Project RetroTech

Pages: 1
GiovanniBlasini
07/31/14 02:04 AM
75.85.176.204

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At ghostrider's suggestion, and in the spirit of KamikazeJohnson's Operation Upgrade thread, I've decided to go back and do RetroTech versions of all the 'Mechs in Tech Readout 3039 - I figure that'd be a good selection of the old school 'Mechs.

My criteria for doing the upgrades is, for the most part, to stick to either IntroTech or primitive weapons. Sure, during the Jihad and later, upgrading some of the weapons to later models should be fairly easy, but my goal is to start with a baseline that others can then modify as they desire, and the intro/primitive weapons give me a good starting point for that.

One thing I won't be doing, though, is new versions of 'Mechs where primitive or Retrotech 'Mechs already exist in canon, such as the Wasp, Commando, Centurion or Thunderbolt are known to exist and have all been published. No sense reinventing the wheel, after all.
Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
07/31/14 02:14 AM
75.85.176.204

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First up on the list are the 20-tonners, starting with the FLE-4 Flea. The key to the original Flea was a either a large laser with light armor, or a variety of lighter guns with a hair more armor, both of which had 6/9 speed.

When doing the Flea I actually decided to do both the 15-ton and 20-ton versions of the 'Mech, just for kicks. In both cases, I reduced speed to 5/8. Weaponry on the ultralight FLE-12 is slightly better than the FLE-14, but that's simply because I dropped jump jets. The FLE-5, meanwhile, couldn't match the FLE-4 or FLE-15 for weaponry or armor, but it gave it a good shot.

Code:

Flea FLE-5

Mass: 20 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,334,700 C-Bills
Battle Value: 342

Chassis: Unknown Primitive Structure
Power Plant: Unknown 120 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
2 Medium Lasers
1 Small Laser
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 33 points 2.00
Engine: Primitive Fusion Engine 120 4.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 32 3.00

Internal Armor
Structure Factor
Head 3 5
Center Torso 6 5
Center Torso (rear) 2
L/R Torso 5 3
L/R Torso (rear) 1
L/R Arm 3 3
L/R Leg 4 3

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Machine Gun RA 0 1 0.50
Medium Laser LA 3 1 1.00
Machine Gun LA 0 1 0.50
Small Laser CT 1 1 0.50
@MG (1/2) (100) CT - 1 0.50
Free Critical Slots: 39

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 3
5 2 1 0 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA



Code:

Flea FLE-12

Mass: 15 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 771,362 C-Bills
Battle Value: 260

Chassis: Unknown Primitive Structure
Power Plant: Unknown 90 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 26 points 1.50
Engine: Primitive Fusion Engine 90 3.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 HD, 2 CT, 2 LL, 2 RL
Gyro: Standard 1.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 32 3.00

Internal Armor
Structure Factor
Head 3 5
Center Torso 5 5
Center Torso (rear) 2
L/R Torso 4 3
L/R Torso (rear) 1
L/R Arm 2 3
L/R Leg 3 3

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Small Laser LA 1 1 0.50
Free Critical Slots: 42

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 3
5 1 1 0 0 1 0 Structure: 1
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003


Edited by GiovanniBlasini (07/31/14 03:06 AM)
GiovanniBlasini
07/31/14 02:24 AM
75.85.176.204

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Next up is the Hornet. As with other Primitives, the speed has been reduced here and, amusingly, the engine ends up the same size as the Intro Tech HNT-151. The loss of the jump jet gave me a half-ton to put towards armor, but, thanks to the quality of primitive armor, protection is only 48 points, despite the 4.5 tons of armor.

Weaponry was somewhat problematic, as there simply wasn't room for an LRM-5. So, instead, I went with twin RL-10 launchers, to keep a modicum of ranged fire capability. The loss of speed is more significant here than it is for, say, the Flea or Wasp, necessitating a different use pattern. Plan accordingly.


Code:

Hornet HNT-150

Mass: 20 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,004,500 C-Bills
Battle Value: 367

Chassis: Unknown Primitive Structure
Power Plant: Unknown 100 Primitive Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
2 Rocket Launcher 10s
1 Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 33 points 2.00
Engine: Primitive Fusion Engine 100 3.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 CT, 2 LT, 2 RT
Gyro: Standard 1.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 48 4.50

Internal Armor
Structure Factor
Head 3 6
Center Torso 6 6
Center Torso (rear) 2
L/R Torso 5 6
L/R Torso (rear) 2
L/R Arm 3 4
L/R Leg 4 5

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Small Laser LA 1 1 0.50
Rocket Launcher 10 RT 3 1 0.50
Rocket Launcher 10 LT 3 1 0.50
Free Critical Slots: 37

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 4
4j 1 1 1 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003


Edited by GiovanniBlasini (07/31/14 03:05 AM)
GiovanniBlasini
07/31/14 02:41 AM
75.85.176.204

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The Locust. Had to think a bit about this one before I settled on this version. Ground speed is 7/11, a slight reduction from the original, but still reasonably quick. Armor was an even bigger issue, because giving it anywhere near the LCT-1V's armor protection would have gutted any weaponry I could mount.

The way I see it, I had two options: either mount four tons of armor, for a total of 42 armor points, and mount a single medium or twin small lasers, or go the opposite direction, using the LCT-1M as my base and, taking a page from my Hornet, swap the LRM-5s for rocket launchers.

In the end, I went with the -1M for my base. With 2.5 tons of armor, I have a 10-point improvement in protection over the -1M's whopping 16 points of armor, and each LRM rack has, in turn, been replace with twin RL-10 launchers. The center torso medium laser got downgraded to a small laser, to give the 'Mech a modicum of weaponry once it empties its LRMs. This is not an infantry hunter, or harasser, but a scout 'Mech with a one-time long-range punch it can use to distract whoever it runs into long enough to hopefully get away.

Code:

Locust LCT-0M

Mass: 20 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,375,700 C-Bills
Battle Value: 352

Chassis: Bergan VII Primitive Structure
Power Plant: LTV 170 Primitive Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: StarSlab/1 Primitive
Armament:
4 Rocket Launcher 10s
1 Small Laser
Manufacturer: Bergan Industries, Alliance Defenders Limited, Majesty Metals and Manufacturing
Primary Factory: Ares (Bergan), Alpheratz (ADL), Canopus IV (Majesty)
Communications System: Garrett T10-B
Targeting and Tracking System: O/P 911

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 33 points 2.00
Engine: Primitive Fusion Engine 170 6.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 26 2.50

Internal Armor
Structure Factor
Head 3 3
Center Torso 6 3
Center Torso (rear) 2
L/R Torso 5 2
L/R Torso (rear) 2
L/R Arm 3 2
L/R Leg 4 3

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Rocket Launcher 10s RA 6 2 1.00
2 Rocket Launcher 10s LA 6 2 1.00
Small Laser CT 1 1 0.50
Free Critical Slots: 42

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 4
7 1 1 1 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
07/31/14 02:49 AM
75.85.176.204

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The Stinger. Yeah, this one's kind of an amusing one: essentially, it's little different from the original WSP-1 primitive version of the Wasp, but with a couple twists.

Like the WSP-1, I stuck to the 5/8/5 movement profile, kept the armor layout, and retained the single medium laser for armament. Unlike the Wasp, though, I moved the jump jets to the side and center torso: the canon STG-3R had three jump jets in each side torso, while I went with two/side and one in the center for balance. The single medium laser was also retained, but my Retrotech Stinger gets to keep its right hand actuator, and I also included a couple of quirks for flavor: the cramped cockpit described in the original TR3025 and again in TR3039, plus the jettison-capable weapon quirk for its rifle-like medium laser.

Code:

Stinger STG-1

Mass: 20 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,390,440 C-Bills
Battle Value: 314

Chassis: Unknown Primitive Structure
Power Plant: Unknown 120 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Additional:
Quirks: Cramped Cockpit, Jettison-Capable Weapon (Medium Laser)


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 33 points 2.00
Engine: Primitive Fusion Engine 120 4.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT, 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 37 3.50

Internal Armor
Structure Factor
Head 3 4
Center Torso 6 6
Center Torso (rear) 3
L/R Torso 5 4
L/R Torso (rear) 2
L/R Arm 3 3
L/R Leg 4 3

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Free Critical Slots: 35

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 3
5j 1 1 0 0 1 0 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
07/31/14 02:57 AM
75.85.176.204

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Because of my quandary with the Locust, and because I like the design, I decided to go ahead and use my other idea for the Mercury. Like the Retrotech Locust, it's 7/11, but in this case it loses weaponry while trying to retain some armor. In the end, I chose to retain the twin small lasers in the head and CT.

Code:

Mercury MCY-96

Mass: 20 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,332,440 C-Bills
Battle Value: 297

Chassis: Unknown Primitive Structure
Power Plant: Unknown 170 Primitive Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
2 Small Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 33 points 2.00
Engine: Primitive Fusion Engine 170 6.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 42 4.00

Internal Armor
Structure Factor
Head 3 5
Center Torso 6 5
Center Torso (rear) 2
L/R Torso 5 5
L/R Torso (rear) 2
L/R Arm 3 3
L/R Leg 4 5

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Laser CT 1 1 0.50
Small Laser HD 1 1 0.50
Free Critical Slots: 41

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 3
7 1 0 0 0 1 0 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
07/31/14 03:03 AM
75.85.176.204

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Last one for tonight, and last of the 20-tonners, is the Thorn. With this one, I again chose to go with 5/8 speed, retaining as much of the original speed as possible. Armor is the same mass, 4.0 tons, which reduces protection down to 42 points with primitive armor. The twin medium lasers have been retained and, as with the other LRM-equipped 20-tonners I've done, I've chosen to swap to rockets, in this case twin RL-10s.

In the end, it's not as capable as the original, but the retrotech Thorn can fulfill much the same roles.

Code:

Thorn THE-R

Mass: 20 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,354,320 C-Bills
Battle Value: 417

Chassis: Unknown Primitive Structure
Power Plant: Unknown 120 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
2 Medium Lasers
2 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 33 points 2.00
Engine: Primitive Fusion Engine 120 4.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 CT, 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA
Armor: Primitive AV - 42 4.00

Internal Armor
Structure Factor
Head 3 5
Center Torso 6 6
Center Torso (rear) 3
L/R Torso 5 4
L/R Torso (rear) 2
L/R Arm 3 4
L/R Leg 4 4

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Rocket Launcher 10 RA 3 1 0.50
Medium Laser LA 3 1 1.00
Rocket Launcher 10 RT 3 1 0.50
Medium Laser HD 3 1 1.00
Free Critical Slots: 39

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 4
5 2 2 1 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
07/31/14 11:11 PM
75.85.176.204

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Time for the 25-tonners!

By "25-tonners" I, of course, really only meant the Mongoose, since we've already got a canon primitive Commando with the COM-1A.

The original 8/12 speed of the original was impossible to maintain. For that matter, so was 7/11 if you wanted any armor or weaponry. At 7/11, you've got 5.5 tons available for armor *and* weaponry, and your armor is only 2/3 as effective. Drop to 6/9, though, and you can carry 58 points of armor and 3 medium lasers. Not as good as the original, but, overall, a definite step up from the lighter 20-ton bug 'Mechs.

Code:

Mongoose MON-65

Mass: 25 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,639,375 C-Bills
Battle Value: 533

Chassis: Unknown Primitive Structure
Power Plant: Unknown 180 Primitive Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Additional:
Field Testing Summation: Original Wasp Primitive Chassis

Producer/Site: General Mechanics, Inc., Mars

Supervising Engineer: Soren Iishi

Prototype Introduction Date: 2464

Non-Production Equipment Analysis:

Primitive Armor

Primitive Cockpit

Primitive Engine

Prototype Jump Jets


Notes: Features the following Design Quirks: Weak Legs, Hard to Pilot


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 43 points 2.50
Engine: Primitive Fusion Engine 180 7.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 CT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 58 5.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 8 7
Center Torso (rear) 3
L/R Torso 6 6
L/R Torso (rear) 2
L/R Arm 4 5
L/R Leg 6 7

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Medium Laser CT 3 1 1.00
Free Critical Slots: 41

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
6 2 2 0 0 1 0 Structure: 2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 12:28 AM
75.85.176.204

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Starting with the 30-tonners, we have my FLC-3N Falcon. As with the earlier 6/9/6 'Mechs, we drop to 5/8/5, and while we pick up a ton of armor, we lose the equivalent of 2 tons when going to primitive armor. Weaponry? That actually stays the same: 1 ML, 2 SL, 2 rear-mount MGs. Ammo's reduced by a half-ton, but do you really need 200 rounds of MG ammo? Didn't think so.

Overall, I'm pleased by how this one came out. Armor, at 71 points, is still reasonable, and it still very much feels like a Falcon.

Code:

Falcon FLC-3N

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,955,590 C-Bills
Battle Value: 514

Chassis: Unknown Primitive Structure
Power Plant: Unknown 180 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 150 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
2 Small Lasers
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 180 7.00
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT 2.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 HD, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 71 7.00

Internal Armor
Structure Factor
Head 3 8
Center Torso 10 10
Center Torso (rear) 3
L/R Torso 7 8
L/R Torso (rear) 2
L/R Arm 5 6
L/R Leg 7 9

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Small Laser RA 1 1 0.50
Small Laser LA 1 1 0.50
(R) Machine Gun RT 0 1 0.50
(R) Machine Gun LT 0 1 0.50
@MG (1/2) (100) CT - 1 0.50
Free Critical Slots: 33

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
5j 2 1 0 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA
Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 12:34 AM
75.85.176.204

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While I like how the Falcon came out, I'm less pleased with the Hermes. At 9/14, reducing it by 1 walking MP just wasn't enough: it had to drop to 7/11. Even with that, I lost a half-ton towards its weaponry and armor, and primitive armor makes that all the worse.

In the end, two medium lasers and a flamer proved unworkable, so I dropped the center torso medium, keeping the arm-mounted weapons for better field of fire, and to give the Hermes a bit more flexibility, keeping it a fast incendiary 'Mech that can work over infantry with its flamer. Armor mass is 4.0 tons, which resulted in the loss of 14 points, meaning you're pretty much thin everywhere, but at least a medium laser won't immediately internal your most vulnerable areas: your head, CT, and legs.

Code:

Hermes HER-0A

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,290,470 C-Bills
Battle Value: 419

Chassis: Unknown Primitive Structure
Power Plant: Unknown 255 Primitive Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 255 13.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Primitive AV - 42 4.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 10 6
Center Torso (rear) 2
L/R Torso 7 4
L/R Torso (rear) 2
L/R Arm 5 3
L/R Leg 7 5

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Flamer LA 3 1 1.00
Free Critical Slots: 46

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 4
7 1 1 0 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 12:40 AM
75.85.176.204

Edit Reply Quote Quick Reply
I strongly considered skipping the Hussar. Giving a primitive Hussar high speed and a large laser was going to be damned difficult.

Fortunately, these are RetroTech, not purely primitive, so I had another option available: the light PPC. That gave me enough mass back that, while I had to drop the speed down to 7/11 like the Hermes, I could mount a light PPC for ranged fire, and even improve the armor protection when compared to the version in TR3039, gaining a whole 16 points, which I concentrated in its vitals: head, CT and legs.

Does it hit hard? Not really, but it hits out to 18 hexes for 5 points, and can still move 7/11, making it a viable RetroTech scout and skirmisher.

Code:

Hussar HSR-250-R

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 2,417,220 C-Bills
Battle Value: 448

Chassis: Unknown Primitive Structure
Power Plant: Unknown 255 Primitive Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
1 Light PPC
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 255 13.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Primitive AV - 32 3.00

Internal Armor
Structure Factor
Head 3 5
Center Torso 10 5
Center Torso (rear) 2
L/R Torso 7 3
L/R Torso (rear) 1
L/R Arm 5 2
L/R Leg 7 4

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC CT 5 2 3.00
Free Critical Slots: 46

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 4
7 1 1 1 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 12:53 AM
75.85.176.204

Edit Reply Quote Quick Reply
The Javelin was a bit of an odd duck and, to be honest, at first I wanted to go with rockets. Besides not having seen a canon rocket launcher Jav, I was having trouble fitting twin SRM launchers with ammo while still maintaining a 5/8/5 movement profile and armor.

After flirting with a 5/8/4 Javelin with an SRM-6 and a pair of RL-10s, I decided to stick with two SRM-4s and a ton of ammo instead. Armor, while heavier, maintains the original's 64 points: I didn't want to weaken it any further for a 'Mech that can be expected to get close and personal.

Why not keep one of the SRM-6s and go with the two RL-10s? Because while your average damage from a RL-10 and SRM-6 salvo works out to 14 points (with a potential maximum damage of 22), you can only do that twice, after which you drop to 8 points for the next 13 turns before your ammo runs out. With two SRM-4s, your average damage each round is 12 points, with a maximum of 16, for a full 12 rounds - it's a lot more consistent.

Another option would be to drop one of the two SRM-4s for twin medium lasers, turning the RetroTech Javelin into a kind of hybrid between the standard and "Fire Javelins". Average damage goes up to 16 points, with maximum damage 18 points. Personally, though, I'd rather go all-in: it's easy enough to simply swap the two SRM-4s for 4 MLs and another ton of armor for your own RetroTech Fire Javelin.

Code:

Javelin JVN-9N

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,940,640 C-Bills
Battle Value: 492

Chassis: Unknown Primitive Structure
Power Plant: Unknown 180 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Primitive
Armament:
2 SRM-4s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 180 7.00
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 CT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 64 6.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 10 8
Center Torso (rear) 2
L/R Torso 7 8
L/R Torso (rear) 2
L/R Arm 5 6
L/R Leg 7 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 RT 3 1 2.00
SRM-4 LT 3 1 2.00
@SRM-4 (25) CT - 1 1.00
Free Critical Slots: 37

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 5
5/3j 2 2 0 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA, SRM 1/1/0

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 12:56 AM
75.85.176.204

Edit Reply Quote Quick Reply
Like so many others, the Spider proved to be an unmitigated pain in my neck, thanks to its speed and jump jets. Since jumping is such a major part of the Spider's identity, I ended up settling on 6/9/6 for movement, kept the armor protection almost identical (losing protection in the face of that speed loss bugged me), and ended up dropping one of the two medium lasers for weight. It works, and certainly is a step up from the Wasp and Stinger, but I'm not sure it's that much of a step up.

Code:

Spider SDR-4V

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,480,140 C-Bills
Battle Value: 435

Chassis: Unknown Primitive Structure
Power Plant: Unknown 220 Primitive Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 220 10.00
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT 3.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 53 5.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 10 7
Center Torso (rear) 4
L/R Torso 7 6
L/R Torso (rear) 2
L/R Arm 5 4
L/R Leg 7 6

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
Free Critical Slots: 38

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 4
6j 1 1 0 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 01:07 AM
75.85.176.204

Edit Reply Quote Quick Reply
Ah, the UrbanMech, one of my perennial favorites.

Switching the Urbie to primitive tech base, while keeping its movement profile and armor protection left me 9 tons left to play with for weapons. That's way too little for its traditional class-10 autocannons, or RAC/5, or MRM-30, or Arrow IV launcher.

There was, however, an Urbie with a weapon I could replicate: the UM-R80, with its Snub-Nose PPC, which makes for an absolutely brutal city-fighting weapon. After mounting our small laser and an eleventh heat sink, that left me a ton and a half left over. The -R80 added an ECM suite, active probe and small pulse laser. I couldn't add all that, so I settled for an active probe, to help its accompanying infantry ferret out enemy infantry.

Of course, there were other options: instead of the snubbie, you can go with a large laser, light AC/5, or even medium rifle, which all reach out to 15 hexes. The Beagle probe is also an extra, and hardly required. With 8.5 tons available to you after adding your mandatory small laser, you can also easily mount twin SRM-6, a ton of ammo, two machine guns, and a half-ton of MG ammo, too, if you prefer something else on your RetroTech Urbie.

Code:

UrbanMech UM-R55

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 1,704,625 C-Bills
Battle Value: 555

Chassis: Unknown Primitive Structure
Power Plant: Unknown 75 Primitive Fusion Engine
Walking Speed: 21.6 km/h
Maximum Speed: 32.4 km/h
Jump Jets: Unknown
Jump Capacity: 60 meters
Armor: Unknown Primitive
Armament:
1 Snub-Nose PPC
1 Small Laser
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 75 2.00
Walking MP: 2
Running MP: 3
Jumping MP: 2 Standard
Jump Jet Locations: 2 CT 1.00
Heat Sinks: Single Heat Sink 11 1.00
Heat Sink Locations: 1 HD, 2 LT, 1 RT, 2 LL, 2 RL
Gyro: Standard 1.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 96 9.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 10 11
Center Torso (rear) 8
L/R Torso 7 8
L/R Torso (rear) 4
L/R Arm 5 10
L/R Leg 7 12

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Snub-Nose PPC RA 10 2 6.00
Small Laser LA 1 1 0.50
Beagle Active Probe RT 0 2 1.50
Free Critical Slots: 36

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
2j 2 1 0 0 1 0 Structure: 3
Special Abilities: PRB, RCN, ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/01/14 01:21 AM
75.85.176.204

Edit Reply Quote Quick Reply
Last of the 30-tonners, and last 'Mech I'm posting tonight, is the Valkyrie. Wow, was this one a pain in the neck.

Valkyries are known for a few things: they're a bit bigger than the Wasp, not quite as quick, a hell of a lot tougher, and pack a wallop in the form of an LRM-10 backed by a medium laser.

In RetroTech terms, "not quite as quick" as a Wasp ends up translating to 4/6/4, meaning this is no longer a slower scout, but a mid-range trooper in terms of speed. Can you keep it going 5/8/5? Sure, if you don't mind gutting your payload. Maintaining the original's armor protection is also difficult as hell, since it now means carrying 9 tons of armor, a daunting task. And squeezing an LRM-10 in there with a medium and the armor? Forget it.

I was left, then, with three basic choices:

1. Go with 9 tons of armor, and four tons of weaponry, allowing either a ML/LRM-5 combo or an ML with 6 RL-10.
2. Go with only 8 tons of armor, the medium laser, and enough mass for an MRM-10 with a ton of ammo.
3. Stick with the "twice as much armor as a Wasp or Stinger", drop it to 7 tons of armor, mount a medium laser, and 2 LRM-5s.

In the end, I chose door #3. Yes, the loss of 21 points of armor hurts. On the other hand, by keeping twin LRM-5s, you have equivalent firepower to the original, though it is a bit haphazard (two attack roles at half damage each) for the LRMs, and 75 points of armor isn't completely awful. The RetroTech Valkyrie, then, is less of a scout/scout hunter and more of a fire support 'Mech, since the LRMs let you continue to use indirect fire as an option, and while you've only got a ton of ammo available, you can use specialty ammo.

Like I said, this one was a tough one, and I'd certainly welcome some input on it. Tomorrow night will be the 35-tonners, which will round out our light 'Mechs.

Code:

Valkyrie VLK-QR

Mass: 30 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 1,830,140 C-Bills
Battle Value: 552

Chassis: Unknown Primitive Structure
Power Plant: Unknown 145 Primitive Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
2 LRM-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 51 points 3.00
Engine: Primitive Fusion Engine 145 5.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 CT, 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 75 7.00

Internal Armor
Structure Factor
Head 3 8
Center Torso 10 11
Center Torso (rear) 4
L/R Torso 7 9
L/R Torso (rear) 2
L/R Arm 5 7
L/R Leg 7 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
2 LRM-5s LT 4 2 4.00
@LRM-5 (24) RT - 1 1.00
Free Critical Slots: 34

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
4j 1 2 1 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA, IF 1

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
ghostrider
08/02/14 01:33 AM
24.30.141.170

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well I don't have the rules for retrotech, but it seems you are doing a good job with the mechs. I do not know why anyone else has not put any discussion into this.

Is this new stuff or really old stuff that was part of the issues with the lawsuit?
GiovanniBlasini
08/02/14 01:59 AM
75.85.176.204

Edit Reply Quote Quick Reply
Quote:
ghostrider writes:

well I don't have the rules for retrotech, but it seems you are doing a good job with the mechs. I do not know why anyone else has not put any discussion into this.

Is this new stuff or really old stuff that was part of the issues with the lawsuit?



RetroTech was introduced, or rather formerly codified, in one of the early Jihad books as I recall, and has seen a couple of PDF tech readouts focusing on the early designs.

Some of it may be Unseen-related in a way: we've been given Primitive versions of the early Wasp, Shadow Hawk and Thunderbolt, after all, which gives us new minis we can use in addition to the Reseen ones.

Beyond that, the first actual RetroTech/Primitive 'Mech we ever got stats for was the old Mackie, which I think first got published on FASA's watch in TR3058. The basics though, are this: prior to "Level 1/Introductory Tech" that dates back to the early game and was the focus of the 3rd Succession War of the original setting, the earliest BattleMechs and IndustrialMechs were a lower tech base. The 'Mechs are built the same way, more or less, with a couple of provisos: cockpits, you'll note, are a bit heavier at 5 tons, your engine rating is mass * walking MP * 1.2, and armor is only 2/3 the number of points per ton.

RetroTech 'Mechs found themselves put back into production during the Jihad, as standard factories got blowed up good by the Wobbies, and IndustrialMech factories were able to retool to produce Primitive 'Mechs that could go to fill combat losses. They're also popular in the Periphery, where Randis, the Marian Hegemony and New St. Andrews are building Primitives as late as the Dark Age era.
Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/02/14 01:59 AM
75.85.176.204

Edit Reply Quote Quick Reply
They say insanity is doing the same thing over and over, and expecting a different response.

With that in mind, I'm going to get started posting the 35-tonners tonight. I do not know that I'll finish tonight. We shall see.

First up is everyone's favorite song by the Prodigy, the Firestarter. Yep, like so many other light 'Mechs, this one was a significant pain in the neck when going to Primitive tech. Even dropping speed down to 5/8/4, and armor down to 75 points didn't leave room for all the original guns. Something had to go.

I decided it'd be the medium lasers.

What we're left with really focuses in on the incendiary role of the Firestarter, with the secondary role of making infantry terrified. Four flamers and two MGs with a half-ton of ammo and enough movement to outflank infantry units allows the RetroTech Firestarter to fulfill most of the original role of the 'Mech, including scouting. It's less capable, of course, of engaging standard BattleMechs, but that capability can be given back simply by dropping the machine guns and one flamer for twin medium lasers and another half-ton of ammo. If you go that route, my suggestion would be the front flamer: the arm-mounted flamers can cover the front arc easily enough, while the aft one can help ward off pursuit by trying to set up smoke screens.

Code:

Firestarter FS-8H

Mass: 35 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,539,350 C-Bills
Battle Value: 468

Chassis: Unknown Primitive Structure
Power Plant: Unknown 210 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Primitive
Armament:
4 Flamers
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 58 points 3.50
Engine: Primitive Fusion Engine 210 9.00
Walking MP: 5
Running MP: 8
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Primitive AV - 75 7.00

Internal Armor
Structure Factor
Head 3 8
Center Torso 11 12
Center Torso (rear) 5
L/R Torso 8 9
L/R Torso (rear) 3
L/R Arm 6 5
L/R Leg 8 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Flamer RA 3 1 1.00
Flamer LA 3 1 1.00
Machine Gun RT 0 1 0.50
Machine Gun LT 0 1 0.50
Flamer CT 3 1 1.00
(R) Flamer CT 3 1 1.00
@MG (1/2) (100) RT - 1 0.50
Free Critical Slots: 36

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 5
5/3j 1 0 0 0 1 0 Structure: 3
Special Abilities: HT1, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/02/14 02:05 AM
75.85.176.204

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Oh, my poor Jenner. This one made me a sad panda on so many levels.

Obviously, keeping the original Jenner's 7/11 speed was just not possible under Primitive tech rules so, like most of the others, we've lost a MP off our walking speed. We also had to lose two jump jets. And the SRM rack. And a medium laser.

So, we're left with three medium lasers, one mounted in the center-torso in the place of the SRMs, serving as a bad reminder of when the original designers tried mounting a large laser turret there, just not as good. Armor is the same as the original JR7-D, just with more practical rear armor, and another point in in the head to keep from getting insta-headcapped by a 10-point hit. Why the original Jenner had 4 points in the side rear torsos, and 3 in the center rear torso I do not know.

For a Primitive 35-tonner, our RetroTech Jenner is still reasonably fast, and 3 medium lasers isn't exactly something to sneeze at, but this one definitely is a poor shadow compared to the original Jenner, or the beast that's the JR7-F.

Code:

Jenner JR6-F

Mass: 35 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,711,475 C-Bills
Battle Value: 648

Chassis: Unknown Primitive Structure
Power Plant: Unknown 255 Primitive Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Primitive
Armament:
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 58 points 3.50
Engine: Primitive Fusion Engine 255 13.00
Walking MP: 6
Running MP: 9
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 64 6.00

Internal Armor
Structure Factor
Head 3 8
Center Torso 11 10
Center Torso (rear) 4
L/R Torso 8 8
L/R Torso (rear) 3
L/R Arm 6 4
L/R Leg 8 6

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Medium Laser LA 3 1 1.00
Medium Laser CT 3 1 1.00
Free Critical Slots: 45

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
6/2j 2 2 0 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/02/14 02:11 AM
75.85.176.204

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I'd really thought the Jenner had gotten the short end of the RetroTech stick. Then I did the Ostscout. I'm still depressed.

The Ostscout needed speed, and easily shows you why the RetroTech Jenner couldn't manage 7/11 speeds. There's just not room for anything else. At all. I kept three jump jets, though I half-wonder if I should've bothered.

Armor is thin: no better, in fact, than the WSP-1 or my STG-1. One difference here is that I focused on armoring the four essential locations: legs, center torso, and head. With the exception of head, each can take a single medium laser hit without going internal, and the head, at least, is a hard target.

Weaponry? No, you're a scout. You don't get weaponry. You'll get a recon camera and like it.

Code:

Ostscout OTT-6J

Mass: 35 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,672,100 C-Bills
Battle Value: 346

Chassis: Unknown Primitive Structure
Power Plant: Unknown 295 Primitive Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Primitive
Armament:
None
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 58 points 3.50
Engine: Primitive Fusion Engine 295 18.00
Walking MP: 7
Running MP: 11
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 37 3.50

Internal Armor
Structure Factor
Head 3 4
Center Torso 11 5
Center Torso (rear) 2
L/R Torso 8 4
L/R Torso (rear) 2
L/R Arm 6 2
L/R Leg 8 5

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Recon Camera CT 0 1 0.50
Free Critical Slots: 47

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 1 Points: 3
7/2j 0 0 0 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/02/14 02:19 AM
75.85.176.204

Edit Reply Quote Quick Reply
Compared to the Ostscout and Jenner, the RetroTech Panther is almost a success story. This says more about how little optimized the original Panther was than it does anything else, I think.

First off, we kept the original's speed. Not only that, but as a bonus Festivus Miracle[sup](tm)[/sup], you even get three more points of armor over the PNT-9R!

You don't get a PPC. Well, technically, you could get a snub-nose PPC. I stuck with the -8Z's large laser, though, because it gave me a boost to the secondary firepower...which isn't an SRM-4. Didn't really have room for that, sadly, so I chose a three-pack of RL-10 launchers instead. This also meant that I had a little wiggle room with heat, since the LL only generates 8, versus the 10 of an SNPPC. Given I didn't really have room for more than 10 heat sinks, I can live with that.

Code:

Panther PNT-7Z

Mass: 35 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,177,910 C-Bills
Battle Value: 737

Chassis: Unknown Primitive Structure
Power Plant: Unknown 170 Primitive Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters
Armor: Unknown Primitive
Armament:
1 Large Laser
3 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 58 points 3.50
Engine: Primitive Fusion Engine 170 6.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 2.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 107 10.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 15
Center Torso (rear) 7
L/R Torso 8 10
L/R Torso (rear) 5
L/R Arm 6 10
L/R Leg 8 13

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RA 8 2 5.00
Rocket Launcher 10 LT 3 1 0.50
2 Rocket Launcher 10s CT 6 2 1.00
Free Critical Slots: 34

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 7
4j 1 1 1 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/02/14 02:31 AM
75.85.176.204

Edit Reply Quote Quick Reply
The Raven. I didn't want to make a straight-up combat version of the Raven. While such variants existed, what made the Raven special was its electronics. So, I wanted to make sure my Raven was an electronic warfare 'Mech.

In my mind, a good EW 'Mech, especially one that doubled as recon, should be quick. The original Raven, the RVN-1X, was a 5/8/0 'Mech, and I was satisfied with that for speed. It also carried 7.5 tons of EW equipment. I was less satisfied with that. "Self," I noted to myself, "this is RetroTech. It's not supposed to represent an original Primitive version of the 'Mech, but a downgraded, lower-tech version made using a Primitive tech base made as a stopgap when better tech is just not available to your 'Mech factory."

To me, that justified the Guardian ECM suite and Beagle active probe. Both could easily have been manufactured at another facility that wasn't a retooled WorkMech factory, or even salvaged off those damned Wobbies who blew up your factory. Together, they massed only 3.5 tons, handy when you've got the burden of a heavier cockpit, engine, and armor. That reminds me: the original RVN-1X had 64 points of armor protection, and my RetroTech "RVN-0X" manages to do the same.

The original Raven, besides its EW gear, had twin medium lasers and an SRM-6. Well, I couldn't quite manage that. I could, however, manage twin medium lasers and an SRM-4. I was then left with a half-ton unused. The original Raven didn't have anything in its left arm, which looks for all the world like a searchlight. I decided, "What the heck?" and, keeping with its role, stuck a recon camera there.

Overall, I'm highly satisfied with how this one came out, and I hope you are too.

Code:

Raven RVN-0X

Mass: 35 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 3,065,175 C-Bills
Battle Value: 651

Chassis: Unknown Primitive Structure
Power Plant: Unknown 210 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
2 Medium Lasers
1 SRM-4
1 Beagle Active Probe
1 Guardian ECM Suite
1 Recon Camera
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 58 points 3.50
Engine: Primitive Fusion Engine 210 9.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 64 6.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 11 8
Center Torso (rear) 4
L/R Torso 8 6
L/R Torso (rear) 3
L/R Arm 6 6
L/R Leg 8 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RA 6 2 2.00
Recon Camera LA 0 1 0.50
SRM-4 RT 3 1 2.00
Beagle Active Probe LT 0 2 1.50
Guardian ECM Suite LT 0 2 1.50
@SRM-4 (25) CT - 1 1.00
Free Critical Slots: 40

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 7
5 2 2 0 0 1 0 Structure: 3
Special Abilities: PRB, RCN, ECM, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/02/14 02:59 AM
75.85.176.204

Edit Reply Quote Quick Reply
Last up for the 35-tonners, and for tonight, is the Wolfhound. I expect to get some flak for this one, because it's not the perfect little snowflake the original WLF-1 was.

Starting with the basics, as is usually the case, the RetroTech "WLF-0" had to go a bit slower than the original, dropping to 5/8. Don't worry, mein Hunds, das Wulfhund is still faster than the Panther. So there's that.

That left us with a little bit of a quandary, though: I had 14.5 tons to fit armor and weaponry. To equal the protection of the original, I would need over 11 tons of armor. That would leave an astounding 3.5 tons for weaponry on a 'Mech that originally had a large laser and four medium lasers.

So, maxing out the armor wasn't going to work. I decided instead to see what I got when I went with the same mass in armor, 7.5 tons, accepting that I'd only have 80 points of protection. It left 7 tons.

At first, I planned to keep the large laser, and replace the medium lasers with smalls. I didn't really like that loadout, though, even going with ER small lasers. So, instead, I swapped the large laser for a light PPC, and kept the four mediums.

Net result? Yes, you lose the 8-point oomph of the original Wolfhound's large laser, but you gain better range, and you keep your mid-to-short range medium laser punch without having to get to the ludicrous 3-hex range of the smalls, which wouldn't be a good idea anyway with only 2/3 the armor of the original.

Code:

Wolfhound WLF-0

Mass: 35 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 2,753,663 C-Bills
Battle Value: 769

Chassis: Unknown Primitive Structure
Power Plant: Unknown 210 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
1 Light PPC
4 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 58 points 3.50
Engine: Primitive Fusion Engine 210 9.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LL, 1 RL
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA+LA
Armor: Primitive AV - 80 7.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 11 10
Center Torso (rear) 4
L/R Torso 8 8
L/R Torso (rear) 3
L/R Arm 6 8
L/R Leg 8 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC RA 5 2 3.00
Medium Laser RT 3 1 1.00
Medium Laser LT 3 1 1.00
(R) Medium Laser CT 3 1 1.00
Medium Laser CT 3 1 1.00
Free Critical Slots: 42

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
5 2 2 1 0 1 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
ghostrider
08/02/14 07:40 AM
24.30.141.170

Edit Reply Quote Quick Reply
the mackie was introduce in one of the scenario packs. I want to say the black widow company but not sure, and can't find the stuff right now.
With the talk of the jihadist, it is newer.

Again this is interesting take on the mechs
GiovanniBlasini
08/05/14 02:01 AM
75.85.176.204

Edit Reply Quote Quick Reply
There are probably words for how tired I am, but I suspect I'm too tired to form them. I do not think I'm going to get through all the 40-tonners tonight.

First up for the 40-tonners is the Assassin, which was an unmitigated pain in my neck. There's a definite law of diminishing returns with Primitive 'Mechs as you go up in mass, thanks to the engine mass curve as you head up in engine rating. It's not linear, and 'Mechs that were already borderline at Intro-tech levels, like the Assassin, suffer mightily for it.

Obviously, we had to drop the speed down for the Assassin, but even at 6/9, there wasn't a lot of room left over. The first compromise, then, was in jump distance, with only 3 jump jets. The second was armor protection, with 5 tons of primitive armor giving us 53 points of armor protection. Ouch.

This left us four tons to devote to weaponry. You've got options at this point, and I'm not sure I'd describe any of them as good. Obviously, a medium laser and LRM-5 would be one choice, giving you standoff firepower backed up by the tried-and-true ML. Not a lot of firepower, true, but some nonetheless. Another option would have been a light PPC and medium laser, but that didn't feel particularly like an Assassin to me.

In the end, I decided to keep the medium laser and SRM-2 from the original, and swap the LRM rack out for twin RL-10s. The RLs give you some standoff capability, the medium laser is a medium laser, and an SRM-2 rack allows you to carry specialty ammo loads, like Infernos, etc., allowing the primitive Assassin to fulfill the vehicle hunter or anti-infantry roles, among others.

Code:

Assassin ASN-20

Mass: 40 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 3,051,347 C-Bills
Battle Value: 566

Chassis: Unknown Primitive Structure
Power Plant: Unknown 290 Primitive Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Primitive
Armament:
1 Medium Laser
1 SRM-2
2 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 67 points 4.00
Engine: Primitive Fusion Engine 290 17.50
Walking MP: 6
Running MP: 9
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Primitive AV - 53 5.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 12 8
Center Torso (rear) 3
L/R Torso 10 6
L/R Torso (rear) 2
L/R Arm 6 4
L/R Leg 10 6

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
2 Rocket Launcher 10s RT 6 2 1.00
SRM-2 LT 2 1 1.00
@SRM-2 (50) LT - 1 1.00
Free Critical Slots: 40

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
6/2j 1 1 1 0 2 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/05/14 02:10 AM
75.85.176.204

Edit Reply Quote Quick Reply
One of the things I discovered when working on the Retrotech Cicada is that a 40-ton, 7/11 Primitive BattleMech is not possible. Actually, that's not quite true: you can do it, so long as you skip adding any weaponry or armor to the 'Mech, as you need a 27-ton 340 rating engine which, after adding 4 tons for your internal structure, another 4 tons for your gyro and 5 tons for your cockpit leaves you with exactly 0 tons left over.

OK, then, 6/9 it is, then. This had some amusing side effects. First, this baby is better armored than the original Cicada by a whole 9 points, though it took an extra 2.5 tons to get there. This left me with four tons I could put to guns, so I did. I kept the twin medium lasers, dropped the CT-mounted small laser for the CDA-2B's flamer, and used the remaining two tons for two additional small lasers, one in each arm. Another option I could have gone with is to riff off the CDA-2C, and used a light PPC (a full-sized one's too heavy) with two small lasers instead of machine guns. It's a matter of personal preference and how you want to use the 'Mech, really.

Code:

Cicada CDA-1A

Mass: 40 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 2,992,967 C-Bills
Battle Value: 615

Chassis: Unknown Primitive Structure
Power Plant: Unknown 290 Primitive Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Primitive
Armament:
2 Medium Lasers
2 Small Lasers
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 67 points 4.00
Engine: Primitive Fusion Engine 290 17.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA R: SH+UA
Armor: Primitive AV - 69 6.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 12 12
Center Torso (rear) 6
L/R Torso 10 6
L/R Torso (rear) 3
L/R Arm 6 4
L/R Leg 10 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser RA 3 1 1.00
Small Laser RA 1 1 0.50
Medium Laser LA 3 1 1.00
Small Laser LA 1 1 0.50
Flamer CT 3 1 1.00
Free Critical Slots: 46

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
6 2 1 0 0 2 0 Structure: 3
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
GiovanniBlasini
08/05/14 02:23 AM
75.85.176.204

Edit Reply Quote Quick Reply
In contrast to the Assassin and Cicada, the Clint seemed to work out a lot better. There are amusing reasons for this.

First off, a 40-ton standard 'Mech going 6/9 like the Clint uses a 240-rating engine. A 40-ton Primitive 'Mech going 5/8 uses...wait for it...a 240-rating engine. So engine mass was a complete wash. Because we're only mounting 5 jump jets, we gained back half a ton there. Of course, then we go and lose 2 tons with the primitive cockpit, and keeping the same 72 points of armor meant we lost 2.5 tons there, so our net loss in mass for weaponry was 4 tons.

Because I wanted to keep the twin medium lasers, this meant, sadly, that I could not fit a light AC/5 in place of the full-sized original, nor could I mount a full-sized PPC or large laser. I could, however, mount a light PPC and have a ton left over, but I wanted some variety here, and chose the light AC/2 instead. With only a ton of ammo, you don't get to choose to carry multiple ammo types at once, but you can choose to carry specialty ammo, but it does give you some additional flexibility, and kept a bit more of the feel, IMO, of the original Clint.

Code:

Clint CLNT-1-1T

Mass: 40 tons
Tech Base: Inner Sphere (Primitive)
Chassis Config: Biped
Rules Level: Era Specific
Era: Clan Invasion
Tech Rating/Era Availability: D/X-X-F-A
Production Year: 3070
Cost: 3,202,360 C-Bills
Battle Value: 663

Chassis: Unknown Primitive Structure
Power Plant: Unknown 240 Primitive Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 150 meters
Armor: Unknown Primitive
Armament:
2 Medium Lasers
1 Light AC/2
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Primitive Structure 67 points 4.00
Engine: Primitive Fusion Engine 240 11.50
Walking MP: 5
Running MP: 8
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 1 LL, 1 RL 2.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 HD
Gyro: Standard 3.00
Cockpit: Primitive 5.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Primitive AV - 72 7.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 12 11
Center Torso (rear) 4
L/R Torso 10 6
L/R Torso (rear) 4
L/R Arm 6 6
L/R Leg 10 8

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light AC/2 RA 1 1 4.00
Medium Laser LT 3 1 1.00
Medium Laser CT 3 1 1.00
@Light AC/2 (45) RT - 1 1.00
Free Critical Slots: 37

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 7
5j 2 2 1 0 2 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

Member of the Pundit Caste
"Which side are we on? We're on the side of the demons, Chief. We're evil men in the gardens of paradise, sent by the forces of death to spread devastation and destruction wherever we go. I'm surprised you didn't know that." -- Col. Saul Tigh, BSG2003
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