Striker Mechs

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Karagin
07/27/10 04:58 PM
80.149.45.147

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Same as withe Emperor mech, the Striker was mentioned in the fluff of the Awesome, so I ran with it...well tried to any ways...here is the "low tech" version aka the 3025 tech version and then I will post my upgraded version:

Code:
               BattleMech Technical Readout

Type/Model: Striker STC-2C
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 80 tons
Chassis: Standard
Power Plant: 320 Pitban Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
1 Autocannon/5
1 PPC
1 Large Laser
3 Medium Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Striker STC-2C
Mass: 80 tons

Equipment: Crits Mass
Int. Struct.: 122 pts Standard 0 8.00
Engine: 320 Fusion 6 22.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 15 Single 3 5.00
(Heat Sink Loc: 2 LT, 1 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 216 pts Standard 0 13.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 35
Center Torso (Rear): 10
L/R Side Torso: 17 25/25
L/R Side Torso (Rear): 8/8
L/R Arm: 13 22/22
L/R Leg: 17 26/26

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Autocannon/5 LA 1 20 5 9.00
(Ammo Locations: 1 LT)
1 PPC RT 10 3 7.00
1 Large Laser LT 8 2 5.00
2 Medium Lasers CT 6 2 2.00
1 Medium Laser HD 3 1 1.00
--------------------------------------------------------
TOTALS: 28 45 80.00
Crits & Tons Left: 33 .00

Calculated Factors:
Total Cost: 7,709,701 C-Bills
Battle Value 2: 1,488 (old BV = 1,153)
Cost per BV2: 5,181.25
Weapon Value: 1,376 / 1,376 (Ratio = .92 / .92)
Damage Factors: SRDmg = 18; MRDmg = 11; LRDmg = 4
BattleForce2: MP: 4, Armor/Structure: 5/6
Damage PB/M/L: 3/2/1, Overheat: 2
Class: MA; Point Value: 15



Okay and how here is the 3050ish upgrade note that I didn't go crazy with the upgrade, just built the munchy energy boat, but there is a catch, it can't fire everything in one turn and you have to watch the heat every time you fire it...

Code:
                BattleMech Technical Readout

Type/Model: Styker STH-1A
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 80 tons
Chassis: Standard
Power Plant: 240 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Standard
Armament:
2 PPCs
4 Medium Lasers
2 Large Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Styker STH-1A
Mass: 80 tons

Equipment: Crits Mass
Int. Struct.: 122 pts Standard 0 8.00
Engine: 240 Fusion 6 11.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 19 Double [38] 30 9.00
(Heat Sink Loc: 2 LA, 2 RA, 3 LT, 3 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 232 pts Standard 0 14.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 36
Center Torso (Rear): 9
L/R Side Torso: 17 25/25
L/R Side Torso (Rear): 8/8
L/R Arm: 13 26/26
L/R Leg: 17 30/30

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 PPC RA 10 3 7.00
1 Medium Laser RA 3 1 1.00
1 PPC LA 10 3 7.00
1 Medium Laser LA 3 1 1.00
1 Large Laser RT 8 2 5.00
1 Medium Laser RT 3 1 1.00
1 Large Laser LT 8 2 5.00
1 Medium Laser LT 3 1 1.00
3 Standard Jump Jets: 3 3.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 48 74 80.00
Crits & Tons Left: 4 .00

Calculated Factors:
Total Cost: 7,230,600 C-Bills
Battle Value 2: 1,975 (old BV = 1,729)
Cost per BV2: 3,661.06
Weapon Value: 2,440 / 2,440 (Ratio = 1.24 / 1.24)
Damage Factors: SRDmg = 37; MRDmg = 22; LRDmg = 6
BattleForce2: MP: 3J, Armor/Structure: 6/6
Damage PB/M/L: 5/5/2, Overheat: 2
Class: MA; Point Value: 20



The spelling differences was done to keep things straight in a game I ran where one player had the first version and the other had the second, we were using blank counters for a double blind game and one of the players spelled it like the name was a person not the term or naming of an action. I liked it and kept, but the two mechs go together. I even have a IIC version of the first one. If any one wants to see it I can post it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CYBRN4CR
07/27/10 07:58 PM
71.236.221.45

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First glance I like them both. The first one, hmm let's see:

19-15=4 standing
4+1+10-15=0 standing

19+2-15=6 running (+2TH)
6+1+8-15=0 standing

or

6+9-15=0 running (+2TH at -1MP)

Yeah that works all ways. Enough ammo for the AC. Plenty of armor for the era. Good. No changes on the first one.

The second one reminds me a wee bit of a Black Knight variant.

36+2-38=0 running (+2TH) It can fire all the long range weps running at no heat. Good.

48+2-38=12 running (+2TH)
12+10+16-38=0 standing (+1TH)

48-38=10 standing
10+10+16+2-38=0 running (+3TH at -2MP)

Hmm a little bleh with the numbers. Let's see what happens if we drop one HS for a C3 slave and make the desired pattern standing while firing.

36-36=0 standing

48-36=12 standing
12+10+16-38=0 standing (+1TH)

Looks nicer, but then I have to ask did you want the second one to stand and fire or run while firing as that will determine what to do with that HS.
Karagin
07/28/10 08:26 AM
80.149.45.147

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On the second one, note the amount of high tech items, that is why it is fitting the Star League era, it has a few not tons like some mechs. The second one is the attempt to bring the striker closer to the Awesome, which is where it is first mentioned, it is not intended to surpass the Awesome or even come close to it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CYBRN4CR
07/28/10 10:08 AM
71.236.221.45

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That's a roundabout way of answering my question. The Awesome, as I see it, was meant to stand and fire as the numbers and less overheat would assist in its mission of overwhelming firepower. Since you intend to approach but not surpass the Awesome in its abilities, that means the extra HS is not necessary as you will just be standing and shooting with the Stryker (second variant). If you intended on having the mech be able to run while firing, then you don't need to change anything.

That's all I was trying to get at.
Karagin
07/28/10 10:19 AM
80.149.45.147

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The idea also is to use ranging brackets, only firing what is needed at a given range. The need to fire everything as I have said before is not a tactic that works well in the board game, but using the weapons and their ranges allows a more controlled fire to heat ratio and allows you to still be able to maneuver the mech with it's lance mates. The idea is not single combat, that is not going to happen or at least I don't see it happening, mechs work as a team, they move and fight as team, thus using the range bracketing allows the whole team to move, shoot, move, shoot, move etc...until they win or lose the fight.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CYBRN4CR
07/28/10 02:53 PM
71.236.221.45

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Quote:

...mechs work as a team, they move and fight as team, thus using the range bracketing allows the whole team to move, shoot, move, shoot, move etc...until they win or lose the fight.



Aha! So you did build it with the intention of moving. Okay. You did an excellent job with both.
Karagin
07/28/10 03:58 PM
80.149.45.147

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The second one has proven to be a tough one for some, including me, to really use well. The tendency to over step things and add one or two more weapons to firing line up happens and then you end up with more heat and things don't go well from there.

Yes I do try to make most of my mechs movable and shootable, doesn't always work out but I do try.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
07/28/10 04:00 PM
80.149.45.147

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Playing around with thing, I went with the full decked out, ultra cool and totally useless 3060ish take on things:

Code:
               BattleMech Technical Readout

Type/Model: Striker STR-2C
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Standard design

Mass: 80 tons
Chassis: Standard
Power Plant: 320 Pitban XL Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
4 ER PPCs
2 ER Small Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Striker STR-2C
Mass: 80 tons

Equipment: Crits Mass
Int. Struct.: 122 pts Standard 0 8.00
Engine: 320 XL Fusion 12 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: 19 Double [38] 21 9.00
(Heat Sink Loc: 2 LA, 1 RA, 2 LT, 2 RT)
Gyro: 4 4.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 244 pts Standard 0 15.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 25 35
Center Torso (Rear): 12
L/R Side Torso: 17 26/26
L/R Side Torso (Rear): 8/8
L/R Arm: 13 26/26
L/R Leg: 17 34/34

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RA 15 3 7.00
1 ER PPC LA 15 3 7.00
1 ER PPC RT 15 3 7.00
1 ER PPC LT 15 3 7.00
1 ER Small Laser CT 2 1 .50
1 ER Small Laser HD 2 1 .50
--------------------------------------------------------
TOTALS: 64 68 80.00
Crits & Tons Left: 10 .00

Calculated Factors:
Total Cost: 18,345,901 C-Bills
Battle Value 2: 1,896 (old BV = 1,462)
Cost per BV2: 9,676.11
Weapon Value: 2,327 / 2,327 (Ratio = 1.23 / 1.23)
Damage Factors: SRDmg = 27; MRDmg = 18; LRDmg = 11
BattleForce2: MP: 4, Armor/Structure: 6/3
Damage PB/M/L: 4/3/2, Overheat: 2
Class: MA; Point Value: 19



If anyone actually uses this one and it actually does something other then glow in the dark let me know.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CYBRN4CR
07/29/10 03:07 AM
71.236.221.45

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Actually, I can see it being used, but with two minor tweaks.

The first is to reduce the armor by a ton to gain a C3 Slave.

The second is to exchange the small lasers for the last HS in the right arm so you have a not optimal but workable heat pattern.

60-40=20 standing
20+30-40=10 standing (+3TH, Shutdown Avoid on 6+, -4MP makes it impossible to move)
10+30-40=0 standing (+1TH)

45+2-40=7 running (+2TH)
7+2+30-40=-1 running (+2TH, -1MP)

Still glows in the dark tho.

Of course if you want a 3067 version, here is an Awesome I found was useful.

Code:
Awesome (Custom)

Mass: 80 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: 3067
Cost: 19,208,999 C-Bills
Battle Value: 1,928

Chassis: Unknown Standard
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.0 km/h
Maximum Speed: 64.5 km/h
Jump Jets: None
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
8 Light PPCs
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 122 points 8.00
Engine: XL Fusion Engine 320 11.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double 20(40) 10.00
Heat Sink Locations: 3 LT, 1 RT, 2 LA, 2 RA
Gyro: Standard Gyro 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 232 14.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 25 35
Center Torso (rear) 8
L/R Torso 17 26
L/R Torso (rear) 8
L/R Arm 13 26
L/R Leg 17 30

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Light PPCs RA 10 4 6.00
2 Light PPCs LA 10 4 6.00
3 Light PPCs RT 15 6 9.00
Light PPC CT 5 2 3.00
C3 Computer (Slave) HD 0 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
4j 3 4 4 0 4 0 Structure: 4
Special Abilities: C3S, ENE, SRCH, ES, SOA


DC Powah!
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