Scout Hunter Design Challenge.

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Venom
06/29/06 10:02 PM
63.241.182.3

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Looking for a medium 'mech to fulfill scout hunting missions. Primary targets are the Wasp, Stinger, Locust, Raven and other similar 'mechs.
-Must be able to keep up with its quarry(read at least a 9 running capability).
-Must be able to neutralize its target as quickly as possible to prevent the scout from calling for back-up.
-Must be able top operate for extened amounts of time with out re-supply.

Have fun!

(edited movement to account for TSM and MASC)


Edited by Venom (06/30/06 03:50 AM)
coldwave
06/29/06 11:20 PM
66.230.84.72

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What tech level?
Venom
06/30/06 01:39 AM
205.188.117.11

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My bad, Level 2 Inner Sphere.
sdog
06/30/06 06:22 AM
139.174.165.124

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i can offer you an out-of-shelf solution.
due to the high number of those mechs available costs can be kept at a low level.

Phoenix Hawk

I realised soon that the fun part of playing a military game is that we have lots of lifes and in the end knowone dies, ...

- Skaven, ArmA modding community
CrayModerator
06/30/06 02:44 PM
70.118.43.50

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If we're talking L1, I vote the Davion variant of the Phoenix Hawk: ditch the MGs for 2 more heat sinks. It's 6/9/6, decent armor, large laser, 2 MLs.

If we're talking L2, I'd vote the Wraith or my 50-ton variant of the Wraith.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Venom
06/30/06 03:09 PM
63.241.182.3

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Looking for something with a little more punch than a P-Hawk. Most level 2 scouts are relatively well armored and could get away quickly. Looking for something that could knock it out in 2-3 turns.
LordChaos
06/30/06 08:56 PM
66.188.192.19

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Does it have to be a medium, or would something on the heavy end of light (35t) or light end of heavy (60t) work?
Real mechwariors pilot IS mechs.
Venom
06/30/06 10:41 PM
63.241.182.3

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In the interests of generating discusion and interest, I am not going to be picky, so that would be cool.
Venom
06/30/06 10:43 PM
63.241.182.3

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I do like that. Cool how you exploited a flaw in the engine table.
LordChaos
06/30/06 11:50 PM
66.188.192.19

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Coolness. I'll post a pair of mine...
Real mechwariors pilot IS mechs.
LordChaos
06/30/06 11:57 PM
66.188.192.19

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Ok, here it is...

YJT-1A Yellowjacket

Mass: 35 tons
Chassis: Earthwerks STG II Endo Steel
Power Plant: Magna 245 XL
Cruising Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Chilton 420
Jump Capacity: 210 meters
Armor: Riese-350
Armament: 2
1 Lords Light ER PPC
3 Martel Medium Lasers
Manufacturer(s): 1
Unknown
Communications System: Datacom 50
Targeting & Tracking System: Dynatec 1122

Overview: 61
The YJT-1A was a bold gamble on the part of Earthwerks.
In a time everyone was scrambling to retrofit older designs
with new tech, Earthwerks saw an opening for a
completely new design of light mech. In order to cut down
on design time, they decided to modify an existing chassis
for the new design.

Like the Phoenix Hawk, the Yellowjacket started up with a
beefed up stinger chasis, strengthend and enlarged to
create the new 35 ton mech. From there, however, the
stories devide.

Earthwerk's first priority was the new mech should be
faster then ether of it's genetic siblings, so they opted on
the Magna 245 engine, in XL format, for power, giving the
mech a top speed of over 118kmh. Chilton 420 jumpjets
were installed to give a 210 meter jump capacity. This
combination gives the Yellowjacket very good
manouverbility. Commbined with the large quantity of
armor carried, this provides a good life expentancey on the
battlefield.

Vissualy, the YJT-1A and the smaller stinger are almost
impossible to tell apart at a distance unless both are
pressent. Earthwerks belives this to be an added bonus in
combat, as a scout hunter, thinking it has a stinger in it's
sights, will be ill prepared for the firepower and toughness
of this design.

Offensively, the YJT-1A is just as impressive as it is
defensively,carying one of the new Lords Light ER-PPCs
and 3 reliable Martel medium lasers, the light mech is very
well armed for it's size and mission. The ER-PPC is a
welcome addition to a mech designed for scouting, as it
allows it to take potshots at oposing mechs at vast ranges
and carries a respectable punch when it connects. At
shorter ranges, the 3 lasers allow it to hold it's own against
other light mechs, or against medium mechs that it's
softened up with the ppc.

However, there is a drawback to all these features. The
Yellowjacket is more heat sensitive then most light mechs,
and is very prone to overheating if all weapons are fired
while jumping. To help combat this, Earthwerks installed a
secondary triger for the 3 lasers near the trigger for the
PPC, and the primary laser triggers were offset slightly to
require more thought in their use. The secondary triger
fires all three of the lasers at once, and is normaly
activated by the same finger that is used for firing the ppc.
While a determined pilot could fire both at once,
Earthwerks belives that this design will make for the best
comprimize of efficentcy, combat capacity, and heat
management.

Too date, there are no confirmed combat encounters for
the Yellowjacket, though mercianary units and house
armies have both made purchases of the mech. There is
a rumor about one of these mechs taking out a
Madcat at long range during a breif fight, but no
source of confermation was available, as nether side
wanted to admit it happened.

Type: YJT-1A Yellowjacket
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 35

Equipment Mass
Internal Structure: ES 2.0
Engine: 245 XL 6.0
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 15
Center Torso (Rear): 7
R/L Torso: 8 10
R/L Torso (Rear): 6
R/L Arm: 6 12
R/L Leg: 8 16

BV : 1187 Cost : 6171211
Weapons and Ammo Location Critical Heat Mass
ER PPC RA 3 15 7.0
Medium Laser LA 1 3 1.0
Medium Laser LA 1 3 1.0
Jump Jet(s) RL 1 0 0.5
Jump Jet(s) RL 1 0 0.5
Jump Jet(s) LL 1 0 0.5
Jump Jet(s) LL 1 0 0.5
Jump Jet(s) CT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Medium Laser LA 1 3 1.0

My notes - this is an older design of mine I dug up. it dates back to the clan invasion period. Truely, nothing special any more, at the time is seemed a miracle worker. The battle hinted at did take place, with me pissing off my opponent by getting a head shot, with crit, with cockpit destroyed, on the first shot of the game on his Madcat (his return volley missed). yes, it was luck, but that doesn't reduce the place in my memories of this mech.

Combat wise, it does actualy rather well against some 45 tonners, and almost everythng lower. However, it is still a light mech, and it is still outclassed by a good clan light.

I do, somewere, have a LAM variant of this mech as well. It trades the PPC for conversion gear and additional medium lasers. First time I used it, it took out a maurader (placed all the med lasers but 1 into ct rear.....).

if you want the LAM variant, speak up...

And yes, it was originaly intended to be a scout with some bite to it, but it works well as a scout hunter also.
Real mechwariors pilot IS mechs.
LordChaos
07/01/06 12:01 AM
66.188.192.19

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Showing that Heavy, Nimbile, and Decent Firepower doesn't always contradict it's self. However, don't expect to insert the word "inexpensive" in there....

OPT-AL Optional 1

Mass: 60 tons
Chassis: Endo Steel
Power Plant: Hermes 360 XL
Cruising Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament: 1
3 Large Lasers
Manufacturer(s): 1
Unknown
Communications System: Unknown
Targeting & Tracking System: Unknown

Overview: 0

Type: OPT-AL Optional 1
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 60

Equipment Mass
Internal Structure: ES 3.0
Engine: 360 XL 16.5
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 12 [24] 2
Gyro: 4
Cockpit: 3
Armor Factor: 188 FF 10.5
Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 28
Center Torso (Rear): 9
R/L Torso: 14 20
R/L Torso (Rear): 8
R/L Arm: 10 20
R/L Leg: 14 23

BV : 1394 Cost : 13782400
Weapons and Ammo Location Critical Heat Mass
Large Laser CT 2 8 5.0
Large Laser RA 2 8 5.0
Large Laser LA 2 8 5.0
Jump Jet(s) RT 1 0 1.0
Jump Jet(s) RT 1 0 1.0
Jump Jet(s) RT 1 0 1.0
Jump Jet(s) LT 1 0 1.0
Jump Jet(s) LT 1 0 1.0
Jump Jet(s) LT 1 0 1.0


Yes, it's 6/9/6 at 60 tons. yes, it has a Flashman's ranged firepower. Yes, it's armor isn't that great for a heavy. but then again, it should be more then enough to make someone in a Jav have an annerism.
Real mechwariors pilot IS mechs.
Venom
07/01/06 12:10 AM
63.241.182.3

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I like it. 13.7 mil ain't that bad for a heavy these days. This one would definatey piss me off if I was in a stinger. One thought for a variant, though. Can the jump be axed and freezers inserted? If the crits alllowed it, you could upgrade to ERs and not cook the pilot. The 2 extra damage for 2 extra tons of a PPC realy is not worth it.
Venom
07/01/06 12:13 AM
63.241.182.3

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Fast bugger, ain't she? Years ago I thought that IS PPCs were weak. Then I took a Panter against a Javelin. 10 damage against light armor is no joke. Plus the relatively light weight make it a grat weapon. The LAM version has got to be a killer.
LordChaos
07/01/06 12:33 AM
66.188.192.19

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Only 5 free crits with no hand or lowar arm actuators alread. Removing the JJs would free up enough crits for 2 more DHS. Engine could hold 2 more as well. That would leave 2 tons left and still only 14 DHS, and I didn't (and still don't) feel that 28 heat capacity isn't enough for 36 heat generation (3x ERLL). Maybe would be worth it for a single ER, don't know. Though if you're gonna go through that effort, you could just make it a lacelot and got 14 dhs, 2LL, 1 ERPPC, 6/9/0 and +2 to armor.
Real mechwariors pilot IS mechs.
LordChaos
07/01/06 12:35 AM
66.188.192.19

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It is.... it is...

YJT-3AM

Mass: 35 tons
Chassis: Endo Steel
Power Plant: Magna 245 XL
Cruising Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: 7
Jump Capacity: 210 meters
Armor: Standard
Armament: 1
Unknown
Manufacturer(s): 1
Unknown
Communications System: Unknown
Targeting & Tracking System: Unknown

Overview: 0

Type: YJT-3AM
Technology Base: Inner Sphere Level 2 Custom
Tonnage: 35

Equipment Mass
Internal Structure: ES 2.0
Engine: 245 XL 6.0
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 112 7.0
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

BV : 1118 Cost : 5975461
Weapons and Ammo Location Critical Heat Mass
Jump Jet(s) CT 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Jump Jet(s) RT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
Jump Jet(s) LT 1 0 0.5
Medium Laser H 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser RT 1 3 1.0
Medium Laser LT 1 3 1.0
Medium Laser LT 1 3 1.0
Medium Laser LT 1 3 1.0
Conversion Gear 3.5

*** ACTUATORS RA RH LA LH
*** HS RA1
*** ES RA5 LA8 CT1


Maintains the 7/11/7 movement profile, so in Land Air mode, it get's an effective jump of 17 (assuming Im' remembering it correctly... 7x3=21, -4 for takeoff and landing).
Real mechwariors pilot IS mechs.
Venom
07/01/06 01:02 AM
63.241.182.3

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No, you are right, the speed and jump makes it well worth it.
LordChaos
07/01/06 05:52 PM
66.188.192.19

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Now I just gotta come up with some fluff for it... and my brain isn't up to that right now (just very recently broke up with my long time GF, and all that keeps going through my head is "No!!!!!!!!!!!!!!!!!!!!!!!!!!")

Anyone want the job? (of the fluff, not the GF... jeesh, I'm not THAT desperate yet).
Real mechwariors pilot IS mechs.
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