially since in mech mode it can still use the VTOL movement, so the "have both hands and VTOL MP" isn't a selling point the way it is with fighter-veemechs/LAMs

Yeah. I suppose that could be why trimodal didn't take off there. It wasn't really a success for the VTOL so they didn't continue with it with the result being no AirMechs.



Ohyeah. In the base lore, at least as I understand it, Cybertronians didn't generally gain anything more than a new shape and movement mode when they adapted their appearances. Overall toughness and weaponry shouldn't change.

Cool.  :thumbsup:

Related question, how about the TFs with the same chassis but different motive systems?
Blur, Arcee - Hover
Arcee, Elita One - Wheeled (Blurr too if painted blue)
Brainstorm - WiGE/Fighter
Nautica - Sub

WiGEMechs being based on FighterMechs instead of VehicleMechs kind of throw things off but it does look like one basic chassis with different motive systems. Is that possible? Get a new variant just by changing the motive system?

Edit:
Looking at your next post, that's a yes. :)  :thumbsup:


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*looks* Cat damn it! That's supposed to be their VTOL-mode MP.

Oops. :)


Quote
Nope. Still no tri-modal Syberians. See, technically, the Seekers all could do the same thing (especially once the toys with better articulation came along), and were shown doing such in the cartoon a few times. But I'm not giving that to them because I *hate* AirMech modes. So Whirly gets only chopper and Mech modes.

That's cool.


Quote
Ohyeah. I mean, why ever use full Mech mode if you can achieve a better mobility in the hybrid form? Another reason I won't be codifying AirMechs and their other hybrid-mode formats. Way easier and more credible that way.

- Herb


Higher mobility does have advantages but AirMechs do have disadvantages too. AirMech's mobility just over shadow them. But it's cool they're not available. :) I like bimodal units too.:)
« Last Edit: 18 May 2022, 01:13:04 by RifleMech »

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #475 on: 18 May 2022, 04:47:10 »
The Beastmachines sequal to beastwars had vehicons as well , sparkless bots created by BW megatron. Those versions had three very different chassis, with tank, jet  and cycle vehicle modes.
https://tfwiki.net/wiki/Tank_drone
https://tfwiki.net/wiki/Aero_Drone
https://tfwiki.net/wiki/Cycle_Drone

later in the show you had helicopter and wheeled "artillery" drones. each type also had a "general" which was a drone given the reformatted spark of a TF. (something that bit megatron in the rear end when it turned out Tankor, the tank drone general, was a reprogrammed Rhinox)

the tank drones seem like they'd be the easiest.. could probably modify a Tankus type to have a missile system in the torso instead of the AC20 (arrow IV, if it's allowed?) and drop the wrecking ball for a pair of secondary Medium lasers in the opposite torso.

Oh, they all definitely crossed my mind, don't worry. I just haven't decided if I want to add them to Syberia yet. (Tankor is REALLY tempting, though.)

Yeah. I suppose that could be why trimodal didn't take off there. It wasn't really a success for the VTOL so they didn't continue with it with the result being no AirMechs.


Maybe.

Quote
Related question, how about the TFs with the same chassis but different motive systems?
Blur, Arcee - Hover
Arcee, Elita One - Wheeled (Blurr too if painted blue)
Brainstorm - WiGE/Fighter
Nautica - Sub

For the most part, I have been keeping my selections to only one incarnation of the character (two for triple-changers and/or duocons). Blurr thus has a hover-based "Beetle II" chassis we've yet to see, while Arcee has been assigned to the Wheeled "Sneaker" chassis, along with a number of other "redecos/minor retools" in her frame. Brainstorm and Nautica are not currently on my list, but if they were...Brainstorm would likely get a new chassis type or be added to one of the aerofighter classes we already have ("Seeker," most likely, as his forms look close enough to me for the transition to make sense). And Nautica would get her own all-new chassis type, because there are currently no submarine Syberians on the list at all.

Quote
WiGEMechs being based on FighterMechs instead of VehicleMechs kind of throw things off but it does look like one basic chassis with different motive systems. Is that possible? Get a new variant just by changing the motive system?

That's what I'd do. In the case of the AutoVees, deliberate effort was taken to make them all identical to each other. But for more distinctive personas, I would likely be making more distinct Mech mode/vehicle mode choices.

- Herb

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #476 on: 18 May 2022, 16:30:44 »
Given your fascination with amphibious units, RifleMech, this one might fascinate you...

AutoShark (Submarine AutoMech)

Summary

Like the AutoGator, the AutoShark is essentially a “feral” AutoMech, rarely sporting colors or insignia of any known, active faction. Lurking all but unopposed in Syberia’s murky, shallow seas, these amphibious, submersible AutoMechs are rarely seen in herds smaller than four units at a time, and appear to be automatically hostile to anything that moves that doesn’t look like their own chassis type. Although their non-BattleMech forms sport the bestial look of a bloated, toothy sphere with prehensile fore-claws, these are merely beast-styled variations applied to their hull design. That is not to say that they are harmless, by any stretch; it simply means that, much like the Cazador VTOLMech, and the Swooper and Saker AeroMechs, the AutoShark is a vehicle conversion and not a true bestial type.

Not that one would tell by their behavior. Fortunately, their overall threat is reduced by one simple thing—two, if one considers the fact that they’re basically never encountered more than five kilometers inland--and that is, like their AutoGator “cousins,” they lack ranged weaponry of any consequence.

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

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Naval (Sub) 7.5
Engine: 200 8.5
Walking MP: 4
Running MP: 6
UMU MP: 4
Submarine Cruise MP: 4
Submarine Flank MP: 6
Heat Sinks (Standard): 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 8
Center Torso 12 14
Center Torso (rear) 8
R/L Torso 10 12
R/L Torso (rear) 7
R/L Arms 6 12
R/L Legs 10 14

Fixed Components Location Critical Tonnage
Conversion Equipment RL/LL 2 0
2 Heat Sinks RT/LT 2 0
4 UMUs 2RT/2LT 4 2

Weapons and Ammo Location Critical Tonnage
Common Configuration
Spikes RA 1 0.5
Wrecking Ball RA 4 5
Spikes RT 1 0.5
Lift Hoist RT 3 3
Spikes RL 1 0.5
Spikes CT 1 0.5
Spikes LT 1 0.5
Lift Hoist LT 3 3
Spikes LL 1 0.5
Spikes LA 1 0.5

Notes: No turret in vehicle mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, Naval/’Mech Conversion), Distracting (Animalistic Vehicle Form), Protected Actuators, Searchlight

Notable AutoSharks:
AutoShark Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
PiranhaShark Common* GruntMech Vet (4/3) Minimal Bowman/Octopus DS (Micro)**
AutoShark Common GruntMech Reg (5/4) Minimal Bowman/Octopus DS (Micro)**

*This AutoShark switches the Common configuration’s Wrecking Ball to the left arm.
**Remove all but two “arms.”

Beware. No amount of "Universal Greetings" will impress these guys.

My spreadsheets originally had me making these guys up as Bestials, but then I realized I never tried to make a submersible AutoMech, and THIS one was definitely a good candidate for one. So.... Yup, I tweaked it. PiranhaShark is the expy for Gnaw, by the way.

- Herb
« Last Edit: 18 May 2022, 16:36:41 by HABeas2 »

HABeas2

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #477 on: 19 May 2022, 20:15:08 »
So, in my ongoing play with what is fast becoming a completed TRO: Syberia, I have established a set of faction rules worth going by, setting what amounts to the "character" of how each of the known factions constructs its units:

----
Factional Features

The following rules apply only to the construction and game rules for the units “native to” (i.e. built by) the listed factions. Captured and reprogrammed units from other factions do not receive any features or restrictions from their new factions.

All Syberian Factions – All AutoMech units receive the Illegal Quirk for having Syberian AIs. AutoMechs with non-aerospace fighter alternate modes also receive the Illegal Quirk for their conversion system.

AutoBoP, DemoCon, Unaffiliated – No changes. No specials. No restrictions.

InterSectCon – Build all units with insectoid formats. Native unit design uses Industrial Structure and Armor (Bestial types only). At least 2 Extra Limbs per unit. May only build Bestial, Aero, and VTOL AutoMechs. Quirks: Distracting (Insectoid Bestial/Vehicular mode), Improved Sensors, Low Profile, Non-Standard Parts.

DynaBoG – Build all units with monstrous formats. Native unit design uses Industrial Structure and Armor (Bestial types only). At least 2 sets of Spikes and a Tail per unit. May only build Bestial and Aero AutoMechs. Quirks: Distracting (Monstrous Bestial/Vehicular mode), Battle Fists, Cooling System Flaws, Rugged (2), Non-Standard Parts

JUniCom – Build all units from scavenged parts. Native unit design uses Industrial Structure and Armor (All types). Quirks: Easy to Maintain, Extended Torso Twist, Full-Head Ejection System, Modular Weapons, Poor Performance, Non-Standard Parts

PresiDom – Build all units in monstrous, animalistic, or insectoid formats in compact forms. Native unit design uses military structure and armor only. May only build Bestial, Aero, and VTOL AutoMechs. Quirks: Distracting (Monstrous/Animalistic/Insectoid Bestial/Vehicular mode), Non-Standard Parts, Low Profile

AxiMaL – Build all units in animalistic or insectoid formats in compact forms. Native unit design uses military structure and armor only. May only build Bestial, Aero, and VTOL AutoMechs. Quirks: Distracting (Monstrous/Animalistic/Insectoid Bestial/Vehicular mode), Non-Standard Parts, Low Profile
----

Enjoy!

- Herb

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #478 on: 20 May 2022, 06:39:28 »
Thank you, Herb this really looking good! With Luciora and other's miniature conversions a TRO could really be done!  :thumbsup:
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I am Belch II

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Re: Filling in the Syberian AutoMechs (Open Thread)
« Reply #479 on: 20 May 2022, 11:07:02 »
Picked up some of the mini transformer toys.
Think they work with the mechs.
Walking the fine line between sarcasm and being a smart-ass

 

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