CYBRN4CR
01/29/10 09:31 PM
71.236.221.45
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Continued from the Various Upgraded Designs thread.
This thread examines the Inner Sphere Honor Guard's Ostscout design and use from 3050 to 3081 and beyond.
History:
After suffering heavy losses and losing Gen. Alexander (the old CO) to Clan Jade Falcon forces on Coventry, the ISHG retreated to its home in Caselton to lick its wounds. On the way there, Alex's son Jonas took command, and restructured the ISHG's forces around the Arrow IV system after hearing about the Draconis Combine's success with it against the Clans. This restructuring required the unit to have dedicated scouts and artillery mechs, along with the use of TAG in just about every unit in case the scouts were taken out.
For the scout mech, Jonas wanted a fast, jump-capable mech, that had good protection, and could also defend itself. Based on the available mechs at the time, the OTT-7K seemed like a good choice, but it didn't have much going on. So, tasking some nearby manufacturers on Tikonov to help rebuild the design, the ISHG produced the OTT-7-1 Ostscout.
Below are the MegaMek condensed readouts of the designs (less redundancy and clutter).
Code:
Ostscout OTT-7-1 (~3050) 35 tons IS TW non-box set
Movement: 8/12/8 Engine: 280 XL Heat Sinks: 10 [20]
Internal: 58 (Endo Steel) Armor: 119/119 (Ferro-Fibrous) HD: 3 9 CT: 11 16 ( 6) RT: 8 12 ( 4) LT: 8 12 ( 4) RA: 6 12 LA: 6 12 RL: 8 16 LL: 8 16
Medium Pulse Laser [LA] 4 Heat Medium Pulse Laser [RA] 4 Heat Medium Pulse Laser [CT] 4 Heat TAG [HD] 0 Heat
C3 Slave [CT]
BV: 939 Cost: 6,922,710 Cbills
This design served the unit well, and has not undergone any major changes until the Jihad years, when the WoB conflict and emerging technology prompted Jonas to upgrade the design. This resulted in the OTT-7-2.
Code:
Ostscout OTT-7-2 (~3070) 35 tons IS advanced
Movement: 8/12/8 Engine: 280 XL Heat Sinks: 11 [22] Targ Sys: Long Range Targeting
Internal: 58 (Endo Steel) Armor: 119/119 (Stealth) HD: 3 9 CT: 11 16 ( 6) RT: 8 12 ( 4) LT: 8 12 ( 4) RA: 6 12 LA: 6 12 RL: 8 16 LL: 8 16
Medium Laser [LA] 3 Heat Medium Laser [RA] 3 Heat Medium Laser [LT] 3 Heat Medium Laser [RT] 3 Heat TAG [HD] 0 Heat
Stealth [LL/...] Guardian ECM Suite [CT]
BV: 1,206 Cost: 7,153,560 Cbills
When the Jihad ended in 3081, the unit upgraded again with technology that builds upon the Jihad designs, resulting in very advanced designs, sporting technology such as reverse-engineered Void Sig systems, perfected Angel ECMs and CASEIIs. Below is the final ISHG Ostscout design, the OTT-7-X.
Code:
Ostscout OTT-7-X (~3081) 35 tons IS experimental
Movement: 8/12/8 Engine: 280 XL Heat Sinks: 10 [20] Gyro: Compact Gyro Targ Sys: Long Range Targeting
Internal: 58 (Composite) Armor: 119/119 (Ferro-Fibrous) HD: 3 9 CT: 11 16 ( 6) RT: 8 12 ( 4) LT: 8 12 ( 4) RA: 6 12 LA: 6 12 RL: 8 16 LL: 8 16
Medium Laser [LA] 3 Heat Medium Laser [RA] 3 Heat Medium Laser [CT] 3 Heat TAG [HD] 0 Heat
Void Signature System [LL/...] Angel ECM Suite [CT]
BV: 1,156 Cost: 10,731,710 Cbills
To this day (Dark Age), the ISHG serves the Republic of the Sphere as a peacekeeping force.
More mechs to follow in separate threads.
May the discussing begin!
Edited by CYBRN4CR (01/29/10 11:31 PM)
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Karagin
01/30/10 03:46 AM
80.156.183.223
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Okay. Interesting concept you have chosen to build your forces around. Over all the mech is well laid out, if expensive. I like the mech. In fact it would sever well for several LRM carriers with the guided LRM warheads.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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CYBRN4CR
01/30/10 12:19 PM
71.236.221.45
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Thanks! I worked hard on it.
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CYBRN4CR
01/31/10 10:33 PM
71.236.221.45
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Errata: The Jade Falcon assault on Coventry was in 3058. This meant the ISHG wasn't fully up to speed until 3062 at the start of the FedCom civil war, and had it's first batch upgrade in 3068 around the start of the Jihad. This means the "1" variant is a 3062 design, and the "2" variant is a 3068 design.
Guess I needed to check the history more.
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Karagin
02/01/10 12:14 AM
80.156.183.223
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Could be a prototype that your guys ran across...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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CYBRN4CR
02/01/10 01:17 AM
71.236.221.45
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Not likely. Frankly, it doesn't have technology that warrants calling it a prototype (if it had ER lasers than maybe). Plus, Comstar did a similar thing with its 9CS version that same year, so it's valid to have an upgrade then.
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CYBRN4CR
02/28/10 07:05 AM
71.236.221.45
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Just updating this thread with my new thoughts on the OTT-7-X design. All this design does is take the OTT-7-2, and exchange the Guardian ECM suite with an Angel ECM suite the ISHG fielded in 3081. To do this, it had to reduce a portion of its armor.
Code:
Ostscout OTT-7-X
Mass: 35 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: Clan Invasion Tech Rating/Era Availability: F/X-X-F Production Year: 3081 Cost: 7,862,310 C-Bills Battle Value: 1,240
Chassis: Unknown Endo-Steel Power Plant: Unknown 280 Fusion XL Engine Walking Speed: 86.0 km/h Maximum Speed: 129.0 km/h Jump Jets: Unknown Jump Capacity: 240 meters Armor: Unknown Stealth Armor Armament: 4 Medium Lasers 1 Angel ECM 1 TAG 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: 3 LT, 3 RT, 4 LA, 4 RA Engine: XL Engine 280 8.00 Walking MP: 8 Running MP: 12 Jumping MP: 8 (Standard) Jump Jet Locations: 4 LT, 4 RT 4.00 Heat Sinks: Double 11(22) 1.00 Gyro: Standard Gyro 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA+H Armor: Stealth Armor AV - 112 7.00 Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Internal Armor Structure Factor Head 3 9 Center Torso 11 15 Center Torso (rear) 4 L/R Torso 8 12 L/R Torso (rear) 3 L/R Arm 6 12 L/R Leg 8 15
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 2 Medium Lasers RA 6 2 2.00 2 Medium Lasers LA 6 2 2.00 Angel ECM CT 0 2 2.00 TAG HD 0 1 1.00 Free Critical Slots: 0
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 12 8j 2 2 0 0 1 0 Structure: 2 Special Abilities: ECM, STL, AECM, TAG, ENE, SRCH, ES, SOA
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CYBRN4CR
06/06/10 09:29 AM
71.236.221.45
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After some playtesting, I decided to completely redesign all of my unit's mechs. Taking heat and range into consideration, these redesigns reflect the times when they were produced better than their previous incarnations.
Well enough of that, onto my designs!
Assuming my unit used the generic -7K model before 3062, the upgrade takes the -7K and creates an early version of the -9S with a C3 Slave and full armor instead of the other electronics.
Code:
Ostscout OTT-7-2
Mass: 35 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: E/X-X-E Production Year: 3062 Cost: 6,006,150 C-Bills Battle Value: 920
Chassis: Unknown Endo-Steel Power Plant: Unknown 280 Light Fusion Engine Walking Speed: 86.0 km/h Maximum Speed: 129.0 km/h Jump Jets: Unknown Jump Capacity: 240 meters Armor: Unknown Ferro-Fibrous Armament: 2 ER Medium Lasers 1 TAG 1 C3 Computer (Slave) 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: 4 LT, 4 RT, 3 LA, 3 RA Engine: Light Fusion Engine 280 12.00 Walking MP: 8 Running MP: 12 Jumping MP: 8 Standard Jump Jet Locations: 4 LT, 4 RT 4.00 Heat Sinks: Double 10(20) 0.00 Gyro: Standard Gyro 3.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Ferro-Fibrous AV - 119 7.00 Armor Locations: 2 LT, 2 RT, 3 LA, 3 RA, 2 LL, 2 RL
Internal Armor Structure Factor Head 3 9 Center Torso 11 16 Center Torso (rear) 6 L/R Torso 8 12 L/R Torso (rear) 4 L/R Arm 6 12 L/R Leg 8 16
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- ER Medium Laser RA 5 1 1.00 ER Medium Laser LA 5 1 1.00 C3 Computer (Slave) CT 0 1 1.00 TAG HD 0 1 1.00 Free Critical Slots: 5
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 9 8j 1 1 0 0 1 0 Structure: 2 Special Abilities: TAG, C3S, ENE, SRCH, ES, SOA
Once the -9S came out, the ISHG wanted something to protect the scout a bit more with its mission, so the upgrade gives the -9S Stealth armor with a good heat regimen to follow. Unfortunately, the C3 had to be removed and the cockpit made smaller to grant enough tonnage to mount the system. Still, the pilots prefer the added safety, despite the extra precautions they have to take.
Code:
Ostscout OTT-9-3
Mass: 35 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Tournament Legal Era: Clan Invasion Tech Rating/Era Availability: E/X-X-E Production Year: 3070 Cost: 6,222,150 C-Bills Battle Value: 1,039
Chassis: Unknown Endo-Steel Power Plant: Unknown 280 Light Fusion Engine Walking Speed: 86.0 km/h Maximum Speed: 129.0 km/h Jump Jets: Unknown Jump Capacity: 240 meters Armor: Unknown Stealth Armor Armament: 2 ER Medium Lasers 1 TAG 1 Guardian ECM Suite 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: 4 LT, 4 RT, 3 LA, 3 RA Engine: Light Fusion Engine 280 12.00 Walking MP: 8 Running MP: 12 Jumping MP: 8 Standard Jump Jet Locations: 4 LT, 4 RT 4.00 Heat Sinks: Double 10(20) 0.00 Gyro: Standard Gyro 3.00 Cockpit: Small 2.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Stealth Armor AV - 119 7.50 Armor Locations: 2 LT, 2 RT, 2 LA, 2 RA, 2 LL, 2 RL
Internal Armor Structure Factor Head 3 9 Center Torso 11 16 Center Torso (rear) 6 L/R Torso 8 12 L/R Torso (rear) 4 L/R Arm 6 12 L/R Leg 8 16
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- ER Medium Laser RA 5 1 1.00 ER Medium Laser LA 5 1 1.00 Guardian ECM Suite CT 0 2 1.50 TAG HD 0 1 1.00 Free Critical Slots: 7
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 10 8j 1 1 0 0 1 0 Structure: 2 Special Abilities: ECM, STL, TAG, ENE, SRCH, ES, SOA
When the ISHG was able to capture and produce working Void Sigs and Angel ECMs, all the units mechs were upgraded to the max with other perfected technology to create a force that can strike virtually undetected. Unfortunately, the Jihad ended before they could be put to use against the WoB. However, they served the unit well in the years that followed.
Here is the final upgrade.
Code:
Ostscout OTT-9-X
Mass: 35 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: Clan Invasion Tech Rating/Era Availability: F/X-X-F Production Year: 3081 Cost: 9,369,000 C-Bills Battle Value: 1,144
Chassis: Unknown Composite Structure Power Plant: Unknown 280 Light Fusion Engine Walking Speed: 86.0 km/h Maximum Speed: 129.0 km/h Jump Jets: Unknown Jump Capacity: 240 meters Armor: Unknown Heavy Ferro-Fibrous Armament: 2 ER Medium Lasers 1 TAG 1 Angel ECM Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Composite Structure 58 points 2.00 Engine: Light Fusion Engine 280 12.00 Walking MP: 8 Running MP: 12 Jumping MP: 8 Standard Jump Jet Locations: 4 LT, 4 RT 4.00 Heat Sinks: Double 11(22) 1.00 Gyro: Standard Gyro 3.00 Cockpit: Small 2.00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Heavy Ferro-Fibrous AV - 119 6.00 Armor Locations: 1 CT, 5 LT, 3 RT, 5 LA, 5 RA, 1 LL, 1 RL
Internal Armor Structure Factor Head 3 9 Center Torso 11 16 Center Torso (rear) 6 L/R Torso 8 12 L/R Torso (rear) 4 L/R Arm 6 12 L/R Leg 8 16
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- ER Medium Laser RA 5 1 1.00 ER Medium Laser LA 5 1 1.00 Angel ECM RT 0 2 2.00 TAG HD 0 1 1.00 Void Signature System * 10 7 0.00 Free Critical Slots: 5
* The Void Signature System occupies 1 slot in every location except the HD.
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 11 8j 1 1 0 0 1 0 Structure: 2 Special Abilities: MAS, TAG, AECM, ENE, SRCH, ES, SOA
I don't think I can do too much more to this mech. But if you guys see any room for improvement, feel free to let me know.
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Almighty
06/06/10 07:56 PM
91.48.239.36
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Well, it looks ok as a forward scout for missile mechs, but as I would say to my scout observers: (paraphrased) "Get your a** out fast or you'll be hit."
For a slight increase in cost, with the same equipment&weapons you could increase walking speed to 9, put in MASC (run 18!!), while reducing jump to 4. 10 double heatsinks will do fine. Nobody is going to catch it. Just my 2c.
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CYBRN4CR
06/06/10 08:58 PM
71.236.221.45
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First off, thanks for your kind input. I was afraid Karagin-zilla would come stomping on over here the minute I posted anything and start blowing fire about something trite.
Personally, I'm not sold on the whole MASC/Supercharger thing. Bursts of speed that become riskier over time is not something I want to have on a scout. If I'm going to have speed, it better be reliable.
But then I might as well have a lighter chassis and not an Ostscout if I wanted pure speed. The half and half thing, ehh I'm fine the way it is. The way I use em the jumping really helps. Like jumping from the side of a mountain to its peak in one turn to get a sweet vantage point in double-blind games. Or being able to cover more terrain in urban/jungle scenarios.
I appreciate your thoughts though.
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Prince_of_Darkness
06/06/10 09:49 PM
71.215.38.214
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I really think that you should remove the Void-Sig. Since it only works on something moving 5 MP or less putting it on an 8/12/8 Light is essentially worthless.
Removing it wouldn't just get several Milion c-bills back, but it could also open the door to a standard Endo Steel structure.
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CYBRN4CR
06/06/10 10:25 PM
71.236.221.45
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Correction. That's only IF you find it first.
Double-Blind rules under Tac Ops reduce the base visual spotting distance of any unit mounting Void-Sig to 15 hexes (from 60 hexes in clear daylight), regardless of whether it has moved or not. Then after that it makes it hard for any sensors to detect it, even if they manage to seek out to the range of the unit.
Only when you manage to find it and put it on the map, then yes the void-sig wouldn't provide any additional benefits based on movement.
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Zandel_Corrin
06/07/10 01:12 AM
123.2.140.247
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Ahh double Blind rules.....
I remember those.... they were fun and i can see the point of using the void sig in that situation.
Galaxy Commander
Zandel Corrin
Night Dragon Clan
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