Author Topic: Making the Large Vibroblade Make Sense  (Read 325 times)

Luxan

  • Corporal
  • *
  • Posts: 98
Making the Large Vibroblade Make Sense
« on: 30 June 2024, 16:57:54 »
Large Vibroblades sound like they would be a good melee weapon and they do have head-chopper potential. But, an active vibroblade isn't enhanced by TSM. So, if you have TSM then on heavy and assault mechs a regular sword is just better in every way (being lighter and doing more damage with TSM). And Hatchets with TSM do more damage than a large vibroblade even on medium mechs. So light mechs are where they make sense. And since we aren't relying on TSM for damage, we can use AES!

The Rokurokubi seemed like a logical test bed and it needed some love.

Rokurokubi RK-5X

Mass: 35 tons
Chassis: Luthien Class 41 Endo Steel
Power Plant: Magna 280 XL
Cruising Speed: 86.4 kph
Maximum Speed: 172.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Compound LZ-7 Ferro-Lamellar
Armament:
     2 Improved Heavy Medium Laser
Manufacturer: Luthien Armor Works
     Primary Factory: Luthien, Kaznejoy
Communication System: Sipher CommSys 4
Targeting & Tracking System: Neko Megane 7
Introduction Year: 3139
Tech Rating/Availability: F/X-X-X-F
Cost: 11,653,785 C-bills

Capabilities
The RK-5X follows from the development of the RK-4X. The 4X aimed to make the Rokurokubi move faster and strike harder while still remaining a tough light mech. To do this, it replaced the hardened armor of the original model with new ballistic reinforced armor, installed a more powerful reactor with a supercharger and carried a Clan ER PPC as its only ranged weapon. The standard sword was also replaced with a small vibroblade, which was slightly more effective. Overall, this made the 4X a hard-hitting striker, but more vulnerable to energy weapons and pysical attacks. This was not ideal for a mech designed for close range fighting. Also, a field incident revealed that a standard PPC could completely destroy the cockpit and mechwarrior with a single hit.

The 5X aimed to solve this issue by changing the armor to Ferro-Lamellar. Though not as tough against missile and ballistic weapons, the new armor offers enhanced protection against all types of attacks and also protects against all types of armor-piercing attacks. The armor protection was also increased around the cockpit and legs. To maximize its close quarters prowess, a large vibroblade replaces the small vibrobrlade used by the 4X. Enhanced actuators installed in the right arm allow the mech to handle the extremely heavy weapon and deliver accurate strikes. The bulky actuators give the mech an asymmetric appearance, but the larger blade can cleave through most battlemech cockpits in a single blow. The left arm weapon was replaced by two Improved Heavy Medium Lasers which also do heavy damage at short range. The other internal systems of the mech are the same as with the 4X model. Though it lacks any long range weaponry, the 5X is a vicious infighter and with a top speed over 170 kph, it normally has no trouble closing with the enemy.

Type: Rokurokubi
Technology Base: Mixed (Advanced)
Tonnage: 35
Battle Value: 1,257

Equipment                                          Mass
Internal Structure            Endo Steel              2
Engine                        280 XL                  8
   Walking MP: 8
   Running MP: 12(16)
   Jumping MP: 0
Double Heat Sink              10 [20]                 0
XL Gyro                                             1.5
Cockpit                                               3
Armor Factor (Ferro-Lamellor) 112                     8

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            11        16   
     Center Torso (rear)               5     
     R/L Torso               8         12   
     R/L Torso (rear)                  4     
     R/L Arm                 6         12   
     R/L Leg                 8         13   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                        Location  Critical   Heat    Tonnage   
2 Improved Heavy Medium Laser      LA        4        7       2.0   
Supercharger                       LT        1        -       1.0   
ECM Suite                          LT        2        -       1.5   
Vibroblade (Large)                 RA        4        -       7.0   
Actuator Enhancement System        RA        1        -       1.0   
   
Features the following design quirks: Protected Actuators, No Ejection System

DevianID

  • Captain
  • *
  • Posts: 1861
Re: Making the Large Vibroblade Make Sense
« Reply #1 on: 01 July 2024, 02:08:41 »
I like it, AES + Large Vibroblade on a fast light is a great combo.

Only part I dislike is the mixed tech.  Any hope of an IS only version for export, so I dont have to hit up the Sea Foxes to replace my armor and exploded lasers?

Sabelkatten

  • Lieutenant Colonel
  • *
  • Posts: 7026
Re: Making the Large Vibroblade Make Sense
« Reply #2 on: 01 July 2024, 04:20:32 »
I got curious and decided to see what I could do with IS tech. Special armor types are rather questionable choices IMHO, but switching to a light engine and adding a small shield ups the toughness without any noticeable tradeoffs. Armament other than the blade is kinda limited, thought...

Code: [Select]
Rokurokubi RK-5S

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 9 307 035 C-Bills
Battle Value: 906

Chassis: Unknown Endo-Steel
Power Plant: Unknown 245 Light Fusion Engine
Walking Speed: 75,6 km/h
Maximum Speed: 118,8 km/h (151,2 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
    1  Medium X-Pulse Laser
    1  Large Vibroblade
    1  Small Shield
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                2,00
    Internal Locations: 1 HD, 9 LT, 2 LL, 2 RL
Engine:             Light Fusion Engine          245                       9,00
    Walking MP: 7
    Running MP: 11 (14)
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0,00
    Heat Sink Locations: 1 RT
Gyro:               XL                                                     1,50
Cockpit:            Standard                                               3,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 116                  6,50
    Armor Locations: 6 RT, 5 LA, 3 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     11           17       
                                 Center Torso (rear)                  5         
                                           L/R Torso     8            12       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            12       
                                             L/R Leg     8            15       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium X-Pulse Laser                         RT        6         1         2,00
Supercharger                                 LT        -         1         1,00
Large Vibroblade                             RA        -         4         7,00
A.E.S.                                       RA        -         1         1,00
Small Shield                                 LA        -         3         2,00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 9
9          1       1       0       0      1     0   Structure:  2
Special Abilities: MEL, SHLD, ENE, SRCH, ES, SEAL, SOA

PuppyLikesLaserPointers

  • Captain
  • *
  • Posts: 1943
Re: Making the Large Vibroblade Make Sense
« Reply #3 on: 01 July 2024, 08:15:53 »
Asides, a 35 ton mech with activated TSM deals more damage by bare fists and able to aim for the head.

You don't need to use up all the heats so you don't need to use the heavy lasers. ER lasers are already enough I think.

Luxan

  • Corporal
  • *
  • Posts: 98
Re: Making the Large Vibroblade Make Sense
« Reply #4 on: 01 July 2024, 08:24:40 »
I like it, AES + Large Vibroblade on a fast light is a great combo.

Only part I dislike is the mixed tech.  Any hope of an IS only version for export, so I dont have to hit up the Sea Foxes to replace my armor and exploded lasers?

Well, it is Dark Age and mixed tech is canonical. In fact, this is based on the RT-4X model which is mixed tech with a Clan ER PPC.

But if you want to go all IS, then Impact-Resistant armor swaps out nicely for the Ferro-Lamellar and would at least let you trade punches with heavier mechs more favorably. Its hard to replace the punch of the HMLs, but the ECM could be dropped as its only nice to have. So this is what I'm thinking:

Rokurokubi RK-5T

Type: Rokurokubi
Technology Base: Inner Sphere (Advanced)
Tonnage: 35
Battle Value: 1,142

Equipment                                          Mass
Internal Structure            Endo Steel              2
Engine                        280 XL                  8
   Walking MP: 8
   Running MP: 12(16)
   Jumping MP: 0
Double Heat Sink              10 [20]                 0
XL Gyro                                             1.5
Cockpit                                               3
Armor Factor (Impact-Resistant) 112                   8

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            11        16   
     Center Torso (rear)               5     
     R/L Torso               8         12   
     R/L Torso (rear)                  4     
     R/L Arm                 6         12   
     R/L Leg                 8         13   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                      Location  Critical   Heat    Tonnage   
3 ER Medium Laser                LA        3        5       3.0   
Rocket Launcher 10               LA        1        3       0.5   
Supercharger                     LT        1        -       1.0   
Large Vibroblade                 RA        4        -       7.0   
Actuator Enhancement System      RA        1        -       1.0   
   
Features the following design quirks: Protected Actuators, No Ejection System

Luxan

  • Corporal
  • *
  • Posts: 98
Re: Making the Large Vibroblade Make Sense
« Reply #5 on: 01 July 2024, 12:15:39 »
Asides, a 35 ton mech with activated TSM deals more damage by bare fists and able to aim for the head.

You don't need to use up all the heats so you don't need to use the heavy lasers. ER lasers are already enough I think.

If both of them hit, yes two TSM-punches would deal slightly more damage in total. But the average damage would be lower because the AES-sword combo gives a -2 to-hit as compared to the TSM-punches. So each individual punch is less likely to hit and landing both of them is much less likely. Also, to knock off the head, both punches would have to roll a 6 on the hit location, which is just as likely as rolling a 12 on the hit location for the sword.

And the sword is just easer to use in this case because you don't have to worry about maintaining the sweet-spot on the thermometer.

PuppyLikesLaserPointers

  • Captain
  • *
  • Posts: 1943
Re: Making the Large Vibroblade Make Sense
« Reply #6 on: 01 July 2024, 13:37:38 »
If both of them hit, yes two TSM-punches would deal slightly more damage in total. But the average damage would be lower because the AES-sword combo gives a -2 to-hit as compared to the TSM-punches. So each individual punch is less likely to hit and landing both of them is much less likely. Also, to knock off the head, both punches would have to roll a 6 on the hit location, which is just as likely as rolling a 12 on the hit location for the sword.

And the sword is just easer to use in this case because you don't have to worry about maintaining the sweet-spot on the thermometer.

Fists has far higher chance to just hit the head. Although 35 tonner cannot smash the face by only one punch attack, but each of those deals 8 damage and is still serviceable for punch location table. It doesn't needs the weight to do either.

Luxan

  • Corporal
  • *
  • Posts: 98
Re: Making the Large Vibroblade Make Sense
« Reply #7 on: 01 July 2024, 16:39:40 »
Fists has far higher chance to just hit the head. Although 35 tonner cannot smash the face by only one punch attack, but each of those deals 8 damage and is still serviceable for punch location table. It doesn't needs the weight to do either.

My point is, rolling sixes on two 1D6 rolls has exactly the same probability as rolling 2d6 and getting 12 (i.e. two sixes).
That combined with the punches missing more often means that the head chopping potential is comparable between the two approaches. If the to-hit modifier is high, its actually more likely with the AES+Vibroblade combo. If the to-hit modifier is low, then over multiple turns, its more likely with TSM+punches.

Its true, the punches require no weight, but they also come with the complexity of managing TSM, the additional to-hit modifier for ranged weapons, and being more vulnerable to shutdown from heat effect weapons.

In the light bracket, the Large Vibroblade offers a combination of single-hit damage + accuracy that TSM can't match. So this is where it at least has a niche. With heavy and assault mechs its just worse than TSM in every regard.
« Last Edit: 01 July 2024, 16:45:44 by Luxan »

DevianID

  • Captain
  • *
  • Posts: 1861
Re: Making the Large Vibroblade Make Sense
« Reply #8 on: 03 July 2024, 04:13:22 »
I like the impact resistance more then the 4X with its ballistic reinforced for the theme.  BaR is really good armor, but impact resistance is more in theme with running up to a bigger mech and taking a kick from them.

For the weapons, some other options would be a light PPC for 3 tons, just going for a visual match to the base version with its 1 gun ERPPC or LAC5.  Or a medium RE laser, and upgrading the RL10 to an Mpod.

 

Register