Accords12
09/04/13 12:13 AM
90.218.232.99
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A trooper mech that I put together on a quiet day Talos TLS-1E
Mass: 50 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Introductory Era: Succession Wars Tech Rating/Era Availability: D/X-E-D Production Year: 2830 Cost: 3,470,500 C-Bills Battle Value: 1,087
Chassis: Vandenberg Technologies Medium III Power Plant: Nissan 200 Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor: Hoyt Starplate 3 Armament: 1 Taurian Warworks PPC 1 Delta Bolt SRM-6 2 Diverse Optics Type 18 Medium Lasers 2 Delta Dart LRM-5s Manufacturer: Vandenberg Mechanized Industries Primary Factory: New Vandenberg Illiushin Pinard Communications System: Kensu-Mocom Angelia-II Targeting and Tracking System: Rushpoint TT2B5
Overview: The Talos is an iconic mech to the peoples of the Taurian Concordat, a home grown design that near on symbolized Taurian (and to an extent Periphery) defiance from the rampant Tyranny of the Inner Sphere. The mech design fought across all theatres of the Reunification war, proving its value in countless battles until finally succumbing to the aggressions of the ascendant Star League.
And what better way, in Taurian minds at least, could symbolize the new-found independnce of the Concordat from the hated League than the revitalization of the classical design. The initial specs of the mech were put to paper as early as 2765, but due to the chaos of the collapse of the Star League and painfully slow revitalization of Concordat infrastructure, along with the disasterously ill concieved Taurian-Canopian war, the mech was not approved for production until 2830 where, after a lengthy period of development and prototype testing, to great fanfare, the first of the new machines walked off of the new mech assembly lines at New Vandenberg.
Capabilities: The Talos TLS-1E was designed (or redesigned as it were) to give the Concordat a home grown line Battlemech to form the backbone of the existing TDF, who at the time could only use salvaged machines from the revolt, or locally produced bug type mechs augmented by heavier SLDF designs from facilites on Pinard, Taurus, New Vandenburg and a handful of other more or less minor factories.
The design was given several overhauls from its predecessor, gone was the Westen Heavy Autocannon, replaced by a Taurian Warworks PPC, the mass saved by the exchanged weapon systems went into an overhaul of the cooling system, mounting an additional four heat sinks, and a pair of medium lasers on its right arm, alongside an additional ton of armour plate, giving a much needed boost in combat endurance.
The torso mounted Delta Dart and Delta Bolt missile racks remain untouched though, the LRMs are seen as a perfect compliment for the heavier punch of the PPC, and the SRMs backed up by the Medium Lasers give the mech respectable close quarters hitting power, though some critics point out the machine has a potentially unforgiving heat curve for more green mech pilots, though this is made less an issue with dilligent drilling in the art of effectively bracket firing weapons.
Battle History: The Talos has formed the core of TDF mech formations for near two centuries, and has proven itself time and again in the ceaseless raids and minor battles that blight the borders of humanities numerous states and shattering the rampant pirate attacks that harrass and bleed the Periphery drop by drop.
The Talos has shown itself to be more than capable of engaging the general line mechs of the Capellans and Federated Suns (the Centurion, Vindicator and Enforcer) on a more or less even keel, matching or bettering its varied foes in firepower, endurance or mobility, and operating in pairs or better the Talos has been reliably able to engage and destroy heavy and even assault class mechs.
Deployment: As the Third Succession War winds down it seems difficult to comprehend a TDF unit not including a few Talos chassis. Indeed, paired with the Toro II the Talos is among the most common machines serving in the TDF, with entire companies of the mech deployed across its battalions. The mech is beloved by many among the Concordat military for its rugged nature and fierce punch, with VMI producing the mech as swiftly as possible across several assembly lines at New Vandenberg, Ililushin and Pinard, for sale to both the TDF and the Mercenaries who frequent the company to replenish their ranks.
Generally the Great Houses do not bother with a 'lesser Periphery design' though some mechs are seen at the Capellan Confederation and Federated Suns borders with the Concordat, most likely gained from salvage from the sporadic raids and counter raids that simply happen in the fringe.
Recently VMI has sold production rights to the newly formed Pinard Protectorates Limited to open a new Talos line on Pinard itself, and initiated talks with both Majesty Metals and Alliance Defenders Limited for production rights and a joint funded Talos factory line on both Canopus IV and Alpheratz.
Variants: No official variants of the TLS-1E exist, barring some existing examples of the original TLS-1B. Although some pilots have the PPC refitted with a Sunglow Type 2 Large Laser and either additional Heat Sinks, Armour, a mix of the two, or, more rarely, four Rawlings S5 jump jets.
Notable 'Mechs & MechWarriors: The Horns: The Horns is the very first Talos 1E ever produced, and has remained the proud regimental mascot of the Taurian Guard, lovingly maintained, assignment the mech has much attached prestige and favor, the venerable machine having being the ride of no less than five later Colonels of the Regiment, including Brenda Calderon herself.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Standard 83 points 5.00 Engine: Fusion Engine 200 8.50 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: Single Heat Sink 14 4.00 Heat Sink Locations: 3 LT, 3 RT Gyro: Standard 2.00 Cockpit: Standard 3.00 Actuators: L: SH+UA+LA+H R: SH+UA+LA Armor: Standard Armor AV - 152 9.50
Internal Armor Structure Factor Head 3 9 Center Torso 16 23 Center Torso (rear) 8 L/R Torso 12 20 L/R Torso (rear) 4 L/R Arm 8 13 L/R Leg 12 19
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 2 LRM-5s RT 4 2 4.00 SRM-6 LT 4 2 3.00 PPC RA 10 3 7.00 2 Medium Lasers LA 6 2 2.00 @LRM-5 (24) RT - 1 1.00 @SRM-6 (15) LT - 1 1.00 Free Critical Slots: 31
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 11 4 2 3 2 0 2 0 Structure: 4 Special Abilities: SRCH, ES, SOA
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Accords12
09/08/13 10:04 AM
90.218.232.99
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Nothing guys? I was hoping for a few opinions, critiques and the like (and also kind of checking if this sort of mech is something other players allow on the succession wars battlefields, or if its considered 'munchey'.)
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Karagin
09/08/13 12:11 PM
72.178.85.122
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It has a mixed or weapons trying to cover every range bracket, some could consider that munchy, others would find ways to exploit the mins of the LRM and PPCs.
All depends on who you are battling against, and how they play. My group would allow you to use it and might even use it themselves. Then again we allow a lot of non-standard things in the game we play and even try to see how munchy some of the munchkins are truly.
As for this one being munchy no it is not munchy.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
09/08/13 04:54 PM
66.74.188.151
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One suggestion I would have is to move one (or both) of the medium lasers into a torso, to avoid losing all non ammo weapons with the loss of both arms. Yes, it limits the firing arc.
Now if the game master uses splash damage, moving the srm into the arm to avoid using it during hand to hand combat would be another. Yeah, one arm has the ppc and kinda worthless at point blank for punching.
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Rotwang
09/09/13 06:58 AM
94.227.126.162
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Quote: It has a mixed or weapons trying to cover every range bracket, some could consider that munchy,
So that would instantly disqualify about 60% of all official BT designs ... I know that the BT universe is rigged so that for every good thing there must be two, preferably more bad things to compensate for it, but there comes a point where you really must ask yourself if in the future people are either part of a very strange cult or just plain stupid.
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Karagin
09/09/13 01:51 PM
72.178.85.122
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It also comes down to what the role of the machine is, though, is it a brawler in that it's getting into the thick of the fight and slugging it out or is the mech a recon mech, spot and run to report things, is the mech a skirmisher hit and fade and hit again? Or is it fire support mech with long range guns or missiles?
Those reasons are why the mechs aren't min-maxed to death. Sure all the mechs should not have heat issue and have better weapons choices, sure they should have targeting computers built in already, ECM as well and Active Probes etc...but they don't.
Also look at how folks play, many don't get tactics in the sense that it's not about getting behind the other guys' mechs, it more about moving him into your forces and using the terrain to give you the advantage and limit his. Most play as if the mechs are meant to stand 10 feet from each other and blast away.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
09/09/13 02:18 PM
66.74.188.151
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I would also suggest alot of people dont use strategic play either. I've known a few that repairs and ammo was always availible and nothing goes wrong that they lose something for the next combat.
Most player made mechs do tend to cover everything at every range that they can. If a lance is played well, the cannon mechs arent that bad. Problem is the enemy. Knowing a mechs capability means they will counter it the best they can. Good example is the normal archer. Great long range power, but gets weaker under the 180 meters, or 6 hexes. The lasers help as well as physical attacks, but frankly, not being able to punch because of placement of lasers. Better firing arcs help counter that, as well as kicking would be a better option if you can do so.
Players tend to not rely on others to help cover their weaknesses. WIthout alot of out of game practice, such as moving, it is hard to get others to move in a co-ordinated fashion. New players especially like to get in and forget about things like minimum range until its too late.
And I tend to conform to the stand and blast until armor is gone play method. The maps they give you in the box set tends to encourage that.
But this is getting off track. Quick question. Was this based off the Talon mech? I believe that is a 35 ton star league mech.
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Accords12
09/10/13 09:41 PM
90.218.232.99
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No, the Talos is built off of the Taurian Age of War/Early Star League design, the original is in the Reunification War sourcebook, I just did a quick refit and fluffed it as a mech that was brought back into the fold during the post revolt years and became a common TDF design during the Succession Wars. As for the changes, the original lost its AC/10 and its ammo for a PPC, two medium lasers, four heat sinks and a ton of armor. This also allowed it to share weapons (and thus more parts) with the Toro II I also posted.
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TigerShark
12/01/13 06:13 PM
68.190.197.104
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Seems reasonable, really. What era is this intended to represent?
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Accords12
12/02/13 06:19 AM
151.224.106.178
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I put the Talos 1E and its cousin the Toro II as Taurian 'mechs of the line' for the Succesion wars era, the idea being these two designs form the Core of the TDFs battlemech formations, supported by other more specialized/heavier designs already in production.(Whammys, Tbolts, Bugs and the like).
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