The Mako from Mass Effect. Love it or hate it, its a intriguing design. A air droppable combat vehicle with jump jets which can deploy a squad of troopers into any possible atmospheres. It is meant to have good speed, armour, excellent cross country performance, despite handling like a drunk brick.
For a unit, the Mako has everything I would want in a IFV, as I tend to run a drop/paratrooper regiment.
- Its air droppable (due to its jump jets).
- Can carry a a infantry squad (10 men), from high orbit, to ground.
- Can function in all atmospheres.
- Boasts decent durability.
- Can jump around anything that would give it trouble. E.G forests; rivers; etc.
- Provides modest anti infantry support.
In addition I have added Omni functionality, largely to give the APC some added flexibility due to what I have found to be a tiny pod space. But mostly for it to act as a ferry and on ground transport to battle armour.
Now in my design I have come up with 2 primary look and feels for the Mako. One at a affordable 1.4 to 1.6 million which goes at 5/8/5, being a wheeled vehicle with a 1 ton infantry bay, environmental sealing and armoured motive system, which while is my ideal combat unit, sadly I have been told is too slow for a Jihad combat zone (which I don't necessarily disagree with.))
The second version goes 7/11/5, and maintains a 3 ton pod space with a XL engine, but switches to light ferro over the heavy ferro to preserve some space. Going 7/11/5 I hope to maintain some excellent speed, while maintain its environmental sealing and armoured motive system. However the unit costs 3.5 million C-Bills and despite my best efforts lowering the tonnage means I have to either lose a jump jet or reduce the infantry bay to half a ton, which sadly defeats the point.
This is why I have made this page, as I do want some honest feedback to the unit, and which of the 2 are a better pick. Which really comes down too if a slower but cheaper IFV with 5/8/5 ability should be taken over a 7/11/5 one, which is much more expensive.
A important note to the unit, is whenever a combat vehicle uses jump jets, it must roll on the motive critical hits table, with wheeled vehicles like the Mako rolling with a +1 to the table. The armoured motive system reduces this to a -1, which helps skew the numbers in the same ballpark as a hover unit: and makes conventional motive critical hit rolls equal to that of a tracked vehicle. I am aware that a hover unit (which gets a -1 to its roll), has better compatibility with the jump jets, however I feel that would be more applicable to the Hammerhead, which I may likely make a clan variant.
Again the units mission profile is: to drop a squad of conventional troopers/engineers (with battle armours tagging along too) with IFV support into a wide arrange of hostile environments, with modest infantry support capacity. It must act as a transport and support vehicle which can augment the squads capabilities, and help it bypass the majority of impassable terrain (through the use of its 5 jump jets). Their is a inherent risk of heavy damage on landing, but the -1 to jump motive critical hits prevents the unit from being automatically wrecked on a double 6.
The Prime variant has liquid fuel tank to give it roughly 40 points of fuel in a hostile environment - roughly 8 turns at maximum jump, though it should be reserved for hostile terrain or the initial burn to the surface.
Mako IFV I MV-O Prime
Mass: 30 tons
Movement Type: Wheeled
Power Plant: 130 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Vehicular Jump Jets
Jump Capacity: 150 meters
Armor: Heavy Ferro-Fibrous
Armament:
2.0 tons of pod space
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3078
Tech Rating/Availability: E/X-X-F-E
Cost: 1,613,594 C-bills
Type: Mako IFV I
Technology Base: Inner Sphere (Advanced)
Movement Type: Wheeled
Tonnage: 30
Battle Value: 379
Equipment Mass
Internal Structure 3
Engine 130 Fusion 7
Cruising MP: 5
Flank MP: 8
Jumping MP: 5
Heat Sinks: 10 0
Control Equipment: 1.5
Power Amplifier: 0.0
Turret: 0.5
Armor Factor (Heavy Ferro) 79 4
Internal Armor
Structure Value
Front 3 22
R/L Side 3/3 12/12
Rear 3 11
Turret 3 22
Fixed Equipment
Location Fixed Tonnage
Body Magshot Gauss Rifle Ammo 1.0
Armored Motive System 4.5
Combat Vehicle Chassis Mod 3.0
5 Jump Jet 2.5
Body Infantry 1.0
Weapons
and Ammo Location Tonnage
Small X-Pulse Laser Turret 1.0
Magshot Turret 0.5
Liquid Storage (0.5 tons) Body 0.5
Features the following design quirks: Improved Communications, Narrow/Low Profile, Hard to Pilot, Non-Standard Parts
Mako IFV II MV-O Prime
Mass: 30 tons
Movement Type: Wheeled
Power Plant: 190 XL
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: Vehicular Jump Jets
Jump Capacity: 150 meters
Armor: Light Ferro-Fibrous
Armament:
2.0 tons of pod space
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3078
Tech Rating/Availability: E/X-X-F-E
Cost: 3,832,734 C-bills
Type: Mako IFV II
Technology Base: Inner Sphere (Advanced)
Movement Type: Wheeled
Tonnage: 30
Battle Value: 440
Equipment Mass
Internal Structure 3
Engine 190 XL 6
Cruising MP: 7
Flank MP: 11
Jumping MP: 5
Heat Sinks: 10 0
Control Equipment: 1.5
Power Amplifier: 0.0
Turret: 0.5
Armor Factor (Light Ferro) 84 5
Internal Armor
Structure Value
Front 3 22
R/L Side 3/3 14/14
Rear 3 12
Turret 3 22
Fixed Equipment
Location Fixed Tonnage
Body Magshot Gauss Rifle Ammo 1.0
Armored Motive System 4.5
Combat Vehicle Chassis Mod 3.0
5 Jump Jet 2.5
Body Infantry 1.0
Weapons
and Ammo Location Tonnage
Small X-Pulse Laser Turret 1.0
Magshot Turret 0.5
Liquid Storage (0.5 tons) Body 0.5
Features the following design quirks: Improved Communications, Narrow/Low Profile, Hard to Pilot, Non-Standard Parts