Rotwang
03/05/14 10:03 AM
94.227.126.162
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Death-Cult Charger
Mass: 80 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: Dark Ages Tech Rating/Era Availability: E/X-X-F-A Production Year: 3132 Cost: 29.909.400 C-Bills Battle Value: 1.164
Chassis: Unknown Composite Structure Power Plant: Unknown 400 Fusion XL Engine Walking Speed: 54,0 km/h Maximum Speed: 86,4 km/h (140,4 km/h) Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Standard Armor Armament: 7 Rocket Launcher 20s 10 M-Pods Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Composite Structure 122 points 4,00 Engine: XL Fusion Engine 400 26,50 Walking MP: 5 Running MP: 8 (13) Jumping MP: 0 Heat Sinks: Double Heat Sink 10(20) 0,00 Gyro: Standard 4,00 Cockpit: Standard 3,00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Standard Armor AV - 112 7,00
Internal Armor Structure Factor Head 3 9 Center Torso 25 19 Center Torso (rear) 0 L/R Torso 17 16 L/R Torso (rear) 0 L/R Arm 13 12 L/R Leg 17 14
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 3 Rocket Launcher 20s RA 15 9 4,50 3 Rocket Launcher 20s LA 15 9 4,50 5 M-Pods RT 0 5 5,00 Rocket Launcher 20 RT 5 3 1,50 5 M-Pods LT 0 5 5,00 MASC LT - 4 4,00 Supercharger CT - 1 3,00 Free Critical Slots: 6
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 12 8 1 1 0 0 4 0 Structure: 2 Special Abilities: SRCH, ES, SEAL, SOA
Death Cult Warhammer
Mass: 70 tons Tech Base: Inner Sphere Chassis Config: Biped Rules Level: Experimental Tech Era: Dark Ages Tech Rating/Era Availability: E/X-X-F-A Production Year: 3132 Cost: 14.737.867 C-Bills Battle Value: 1.084
Chassis: Unknown Composite Structure Power Plant: Unknown 350 Fusion Engine Walking Speed: 54,0 km/h Maximum Speed: 86,4 km/h (140,4 km/h) Jump Jets: None Jump Capacity: 0 meters Armor: Unknown Standard Armor Armament: 4 Rocket Launcher 15s 4 M-Pods Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: Death Cult Mechs are modified to have larger engines and remove all weapons in favour of light weight, high damage weapons ideal for alpha-striking during a charge.
The growing cult has extended to acts of vandalism where pilots enter urban areas and try to cause as much damage as possible before self-destructing just before the authorities close in causing massive damage and large numbers of civilian casualties.
Nations such as the Draconis Combine and Capelland Confederation have made this a crime punishable by death, though this has done little to deter deathculters from becoming increasingly bolder in their actions or the cult from spreading across the Inner Sphere. Some fear that some hidden force is manipulating them for some sinister motive.
================================================================================ Equipment Type Rating Mass -------------------------------------------------------------------------------- Internal Structure: Composite Structure 107 points 3,50 Engine: Fusion Engine 350 29,50 Walking MP: 5 Running MP: 8 (13) Jumping MP: 0 Heat Sinks: Single Heat Sink 10 0,00 Gyro: Standard 4,00 Cockpit: Standard 3,00 Actuators: L: SH+UA+LA R: SH+UA+LA Armor: Standard Armor AV - 128 8,00
Internal Armor Structure Factor Head 3 9 Center Torso 22 18 Center Torso (rear) 5 L/R Torso 15 17 L/R Torso (rear) 4 L/R Arm 11 12 L/R Leg 15 15
================================================================================ Equipment Location Heat Critical Mass -------------------------------------------------------------------------------- 2 M-Pods RT 0 2 2,00 2 Rocket Launcher 15s RT 8 4 2,00 2 M-Pods LT 0 2 2,00 2 Rocket Launcher 15s LT 8 4 2,00 MASC LT - 4 4,00 Supercharger CT - 1 3,00 Free Critical Slots: 31
BattleForce Statistics MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 11 8 1 1 0 0 3 0 Structure: 3 Special Abilities: SRCH, ES, SEAL, SOA
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Retry
03/05/14 12:00 PM
72.214.204.166
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*mech walks into a city, rockets and M pods a skyscraper, and self destructs, killing hundreds
*calls it an act of vandalism*
Very interesting and unique mechs.
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Rotwang
03/05/14 01:30 PM
94.227.126.162
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They also attack other mechs, see it as a form of "extreme death sport" for young, bored elites, or maybe something more evil ...
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Retry
03/05/14 05:54 PM
67.239.109.174
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I'm not sure blowing up multi million C-Bill mechs and themselves would be a sport.
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Karagin
03/05/14 07:25 PM
70.118.139.48
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Sounds crazy enough to be something found on Solairs or one of the fringe worlds...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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His_Most_Royal_Highass_Donkey
03/06/14 11:05 AM
172.56.23.220
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I am sorry I just dont see someone waiting for such a mech to be funded and built for such a use. A terrorist would rather steal something than to pay for it.
It would be greatly faster and easier to pack a semi trailer with a home made bomb.
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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Retry
03/06/14 11:42 AM
72.214.204.166
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They probably did steal and modify it.
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His_Most_Royal_Highass_Donkey
03/06/14 01:05 PM
172.56.23.220
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Unless your a billionaire I don't see that happening with out everyone and their brother knowing where you are and what your doing.
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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Retry
03/06/14 03:14 PM
72.214.204.166
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Pirates can get drop ships.
I am pretty sure terrorists can get a mech.
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ghostrider
03/06/14 03:21 PM
66.27.181.33
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you dont need to be a billionare to modify a mech. Hell, even though a few people have tried, I have yet to see a mech that cost even 100 million.
And since I don't see the person living thru the experience, why would you care how much of a debt you ran up? It won't matter when you trigger the explosion.
I will assume they disable the auto eject feature.
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Retry
03/06/14 03:23 PM
72.214.204.166
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100 million mech?
Challenge accepted!
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ghostrider
03/06/14 03:32 PM
66.27.181.33
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try to make it realistic. Not some experimental thing like putting moving legs on a drop ship to make it walk.
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KamikazeJohnson
03/06/14 03:54 PM
50.72.218.68
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Quote: ghostrider writes:
try to make it realistic. Not some experimental thing like putting moving legs on a drop ship to make it walk.
Or 26 Angel ECM systems.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
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Retry
03/06/14 04:33 PM
72.214.204.166
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Aw...
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Rotwang
03/06/14 05:36 PM
94.227.126.162
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100 mil mech is easy, just get a 400XXL engine ...
As for the Death Cult, it's just an idea I had, it's based on those kids doing doing crazy stunts on Youtube. It's the equivalent of joyriding with mechs, but turning into something a bit more sinister in a nihilistic post Republic frenzy where people who lived in relative peace suddenly release themselves.
It's possibly they just resurrect graveyard mechs, like the photos that have been doing the rounds of the internets lately of those old Soviet tanks rusting away.
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ghostrider
03/06/14 05:40 PM
66.27.181.33
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sounds like what I would have expected from the jihad of wob. Kinda dark thought, but I can honestly see it happening. Sad thing is, it does not have to be a battle mech. Any type of mech would work, though the fusion engine does make a nice boom.
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Retry
03/06/14 06:07 PM
76.7.238.202
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I broke 15 billion.
Hyperpulse Comms Mech IS experimental 100 tons BV: 1,096 Cost: 16,060,106,000 C-bills
Movement: 3/5 Engine: 300 Double Heat Sinks: 12 [24] Cockpit: Small Cockpit Gyro: Compact Gyro
Internal: 152 Armor: 200/307 Internal Armor Head 3 9 Center Torso 31 31 Center Torso (rear) 10 Right Torso 21 21 Right Torso (rear) 6 Left Torso 21 21 Left Torso (rear) 6 Right Arm 17 22 Left Arm 17 22 Right Leg 21 27 Left Leg 21 25
Weapons Loc Heat C3 Master Boosted with TAG RA 0 C3 Master Boosted with TAG LA 0
Equipment Loc Ground-Mobile HPG RT Ground-Mobile HPG LT Angel ECM Suite HD Emergency C3 Master RT Emergency C3 Master LT Emergency C3 Master LA Emergency C3 Master RL Emergency C3 Master LL Emergency C3 Master RA
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ghostrider
03/06/14 06:13 PM
66.27.181.33
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so this is the new scout mech for the universe?
Not a weapon in sight either.
Interesting that some of this stuff can be used on a mech. Well I take it back. I have now seen a mech over 100 mil.
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Retry
03/06/14 06:19 PM
76.7.238.202
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Dual HPGs.
I'm not even sure if that would work well.
Ah well.
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Karagin
03/06/14 06:35 PM
70.118.139.48
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Once of the Scenario books, NULL SET, had the HPG used as a weapon...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/06/14 06:37 PM
66.27.181.33
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as a club?
This I would like to know how. Sorry for the thread jacking rotwang.
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ghostrider
03/06/14 06:41 PM
66.27.181.33
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Maybe you need to mount an aerospace bomb on the mechs as they go on a rampage? Get a bigger boom when it goes off.
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Karagin
03/06/14 06:53 PM
70.118.139.48
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No not as a club, it did some crazy amount of damage and royally messed up one of the Adepts who witnessed the HPG being used that way.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/06/14 07:03 PM
66.27.181.33
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I have imagined the hpg as a large building or antenna like in mechcommander 2 on the moon missions. I guess that isn't the generator though.
I guess that will be the new weapon of choice. If they use the same idea as the jumpship hyperspace fields, it shouldn't do that much damage. It should be like the jumpships, but then it isn't in an atmosphere or gravity.
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Karagin
03/06/14 07:04 PM
70.118.139.48
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NULL SET explained it, I will see if I can find my copy and see what it says.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Cray
03/06/14 07:29 PM
71.47.122.85
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Quote: ghostrider writes:
I have imagined the hpg as a large building or antenna like in mechcommander 2 on the moon missions. I guess that isn't the generator though.
The big antenna on an HPG is just a normal satellite radio antenna to link the HPG to the rest of the planet. The HPG's transmissions are squirted through an artificial jump point deep inside the building, in a chamber with fusion-like conditions.
Quote: I guess that will be the new weapon of choice.
You won't be able to aim in a gravity well, though. There's too much distortion, unless you manage to lock on to another HPG's artificial jump point.
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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ghostrider
03/06/14 07:31 PM
66.27.181.33
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stupid thought, but doesn't that violate the rules of a jumppoint being opened in a gravity field?
Last I knew, no one had come up with anti gravity or artificial gravity that didn't involve spinning something.
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Cray
03/06/14 07:46 PM
71.47.122.85
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Quote: ghostrider writes:
stupid thought, but doesn't that violate the rules of a jumppoint being opened in a gravity field?
A jump point, for most purposes, is defined as the shortage of a gravity field. It's not something you "open". Normally. But...
Quote: Last I knew, no one had come up with anti gravity or artificial gravity that didn't involve spinning something.
...check ye olde Star League Sourcebook.
Kearny and Fuchida first noticed hyperspace jumping behavior of particles in a fusion reactor on Earth. (They were critical in the invention of fusion reactors in BT, hence they spent a lot of time looking inside operating fusion reactors. They had really deep tans.) This led them to their revolutionary set of papers that got them laughed out of academia, despite their contributions to fusion power.
Per the SLSB, they speculated in one of their papers that it might be possible to create an artificial jump point - not necessarily using artificial gravity, but otherwise jump-friendly conditions - with lots of energy in a small place. (Like the inside of a fusion reactor.)
Once Kearny and Fuchida were posthumously redeemed by the success of the Deimos Project, people went back and gave their papers a new look. They saw the artificial jump point idea, crunched some numbers, and said, "Naw, it'd take silly-stupid amounts of energy to make an artificial jump point for a JumpShip. Plus, JumpShips have trouble operating inside fusion reactors." So no one really put much more thought into artificial jump points.
500 years later, Star League researchers had a brainstorm: "You know, radio waves are a lot smaller than JumpShips..."
And so HPGs were built, with service starting in 2630. They include the ability to "jump" a communications signal, and they include the ability to create an itty-bitty artificial jump point that can only handle radio waves.
Another advantage of radio waves for jumping in a gravity field is that radio waves don't care much about gravity-induced distortion. You throw in some parity bits and some error checking codes, and the message will get through. A JumpShip, on the other hand, usually objects to arriving looking like a really bad Star Trek transporter malfunction. (The passengers also tend to complain a lot about that sort of thing.)
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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ghostrider
03/06/14 07:50 PM
66.27.181.33
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so technically, you could use hpgs to send through bombs? like handgrenade size.
and I don't have that source book. No money at the time it came out.
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