UrbanMech III: Return of the Waddler

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Silenced_Sonix
12/30/04 04:31 PM
168.209.97.34

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A combination of boredom, MechCommander 2 and some research into the Liao invasion of the Republic in 3134 drove me to this, so consider yourselves warned.

That aside, any comments? The Urb III is meant to be the new, mass-produced light(ish) 'Mech for the Cappies in MWDA, and ended up as a cross between the original UrbanMech and the Pack Hunter.

UM2-S35 UrbanMech III

Chassis: Republic-R
Power Plant: Leenex 90 XL
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: none
Jump Capacity: none
Armor: Hellespont Blazer II-B
Armament:
1 ER PPC
2 Small Lasers
Manufacturer: Capella BattleMechs Ltd
Primary Factory: Capella
Communications System: Dalban Interact
Targeting and Tracking System: Dalban Urban II-B

Overview:
Following House Liao's invasion of the Republic in 3134,
Chancellor Daoshen Liao ordered the large stockpiles of mothballed
BattleMechs in Liao territory to be reactivated an distributed to the
various invading forces in Prefecture IV. However, even this large
injection of military machines into the conflict proved insufficient
for the needs of the Liao forces, and many of the decommissioned
factories in Liao space were refurbished and re-equipped for
BattleMech production. One of these was the old UrbanMech factory on
Capella, which began production in the last week of the November of
3134. What came off the production line however, was not the standard
UrbanMech of old, but the new UrbanMech III.

Capabilities:
Designed as a rather extensive refit instead of a complete new
design, the UrbanMech III utilizes the same basic chassis as the old
UrbanMech, but with two important design changes - the original
Leenex 60 engines were uprated to Leenex 90-XL specifications,
pushing the UrbanMech III's maximum speed up to a little more than
fifty kilometers per hour, and the original armor was replaced with
sheets of reactive 'Blazer' armor. Given the high efficiency of the
'Blazer' armor against missile warheads, the UrbanMech III proves to
be rather more resistant to the various missile-toting military
designs that have proliferated in recent years, and is a favourite
for taking out enemy SRM Carriers. Mindful of the fact that the
campaign might bog down to a slugfest over territory, and that
consumables like ammunition would always be in short supply, the
designers took a leap away from the main autocannon armament and
chose to install an extended-range particle cannon in the UrbanMech
III's right arm. While critics balked at the higher cost of such a
weapon, the designers were quick to point out the success of the
Clan's Pack Hunter design, as well as the fact that the UrbanMech III
would be providing fire-support most of the time, and not going
toe-to-toe with other, heavier designs. Further armed with two small
lasers - one backward-mounted in the head, and one in the left arm -
the UrbanMech seems perfectly-suited for its intended role, and while
initial reports from the few units that have recieved the design
appear favourable, only time will tell if the design will be able to
prove its worth.

Deployment:
Although production has been slow - moving the various older
UrbanMechs to Capella has proven to be more time-consuming than
imagined, and the short supply of extended-range particle cannons has
been proving bothersome as well - the design has managed to spread
well amongst the Capellan forces, albeit in only small numbers.
McCarron's Armored Cavalry have recieved a fair number of the new
BattleMechs to make up for their losses on Liao, and the Warrior
Houses have also been recieving a steady trickle of new units from
the Capella factory.

Battle History:
Action for the UrbanMech III so far has been limited to clashes
with Republic and Swordsworn forces on Algot and Menkar, both worlds
with still-functioning HPG stations. Ideally suited for the urban
warfare that ensued around the embattled stations, military analysts
have been debating whether the assignment of the untested design to
such important targets is a vote of confidence in the design's
ability, or a sign of the utter desperation of the Capellan high
command to capture the stations, regardless of the performance of the
new units. Whatever the reason, the new UrbanMechs will soon be a
common sign amongst the invading Capellan troops

Known Variants:
Although there are no current variations beyond the default
model, there has been talk amongst some of the veteran pilots of
removing the rearwards-firing small laser in order to upgrade the
arm-mounted laser to medium-class. This would certainly give the
UrbanMech III a markedly higher performance figure against enemy
armour, but is only likely to show amongst warriors experienced
enough to handle the increased heat output.


UM2-S35 UrbanMech III

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: 3
Engine: 90 XL 1.5
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 17 7
Gyro: 1
Cockpit: 3
Armor Factor: 104 - Reactive 6.5

Internal Armor
Structure Value
Head 3 8
Center Torso 10 15
Center Torso(rear) 5
R/L Torso 7 11
R/L Torso(rear) 3
R/L Arm 5 10
R/L Leg 7 14

Weapons and Ammo Location Critical Tonnage
Small Laser LA 1 0.5
ER PPC RA 3 7
Small Laser (R) H 1 0.5
Evolve or Die
Nightward
12/30/04 06:07 PM
203.214.145.241

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It's about as good as an UrbanMech is ever going to be, alas.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
davion76
12/31/04 08:03 PM
12.219.244.44

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I seriously think the Urbanmech III should NOT have an XL engine. XL engines are WAY too expensive to be used on a cheap mech like the Urbanmech. (As your fluff states about replacing the AC-10 w/ an ERPPC) Instead, just use Endosteel instead and you will save the same amount of tonnage.


Heck looking again at your design I'm surprised with 7 HS they just didn't use DHS. That would give room for a 2 MGs (something REALLY needed on a mech designed for urban warfare) w/ .5ton ammo, A SRM-6 w/ 1 ton ammo, and 3 JJs (something else highly desired in urban combat). Or if there is not enough room (don't feel like checking crit space) remove the earlier proposed Endostell and the propsed JJs.
Nightward
12/31/04 08:21 PM
203.214.146.139

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Problem is that the UrbanMech has such a small engine. You only fit one free Heat Sink into the Engine for every 25 points of rating, which in this case means you might only be able to fit two or three into the engine for free.

The rest have to go into the chassis, which then eats up somewhere between 7 and 24 criticals, depending on whether you've got singles, doubles, and the engine size...

The UrbanMech is good in its role, but can't do much else.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
Gnome76
12/31/04 10:41 PM
68.0.125.156

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This is one of the areas where one has to decide between fluff and mechanics as far as designing a 'Mech. If going by fluff, an urban combat 'Mech needs to be slow so the pilot doesn't have to worry about crashing into buildings... by mechanics, you want a high speed 'Mech, since skidding doesn't happen until you use running MP's. Weapons in fluff: short range weapons so stray shots aren't that bad. Weapons in mechanics: are there rules for stray shots?

Either way, jump jets are good.
Nightward
01/01/05 12:39 AM
203.214.146.139

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Actually, the better your Walk speed, the better you are in Urban zones. You only need to take Skid Checks if you run, after all...

But Jump Jets are always, always useful- as long as you have enough MP to clear the elevations you need.

City fights are like games of hide and seek with guns. The quicker you can get around, the better off you are. If not for the fact that an UrbanMech could flip its arms, I'd back something like the Javelin over it any day.
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.
SSFSX17
01/01/05 01:36 PM
68.124.176.60

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Wow. The walking trashcan is much improved now. Something interesting is that the Urbie III is also decent on open fields, thanks to that ER PPC.
Lousy good-for-nothing mortals. Can't live with 'em, can't live without 'em.
davion76
01/02/05 02:20 AM
12.219.244.44

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I understand that the engine doesn't fit many heatsinks. Just simply 17 HS take up 14 crit slots, while 10 DHS will take up 21. And save 7 tons. removing the pricey XL engine in favor of DHS will net a cost of 1 crit slot and a gain of 4.5 tons. (and reduce the cost tremendously as well as a much higher survivability)
Silenced_Sonix
01/02/05 03:39 PM
168.209.97.34

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Looking at it again, I realize that it is not one of my best efforts, so please excuse its many flaws.

As I said, this a basic factory upgrade, thus the lack of endo, double sinks (which are also a tad more expensive than singles, as well as more complex to manufacture) and other stuff. They simply stripped off the armor, slapped on reactive sheets, bumped in a bigger engine, bulkier engine, and used the extra tonnage to slot in the PPC+ and the sinks to handle it. As for the jumpjets, I completely forgot about them. I would remedy it by dropping the head-mounted laser and one heatsink, and then adding a jumpjet to each leg and center torso.

Although, since they put in a new engine (both type and rating), they might as well have slapped on doubles...
Do not boggle on this one - it was just a bit of foolish boredom.

Thank-ee for the comments.
Silenced_Sonix
01/03/05 04:04 PM
168.209.97.34

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The foolish boredom just got upgraded: here is version two.

UM2-S36 UrbanMech III

Chassis: Republic-R
Power Plant: Leenex 90
Cruising Speed: 32.25
Maximum Speed: 53.75
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Durallex Medium with CASE
Armament:
1 ER PPC
2 Machine Guns
1 Grenade Launcher - Fragmentation
1 Grenade Launcher - Smoke
3 RLauncher-10s
1 ER Small Laser
Manufacturer: Capella BattleMechs Ltd
Primary Factory: Capella
Communications System: Dalban Interact
Targeting and Tracking System: Dalban Urban II-B

Overview:
Following House Liao's invasion of the Republic in 3134,
Chancellor Daoshen Liao ordered the large stockpiles of mothballed
BattleMechs in Liao territory to be reactivated an distributed to the
various invading forces in Prefecture V. However, even this large
injection of military machines into the conflict proved insufficient
for the needs of the Liao forces, and many of the decommissioned
factories in Liao space were refurbished and re-equipped for
BattleMech production. One of these was the old UrbanMech factory on
Capella, which began production in the last week of the November of
3134. What came off the production line however, was not the standard
UrbanMech of old, but the new UrbanMech III.

Capabilities:
Originally proposed as a simple engine refit, replacing the old
Leenex 60 with a 90-rated reactor by the same company, the designers
at the Capella factory were delighted to see that the new engine
could easily by refitted to accepted larger 'Freezer' (Double)
heatsinks, and were quick to capitalize on the advantage. Stripping
out the original single sinks, the designers were able to boost the
UrbanMech III's heat dissipation far above that of the original,
while still managing to save almost seven tons in internal space. Not
that the additional heat dissipation was for nothing - the refit
plans called for the removal of the autocannon in the design's right
arm and having it replaced with an extended-range particle cannon, a
weapon notorious for its high heat-signature. While critics balked at
the idea of installing such an expensive weapon on what was
essentially a low-level, mass-produced design, the designers were
quick to defend themselves by pointing to the success of the Clan's
Pack Hunter. using the tonnage saved from the installation of the
larger heatsinks, a host of secondary weapons were added to the
design - the small laser in the left arm was replaced with an
extended-range version; two machineguns, as well as half a ton of
ammunition, were added to the left torso (along with CASE); three
single-shot rocket-pods, each with ten missiles, were added to the
right torso; a one-shot grenade launcher was added to each side
torso, just above the 'Mech's centerline. Commonly loaded with a
mixture of smoke and fragmentation rounds, the launchers provide
ideal anti-personnel defense, as well as giving the UrbanMech III the
ability to deploy its own smoke-screen should it need to withdraw
under cover from an engagement. As with the original design, jumpjets
were also added (concentrated in the legs and center torso), and
gives the design a handy jumping range of approximately 90 meters.

Deployment:
Although production has been slow - moving the various older
UrbanMechs to Capella has proven to be more time-consuming than
imagined, and the short supply of extended-range particle cannons has
been proving bothersome as well - the design has managed to spread
well amongst the Capellan forces, albeit in only small numbers.
McCarron's Armored Cavalry have recieved a fair number of the new
BattleMechs to make up for their losses on Liao, and the Warrior
Houses have also been recieving a steady trickle of new units from
the Capella factory.

Battle History:
Action for the UrbanMech III so far has been limited to clashes
with Republic and Swordsworn forces on Algot and Menkar, both worlds
with still-functioning HPG stations. Ideally suited for the urban
warfare that ensued around the embattled stations, military analysts
have been debating whether the assignment of the untested design to
such important targets is a vote of confidence in the design's
ability, or a sign of the utter desperation of the Capellan high
command to capture the stations, regardless of the performance of the
new units. Whatever the reason, the new UrbanMechs will soon be a
common sign amongst the invading Capellan troops

Known Variants:
Although yet to be seen in service, there has been talk amongst
some of the Warrior House veterans of stripping out the grenade- and
rocket launchers in the design in order to fit a larger laser in the
'Mech's left arm. Another variant suggest the removal of the grenade-
and rocket launchers in order to add a Streak SRM 2 pack to the right
torso, with the ammunition in the left torso. So far, this has been
nothing but speculation.


UM2-S36 UrbanMech III

Technology Base: - Inner Sphere - Level 3
Equipment Mass
Internal Structure: 3
Engine: 90 3
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 10(20) - Double 0
Gyro: 1
Cockpit: 3
Armor Factor: 104 6.5

Internal Armor
Structure Value
Head 3 8
Center Torso 10 15
Center Torso(rear) 5
R/L Torso 7 11
R/L Torso(rear) 3
R/L Arm 5 10
R/L Leg 7 14

Weapons and Ammo Location Critical Tonnage
ER Small Laser LA 1 0.5
Grenade Launcher - Fragmentation LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun LT 1 0.5
Machine Gun Ammo (1/2 ton) LT 1 0.5
CASE LT 1 0.5
Jump Jet LL 1 0.5
Jump Jet RL 1 0.5
Grenade Launcher - Smoke RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
RLauncher-10 RT 1 0.5
ER PPC RA 3 7
Jump Jet CT 1 0.5
Evolve or Die
davion76
01/03/05 08:38 PM
138.163.0.38

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I really like the improvements. The grenade launcher will be very effective in crowd control with tear gas. The RL-10s give the UMIII a potent bite when needed. The MGs are great against inf, and even against crowds w/ rubber bullets. Nice to see the JJs back. All in all, a nice upgrade with flavor.
Askhati
02/15/07 04:32 AM
155.232.128.10

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Would anyone be interested in seeing an UrbanMech IV? Maybe a IVC model for the Clans?
Evolve or DIE!
JackGarrity
02/19/07 02:14 AM
71.207.203.207

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Dark age!! *runs and hides* DA dosent exsist.. >..> <..< looks like a urbanmech alright, poor can with legs needs a complete rebuild, someone shelf that crappy r2d2 unit and use the name for something else Heh. one of the 'almost' designs is how i have considered the Urbie for a long time, the second line, garrison mech pilots use intil they/if they can get something better. also though wouldnt standard armor or FF give more armor points per ton then reactive, I dont use reactive plating often, so am unsure; still seems like you could squeeze more in there, with how many DHS it has, for the first version you could strip the PPC and put a Lglas/Mdlas in there, since whilt the PPC has power yes.. it Also has nasty cylce time. perhaps something like, 2xmdPulselas,2xUltAC2s, MG array x2 and 4xSmlas or 2xSmpulse, give it a little more area of effect damage instead of single shot, hit, cycle, shoot, hit, cycle.
Greetings Mechwarrior.
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