The Clan Invasion Omnis Revisited

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scheinlen
06/22/12 09:47 AM
71.229.66.245

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In a tournament one on on I found most people run mechs bigger then me but the mass firepower that I had and the chances of a head shot the Nova never let my down. I might get trashed also but the target normally fell...
It is not my job to judge my Enemies, that is there God's job. It is only my duty to arrange the meeting!


Edited by scheinlen (06/22/12 09:47 AM)
CYBRN4CR
06/22/12 08:21 PM
67.204.151.83

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If you like that ability, take the new Prime Nova. 8MPLs with enough heatsinks to jump while firing will shred anyone who even tries to mess with you. It even killed the original Nova with 12ERMLs - 28 wins to 2 losses on a blank map!
N4, ten-four! Cyber Enforcer at your service.
scheinlen
06/23/12 10:33 AM
71.229.66.245

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Nice, that seems to be the design I'l use in the next battle I am in. thank you.
It is not my job to judge my Enemies, that is there God's job. It is only my duty to arrange the meeting!
CYBRN4CR
06/25/12 01:58 AM
67.204.151.83

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Here's the next mech in the series, and one of my favorites from MW2, the Stormcrow.

The original Stormcrow base chassis has a 6/9/0 movement profile, 9.5 tons of FF, ES, and 14 base DHSs, leaving 23 tons available for weapons and equipment. My redesign doesn't change a thing about the base chassis except shuffle the armor and the ES/FF crits around. Giving the Stormcrow heavy mech (2ES 2FF) arms makes it uniquely powerful among medium mechs. This move also changes the Prime variant considerably - from ER lasers to Pulse Lasers and Streaks - much like the old A variant. Frankly, I always thought that combo reflected the chassis better, and it was able to at least match the original Prime in effectiveness.

Code:
Ryoken (Stormcrow) (Custom)

Mass: 55 tons
Tech Base: Clan
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-E-E
Production Year: 2930
Cost: 13,363,906 C-Bills
Battle Value: 843

Chassis: Unknown Endo-Steel
Power Plant: Unknown 330 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
23.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Redesigned by CYBRN4CR


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 91 points 3.00
Internal Locations: 1 CT, 2 LA, 2 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 330 12.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 182 9.50
Armor Locations: 1 HD, 2 LA, 2 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 30
Center Torso (rear) 5
L/R Torso 13 20
L/R Torso (rear) 5
L/R Arm 9 18
L/R Leg 13 26



================================================================================
Loadout Name: Prime Cost: 14,836,406
Tech Rating/Era Availability: F/X-E-E BV2: 2,181

Equipment Type Rating Mass
--------------------------------------------------------------------------------
CASE Locations: RT 0.00
Actuators: L: SH+UA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Pulse Laser RA 10 2 6.00
Medium Pulse Laser RA 4 1 2.00
Large Pulse Laser LA 10 2 6.00
Medium Pulse Laser LA 4 1 2.00
Streak SRM-6 RT 4 2 3.00
Streak SRM-6 LT 4 2 3.00
@Streak SRM-6 (15) RT - 1 1.00
Free Critical Slots: 22


The Assault variant of the Stormcrow takes the all energy idea of the old Prime but mounts twin ERPPCs instead, plus an extra ERML, and an Active Probe which makes it a great hunter-killer.

Code:
================================================================================
Loadout Name: A Cost: 15,603,656
Tech Rating/Era Availability: F/X-E-E BV2: 2,580

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 1 RT, 2 LA, 2 RA
Actuators: L: SH+UA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
ER PPC LA 15 2 6.00
2 ER Medium Lasers RT 10 2 2.00
2 ER Medium Lasers LT 10 2 2.00
Active Probe CT 0 1 1.00
Free Critical Slots: 12


The Bombardment variant of the Stormcrow switches out the Streaks from the Prime with LRM15s with Artemis. To make room for the missiles the arms were downgraded to ERLL arms.

Code:
================================================================================
Loadout Name: B Cost: 15,455,438
Tech Rating/Era Availability: F/X-E-E BV2: 2,240

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 14(28) 4.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
LRM-15 RT 5 2 3.50
Artemis IV FCS RT - 1 1.00
LRM-15 LT 5 2 3.50
Artemis IV FCS LT - 1 1.00
@LRM-15 (Artemis) (8) RT - 1 1.00
@LRM-15 (Artemis) (8) LT - 1 1.00
Free Critical Slots: 13


The City variant takes after the old B variant, with a UAC20 on the left arm. Instead of 6 ERMLs like the old version, this variant has a ERPPC 2DHS right arm for sniping, with the final ton being an essential Active Probe for city work.

Code:
================================================================================
Loadout Name: C Cost: 15,382,781
Tech Rating/Era Availability: F/X-E-E BV2: 2,105

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 12(24) 2.00
CASE Locations: LT 0.00
Actuators: L: SH+UA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
Ultra AC/20 LT/LA 7 2/6 12.00
Active Probe CT 0 1 1.00
@Ultra AC/20 (10) LT - 2 2.00
Free Critical Slots: 16


The Defense variant is a simple switch of the ERPPC arms of the Assault variant with a UAC10 arm and a ERLL arm. How well it defends, is yet to be seen.

Code:
================================================================================
Loadout Name: D Cost: 15,128,484
Tech Rating/Era Availability: F/X-E-E BV2: 2,175

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 13(26) 3.00
CASE Locations: LA 0.00
Actuators: L: SH+UA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
Ultra AC/10 LA 3 4 10.00
2 ER Medium Lasers RT 10 2 2.00
2 ER Medium Lasers LT 10 2 2.00
@Ultra AC/10 (20) LA - 2 2.00
Free Critical Slots: 15


The Enhanced version switches the LRMs of the Bombardment variant with quad ATM3s shifting the extra tons to heatsinks to Alpha until the ammo runs out.

Code:
================================================================================
Loadout Name: E Cost: 14,715,313
Tech Rating/Era Availability: F/X-X-E BV2: 1,947

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 3 LT, 2 RT, 1 LA, 1 RA
CASE Locations: RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER Large Laser RA 12 1 4.00
ER Large Laser LA 12 1 4.00
2 ATM-3s RT 4 4 3.00
2 ATM-3s LT 4 4 3.00
@ATM-3 (ER) (20) RT - 1 1.00
@ATM-3 (HE) (20) RT - 1 1.00
Free Critical Slots: 5


The Fire variant keeps the twin Plasma cannons of the old F variant but has two MPLs and four ATM 3s with HE ammo instead of 4 ERMLs 4 AP Gausses and two ERSLs. The damage of the non-plasma weapons are the same, but distributed differently, with this variant having an essential Active Probe on top of the original.

Code:
================================================================================
Loadout Name: F Cost: 15,839,063
Tech Rating/Era Availability: F/X-X-E BV2: 2,085

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 12(24) 2.00
CASE Locations: LT, RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Plasma Cannon RA 7 1 3.00
Medium Pulse Laser RA 4 1 2.00
Plasma Cannon LA 7 1 3.00
Medium Pulse Laser LA 4 1 2.00
2 ATM-3s RT 4 4 3.00
2 ATM-3s LT 4 4 3.00
Active Probe CT 0 1 1.00
@Plasma Cannon (10) RA - 1 1.00
@Plasma Cannon (10) LA - 1 1.00
@ATM-3 (HE) (20) RT - 1 1.00
@ATM-3 (HE) (20) LT - 1 1.00
Free Critical Slots: 10


The HAG variant is similar to the old G variant except it trades some heatsinks and ERMLs for an ERPPC arm instead.

Code:
================================================================================
Loadout Name: G Cost: 15,305,281
Tech Rating/Era Availability: F/X-X-E BV2: 2,365

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 12(24) 2.00
CASE Locations: LA 0.00
Actuators: L: SH+UA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 2 6.00
HAG-20 LA 4 6 10.00
ER Medium Laser RT 5 1 1.00
ER Medium Laser LT 5 1 1.00
ER Medium Laser CT 5 1 1.00
@HAG-20 (12) LT - 2 2.00
Free Critical Slots: 16


Finally, the Heavy Laser variant simply exchanges the ERLLs of the Enhanced version with no other changes.

Code:
================================================================================
Loadout Name: H Cost: 14,909,063
Tech Rating/Era Availability: F/X-X-E BV2: 1,816

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 3 LT, 2 RT, 1 LA, 1 RA
CASE Locations: RT 0.00
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Heavy Large Laser RA 18 3 4.00
Heavy Large Laser LA 18 3 4.00
2 ATM-3s RT 4 4 3.00
2 ATM-3s LT 4 4 3.00
@ATM-3 (ER) (20) RT - 1 1.00
@ATM-3 (HE) (20) RT - 1 1.00
Free Critical Slots: 1

N4, ten-four! Cyber Enforcer at your service.
CYBRN4CR
07/13/12 05:09 AM
67.204.151.83

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Actually, I take back what I said about the Nova Prime. 4MPLs and 2DHSs is too chilled to be a Nova, and you actually will be in a better situation if you and your opponent both run - if you jump EDIT they have some ranges they can use to exploit your movement.

Here is the breakdown.

MPL Nova Targeting | jumped +3 opponent moved 7-9 = +3 pulse -2

1-4 +4 (7-8TH), 5-8 +6 (9-10TH), 9-12 +8 (11-12TH), 13-16 +10 (impossible TH)

ERML Nova Targeting | ran +2 opponent moved 5-6 = +2 opponent jumped +1

1-5 +5 (8-9TH), 6-10 +7 (10-11TH), 11-15 +9 (12TH), 16-20 +11 (impossible TH)

ER Advantage hexes 5, 9-10, 13-15 = 6 (10 if nobody moved)
Equal hexes none
MPL Advantage hexes 1-4, 6-8, 11-12 = 9 (10 if nobody moved)
________________________

MPL Nova Targeting | jumped +3 opponent moved 5-6 (Oops!) = +2 pulse -2

1-4 +3 (6-7TH), 5-8 +5 (8-9TH), 9-12 +7 (10-11TH), 13-16 +9 (12TH)

ERML Nova Targeting | walked +1 opponent moved 5-6 = +2 opponent jumped +1

1-5 +4 (7-8TH), 6-10 +6 (9-10TH), 11-15 +8 (11TH), 16-20 +10 (impossible TH)

ER Advantage hexes 5, 9-10, 13-15 = 6 (10 if nobody moved)
Equal hexes none
MPL Advantage hexes 1-4, 6-8, 11-12, 16 = 10

________________________

MPL Nova Targeting | ran +2 opponent moved 7-9 = +3 pulse -2

1-4 +3 (6-7TH), 5-8 +5 (8-9TH), 9-12 +7 (10-11TH), 13-16 +9 (12TH)

ERML Nova Targeting | ran +2 opponent moved 7-9 = +3

1-5 +5 (8-9TH), 6-10 +7 (10-11TH), 11-15 +9 (12TH), 16-20 +11 (impossible TH)

ER Advantage hexes none (4 if nobody moved)
Equal hexes 5, 9-10, 13-15 = 6
MPL Advantage hexes 1-4, 6-8, 11-12, 16 = 10
________________________

So here is my modifications to the Nova Prime arms. I decided to make them a hybrid of the old arms (6ERML 1DHS) and the new ones so the Nova is good in all these scenarios no matter what. The resulting new arms are (3ERML 3MPL 1DHS) arms with the Hand actuators still intact for a preservation of the classic look. 32 heatsinks means you can run constantly with the ERMLs or MPLs whichever will give you that extra edge and jump only if it will put you in a better position firing the MPLs while doing so. THAT is what you should take to battle scheinlen.
N4, ten-four! Cyber Enforcer at your service.


Edited by CYBRN4CR (07/14/12 01:57 AM)
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