Rocketman Fire-Support Mech

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Retry
03/01/14 09:28 PM
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Rocketman Fire-Support Mech
Mixed (Base Clan)
75 tons
BV: 2,467
Cost: 17,674,125 C-bills

Movement: 4/6
Engine: 300 XL
Double Heat Sinks: 12 [24]
Gyro: XL Gyro

Internal: 114 (Endo-Steel)
Armor: 230/231 (Ferro-Fibrous)
Internal Armor
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
Right Torso 16 24
Right Torso (rear) 8
Left Torso 16 24
Left Torso (rear) 8
Right Arm 12 24
Left Arm 12 24
Right Leg 16 32
Left Leg 16 32

Weapons Loc Heat
Extended LRM 15 LA 8
Extended LRM 15 RA 8
ER Large Laser LA 12
ER Large Laser RA 12

Ammo Loc Shots
Extended LRM 15 Ammo RT 6
Extended LRM 15 Ammo RT 6
Extended LRM 15 Ammo LT 6
Extended LRM 15 Ammo LT 6
Extended LRM 15 Ammo RT 6

(IS)
Equipment Loc
AES LA
AES RA
C3 Slave HD

Unofficial Optional Quirk:An ELRM and a ERLL mounted in the same arm cannot fire in the same turn due to safety devices installed to keep the heat manageable.
BobTheZombieModerator
03/02/14 01:31 PM
184.63.108.73

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This design seems like it is slightly lacking with regards to weapons. Sure it could snipe, but (IMHO) it doesn't have the weapons that a 75 tonner should. Also, the price is (somewhat) high for what it has, but that is usual for Clan 'Mechs I suppose. The optional quirk seems to really hurt its usefulness, but perhaps that's why it's optional.
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CrayModerator
03/02/14 02:13 PM
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Quote:
This design seems like it is slightly lacking with regards to weapons. Sure it could snipe, but (IMHO) it doesn't have the weapons that a 75 tonner should.



I see your point, but it takes some tonnage to get ELRMs onto a platform. They're hot, they're heavy, and they have huge minimum ranges. It's not a gap you can fill in with medium lasers. Fitting 2 ER LLs after having found room for twin ELRM 15s takes some effort.

Further, the ELRMs have an exceptional range. Short of artillery, nothing really compares. They're in a position to change a battlefield in a way few weapons have since Clan weapons were introduced in 1990.
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.
Retry
03/02/14 02:59 PM
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Speaking of heat, that is what the quirk addresses. An alpha strike could net you 16 or more heat a turn otherwise.
ghostrider
03/15/14 11:21 PM
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another overheater, and this one is home made, not trying to show a variant in existance.
Retry
03/15/14 11:29 PM
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Right. It definitely overheats on an alpha strike. However, note the design quirk that intends to prevent alpha strikes from even occurring. When in use it runs quite cool.
Karagin
03/15/14 11:30 PM
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Retry not everyone uses the design quirk stuff. That is normally a role playing part of the game not anything that really comes into play during the board game.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Retry
03/15/14 11:34 PM
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Regardless, it's cool in it's respective range brackets, being extremely long(LRMs) and not-quite-as-long-but-good-enough-to-cover-extremely-long's-min-range(ERLL).
ghostrider
03/15/14 11:37 PM
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just and example.
Being smart with your firing makes something like this work well.
Being that I have not seen the newer rules, half the stuff on the mech is gibberish.
I don't have an idea of how far the extended missile ranges are, or what aes is.
I have tried to stay away from commenting on that stuff, because of a lack of knowledge.
TigerShark
03/15/14 11:41 PM
68.190.197.104

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Quote:
Karagin writes:

Retry not everyone uses the design quirk stuff. That is normally a role playing part of the game not anything that really comes into play during the board game.



That is true. It's an optional part of the game that's pretty rarely used. I know I use them for certain things, but some of the Quirks are highly unbalanced and inappropriate for standard play.

ex.: Battle Computer gives a +2 initiative mod = unbalanced vs. Atmospheric flyer giving +1 bonus to control rolls for aero = absolutely necessary
Retry
03/15/14 11:45 PM
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Battle Computer mods aren't unbalanced if both sides have such a mech. Which, if using quirks, may be a necessity. Also makes a battle very interesting, because both sides will want to kill the BC units to gain an edge in initiative, while at the same time keep their units with BCs safe.
TigerShark
03/15/14 11:47 PM
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That is, incidentally, how my MekWars campaign is set up. CO's receive an init bonus. But yes, it would need to be artificially balanced to make it work. Which... defeats the point of a Quirk.
Retry
03/15/14 11:48 PM
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It definitely adds another layer and dimension to the game.

Anyways, for your questions Ghostrider, ELRMs have the range brackets (10)12/22/38. AES is an arm or leg mounted equipment. In this case, the AES in the arms provides a -1 to-hit modifier normally not present in missile launchers.
ghostrider
03/15/14 11:52 PM
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now the range would make me think the elrms to be over powered.

and the aes is like a targetting comp for direct fire? or is it like artimes for the missles?
Retry
03/16/14 12:04 AM
76.7.238.202

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AES provides a to hit modifier, but no cluster hits bonus. So it's like a targeting computer.

The range of the ELRMs may be crazy, but the costs of mounting them balances them well. These ELRMs, for example, generate 8 heat per attack, as much as a standard large laser. They also require 6 crits and 12 tons. 75 tons barely allowed it to fit in the arms in combination with the ERLL and AES. If this was an 80 tonner, the AES would take up 4 crits due to being an assault class mech. The equipment would no longer fit on the mech, at all.
ghostrider
03/16/14 12:12 AM
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so it is an assistant to the missiles.

I would love to have the elrms on something like an lrm carrier, or even a hunter. Sit back with a company of them while a single c3 carrier gets close to the target then make is cease to exist.
Or if you can use them in an idf mode, you can get the same results, from a well hidden area.

Now why an aes would not work on an assault mech? Run out of criticals? Don't use endosteel or ferrous fiber armor. That should free up some crits.
Retry
03/16/14 12:19 AM
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The issue is not you run out of criticals overall. You literally run out of space in the arms. Well, you could move the ERLL, but then it wouldn't benefit from AES.
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