Talos TLS-1E

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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
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'.)
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.
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.
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.
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.
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.
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.
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?
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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