In a different thread about making battle armor carry mortars, I mentioned to Daryk the difficulties of making a tube artillery carrier that actually different from the
Centaur; if you read through it's
Armor of the Week thread you realize that the stock Centaur has few things to improve upon, as it has enough reactive armor to withstand a return shot directly from a thumper, has magclamps so another unit can position it, and really could only be enhanced by dropping the fluff-required small laser for another DWP (likely some kind of recoilless rifle) for some anti-infantry capacity and maybe an 8th point of armor to withstand large lasers. Otherwise? Making a better suit typically requires dropping the reactive entirely because of it's heavy 7 crit demand, and that point you have to ask how best to protect against returning artillery fire.
This was just one idea- use 10 points of armor (I went basic stealth only because the other option was standard and a firedrake needler) and 3MP on an assault quad chassis. My thinking, is that such a group would be constantly moving erratically to prevent direct hits and instead could tank stray or drifting shots.
Other idea, is to use advanced armor to get another 150kg (at 10 points). Then you could add another 5 rounds of ammo, additional armor, or some kind of 150kg single slot weapon or some combination.
Artillery Quad BattleArmor
Type: Artillery Quad
Manufacturer: Unknown
Primary Factory: Unknown
Tech Base: Inner Sphere (Standard)
Chassis Type: Quad
Weight Class: Assault
Maximum Weight: 2,000 kg
Battle Value: 454
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
</p>
Equipment Slots Mass
Chassis: 550 kg
Motive System:
Ground MP: 3 160 kg
Jump MP: 0 0 kg
Manipulators:
Left Arm: None 0 kg
Right Arm: None 0 kg
Armor: Stealth (Basic) 3 550 kg
Armor Value: 11 (Trooper)
Slots
Weapons and Equipment Location (Capacity) Mass
Tube Artillery Body 4 500 kg
Tube Artillery 8 rounds Body 1 240 kg