ATN082268
07/09/13 07:11 AM
69.128.58.222
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BattleTech Vehicle Technical Readout VALIDATED
Type/Model: Mobile Command Post (MCP) Tech: Inner Sphere / 2760 Config: Tracked Vehicle Rules: Level 3, Custom design
Mass: 200 tons Power Plant: 200 Nissan Fusion Cruise Speed: 10.8 km/h Maximum Speed: 21.6 km/h Armor Type: Ferro-Fibrous
Armament: 1 Long Tom Artillery 2 LRM 20s 2 SRM 6s 2 Medium Lasers 2 Anti-Missile Systems 1 Guardian ECM
Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Mobile Command Post (MCP) Mass: 200 tons Construction Options: Fractional Accounting
Equipment: Items Mass Int. Struct.: 80 pts Standard 0 40.00 Engine: 200 Fusion 0 8.50 Shielding & Transmission Equipment: 0 4.25 Cruise MP: 1 Flank MP: 2 Heat Sinks: 10 Single 0 .00 Cockpit & Controls: 0 10.00 Extra Crew: 3 (17 Total) 3 1.50 Sponson Turret Equipment: 0 2.90 Armor Factor: 510 pts Ferro-Fibrous 2 28.46
Internal Armor Structure Value Front: 20 100 Front L / R Sides: 20 90/90 Rear L / R Sides: 20 80/80 Rear: 20 70
Weapons and Equipment Loc Heat Ammo Items Mass -------------------------------------------------------- 1 Long Tom Artillery Front 0 50 2 40.00 1 LRM 20 Lf_Spon 0 18 2 13.00 1 SRM 6 Lf_Spon 0 12 2 3.80 1 Medium Laser Lf_Spon 3 1 1.00 1 Anti-Missile System Lf_Spon 0 15 2 1.75 1 LRM 20 Rt_Spon 0 18 1 13.00 1 SRM 6 Rt_Spon 0 12 1 3.80 1 Medium Laser Rt_Spon 3 1 1.00 1 Anti-Missile System Rt_Spon 0 15 1 1.75 1 Guardian ECM Body 0 1 1.50 1 C.A.S.E. Equipment Body 1 .50 1 Advanced Mobile HQ Rear 1 7.00 Portable HPG Body 1 12.00 Infantry Bay Body 1 3.00 Cargo Bay Capacity Body 1 1.29 -------------------------------------------------------- TOTALS: 6 24 200.00 Items & Tons Left: 21 .00
Calculated Factors: Total Cost: 20,535,778 C-Bills (does not include the cost of Portable HPG) Battle Value: 1,217 Cost per BV: 16,874.1 Weapon Value: 1,545 / 1,545 (Ratio = 1.27 / 1.27) Damage Factors: SRDmg = 46; MRDmg = 33; LRDmg = 22 BattleForce2: MP: 1, Armor/Structure: 0 / 20 Damage PB/M/L: 6/7/4, Overheat: 0 Class: GA; Point Value: 12 Specials: ecm
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Karagin
07/09/13 09:50 AM
72.178.85.122
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WOW...WTH? You would be better off with a dropship at least that can run away. Just another target.
12 tons on the HPG could have been better spent on a C3 Mater and something else for the other weight like a lighter vehicle altogether.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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His_Most_Royal_Highass_Donkey
07/09/13 02:09 PM
208.54.32.128
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Where is the mobile part of the command post?
With a magnifying glass I did find the command part but I still cant find the mobile part.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Karagin
07/09/13 06:14 PM
72.178.85.122
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It's there next to all the cool weapons and the day dreaming of the designer.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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His_Most_Royal_Highass_Donkey
07/09/13 06:20 PM
208.54.32.128
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That was my problem! I was looking in the refrigerator behind the old mayonnaise jar.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Cray
07/09/13 06:37 PM
184.88.162.114
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Actually, the cost multiplier of a DropShip would make an HPG-equipped DropShip extremely expensive.
Of course, it'd be a lot more mobile...
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.
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His_Most_Royal_Highass_Donkey
07/09/13 06:55 PM
208.54.32.128
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What is the cost of a mobile HPG before the multiplier? Assinine Industries is forced to rely on jumpship communication with the rest of the Enter Sphere. Just think of how much more sales that Assinine Industries could generate if they had access to a HPG.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Maurer
07/09/13 07:17 PM
142.11.67.185
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Heavy Metal Aero lists a HPG at a staggering 1,000,000,000 C-Bills. I'd think a 12 ton unit would cost a couple 10s of millions.
"Captain! We're completely surrounded on all sides." - Kiff, Futurama
..."Excellent, then we may attack in any direction." - Zapp Brannigan, Futurama
"A fool fights a war on two fronts; only an idiot defends on one." - Fusilier
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His_Most_Royal_Highass_Donkey
07/09/13 08:04 PM
208.54.32.128
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I am not sure tens of millions would be cost affective. I do have enough jump ships coming and going to have a kinda sorta steady communication system. As for a billion C-Bills that it totally out of the question. I have far better things to be spending my tax revenues on than that
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Cray
07/10/13 07:01 PM
184.88.162.114
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Quote:
What is the cost of a mobile HPG before the multiplier? Assinine Industries is forced to rely on jumpship communication with the rest of the Enter Sphere. Just think of how much more sales that Assinine Industries could generate if they had access to a HPG.
Mobile HPG rules are provided on pg. 330 of Tactical Operations, while stats are in the tables on pg408 and 409.
Mobile HPGs (suited for small craft, DropShips, JumpShips, WarShips, space stations, and mobile structures) are 50 tons, use 1 equipment slot, and cost 1,000,000,000 C-bills. They have a crew requirement of 10.
Ground Mobile HPGs (suited for all the above units plus conventional vehicles, satellites, WorkMechs and BattleMechs, support vehicles, and fighters) are 12 tons, 1 equipment slot (or 12 crits on 'Mechs), and 4,000,000,000 C-bills. They have a crew requirement of 1, or 0 on satellites (but with limited operations).
Both require fusion engines.
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.
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Karagin
07/10/13 07:21 PM
72.178.85.122
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Yeah the price is crazy and makes no sense, but then again this is BT.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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His_Most_Royal_Highass_Donkey
07/11/13 12:35 AM
208.54.32.218
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Quote:
Yeah the price is crazy and makes no sense, but then again this is BT.
Yes it does, very rare and very compact equals extremely expensive.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
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Karagin
07/11/13 06:13 AM
72.178.85.122
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And do you really believe ComStar let things get to the point of them being rare?
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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His_Most_Royal_Highass_Donkey
07/11/13 06:11 PM
206.29.182.251
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To anyone that is not Comstar, yes.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.
I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
|
Cray
07/11/13 06:17 PM
184.88.162.114
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Quote:
To anyone that is not Comstar, yes.
Agreed. ComStar - and the Terran Hegemony/Star League before it - kept a monopoly on HPGs. When critical military items are monopolized, they get expensive.
Also, it's a basic feature of BT that those things are rare. You don't want every Tom, Dick, and Harry mobile HQ with an HPG or it'd rob the setting of a fundamental feature - that anything interstellar is slow, hard, or controlled by ComStar. Hence, high expense equivalent to other Kearny-Fuchida technologies.
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.
Edited by Cray (07/11/13 06:17 PM)
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Karagin
07/11/13 09:10 PM
72.178.85.122
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All which is great, but given HOW many times we have seen Davion get their hands on HPG technology and how they had their way around it tells me that folks were looking into breaking the control and monopoly. And another fact that BT fails with, if one group has something really really cool, someone else will make something else really really cool to counter it or to surpass it.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ATN082268
07/11/13 09:52 PM
69.129.18.69
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Quote:
Quote:
What is the cost of a mobile HPG before the multiplier? Assinine Industries is forced to rely on jumpship communication with the rest of the Enter Sphere. Just think of how much more sales that Assinine Industries could generate if they had access to a HPG.
Mobile HPG rules are provided on pg. 330 of Tactical Operations, while stats are in the tables on pg408 and 409.
Mobile HPGs (suited for small craft, DropShips, JumpShips, WarShips, space stations, and mobile structures) are 50 tons, use 1 equipment slot, and cost 1,000,000,000 C-bills. They have a crew requirement of 10.
Ground Mobile HPGs (suited for all the above units plus conventional vehicles, satellites, WorkMechs and BattleMechs, support vehicles, and fighters) are 12 tons, 1 equipment slot (or 12 crits on 'Mechs), and 4,000,000,000 C-bills. They have a crew requirement of 1, or 0 on satellites (but with limited operations).
Both require fusion engines.
My question is this: if the Mobile Hpg generates heat, does it require vehicles to install heat sinks like it was using an energy weapon?
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