GOR-9G Gorgoroth

Pages: 1
KamikazeJohnson
10/20/14 06:08 PM
50.72.218.68

Edit Reply Quote Quick Reply
Totally dead on the forums lately, so I figured it was time for another JMInc. monstrosity. Bigger, Nastier, and (if it's even possible...) Uglier than the Ungoliant...I present...

Gorgoroth GOR-9G

Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3070
Cost: 26,720,200 C-Bills
Battle Value: 2,066

Chassis: Unknown Composite Structure
Power Plant: Unknown 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Snub-Nose PPC + PPC Capacitor
2 Snub-Nose PPCs
1 ER Medium Laser
4 Medium Pulse Lasers
4 ER Small Lasers
4 Small Pulse Lasers
2 Anti-Missile Systems
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
After the UNG-4N Ungoliant's embarrassing thrashing at the hands of the 70-ton
Atomic Bullfrog, the JMInc. design team set out to address the various
shortcomings of that design. However, a few attempts to tinker with the layout
demonstrated that, while a devastating force on the battlefield, the
Ungoliant's core design was poorly suited to arena dueling, and a major
redesign was in order.


The most significant change was the addition of a turret, eliminating the
troublesome "blind spot" that had contributed to its failure against the
Bullfrog. A variety of weapons were considered, but the designers were forced
to concede that for the intended Arena role, there's no better primary wapon
then the Snub-Nose PPC. With good damage output, manageable heat, no
close-quarters targeting issues, and a prime firing bracket equal to the full
effective range of a Medium Laser, it's a truly dominating weapon in the close
confines of an arena. As an added bonus, the weapon is light and compact
enough that the technicians were able to mount 2 on the newly-installed turret
without issues.


The Ungoliant's trademark leg-mounted Small Lasers were kept, as were the
cluster of Medium Pulse Lasers. Reluctantly, the designers decided to use a
heavier chassis, allowing the installation of an additional Double Heat Sink
inside the larger power plant for a much-needed increase in heat dissipation.


Finally, "just for fun", the design team threw on a trio of Anti-Missile
Systems, ostensibly for protection against the dreaded "SRM Boat", although
there's specuation that these might be replaced by an ECM suite in the actual
arena.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Composite Structure 153 points 5.00
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LT
Gyro: Standard 4.00
Cockpit: Small 2.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Standard Armor AV - 304 19.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 30 44
Center Torso (rear) 15
L/R Torso 20 30
L/R Torso (rear) 10
L/R Front Leg 20 39
L/R Rear Leg 20 39

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Pulse Laser FRL 2 1 1.00
ER Small Laser FRL 2 1 0.50
Small Pulse Laser FLL 2 1 1.00
ER Small Laser FLL 2 1 0.50
(T) Medium Pulse Laser RT 4 1 2.00
2 (T) Snub-Nose PPCs RT 20 4 12.00
Anti-Missile System RT 1 1 0.50
(T) ER Medium Laser RT 5 1 1.00
Snub-Nose PPC + PPC Capacitor LT 15 2 6.00
Snub-Nose PPC + PPC Capacitor LT 5* 1 1.00
2 Medium Pulse Lasers CT 8 2 4.00
Medium Pulse Laser HD 4 1 2.00
Anti-Missile System HD 1 1 0.50
Small Pulse Laser RRL 2 1 1.00
ER Small Laser RRL 2 1 0.50
Small Pulse Laser RLL 2 1 1.00
ER Small Laser RLL 2 1 0.50
@Anti-Missile System (12) RT - 1 1.00
Quad Mech Turret RT - 1 1.50
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 21
4 5 4 0 0 4 3 Structure: 2
Special Abilities: AMS, ENE, SRCH, ES, SEAL, SOA

MY BLURB:
I have a number of variants of the Ungoliant, each with its own strengths and weaknesses. However, the limited firing arcs are a shared weakness for all of them in an arena setting. Even rear-mounted lasers only partially solved the problem, so with my group's arena event looming, I did a major rework of the design.

The upgrade to 95 tons was necessary in order to absorb an additional heat sink into the engine -- tonnage wasn't much of a concern, as I could swap out any of the numerous Pulse Lasers for Standard or ER models to scavenge as much tonnage as I wanted. I'll let you know how it does in the event! Personally, I think it would still have trouble against the Atomic Bullfrog...
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
CrayModerator
10/20/14 06:29 PM
67.8.171.23

Edit Reply Quote Quick Reply
Mean arena design. It is armed with 3 weapons with the longest short range band (and no minimums), and they're turreted.
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.
KamikazeJohnson
10/20/14 06:41 PM
72.143.230.111

Edit Reply Quote Quick Reply
Quote:
Cray writes:

Mean arena design. It is armed with 3 weapons with the longest short range band (and no minimums), and they're turreted.



Actually, only 2 of them are turreted, along with an ER Medium Laser and a Medium Pulse Laser. The unturreted one in the opposite torso has a Capacitor.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
BobTheZombieModerator
10/20/14 07:43 PM
184.63.115.89

Edit Reply Quote Quick Reply
Wow, that thing is quite laser-intensive... and I love those turreted PPCs.
Report Sarna.net issues/inaccuracies here or you can simply PM me the details
ghostrider
10/21/14 04:14 AM
75.80.238.38

Edit Reply Quote Quick Reply
don't forget a transcript when you duel the bullfrog.

it is interesting that you went with standard armor.
I would figure hardened for your arena mechs.

not enough spare weight to use targeting computers.. might help..
KamikazeJohnson
10/21/14 11:54 AM
50.72.218.68

Edit Reply Quote Quick Reply
Quote:
ghostrider writes:

don't forget a transcript when you duel the bullfrog.



Not sure I'll be dueling the Bullfrog with this one. I'd need a purpose-built machine for that fight.

Quote:
it is interesting that you went with standard armor.
I would figure hardened for your arena mechs.



It's a reworking of an older battlefield design. Besides, I'd have to sacrifice about half the firepower to use Hardened Armour.

Quote:
not enough spare weight to use targeting computers.. might help..



Against a mover like the Bullfrog, definitely. Against anything else, always being at Short range with the PPCs should be enough. I'll post a recap when I get a chance to use it.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Fenris_LC
10/21/14 12:12 PM
37.201.227.123

Edit Reply Quote Quick Reply
With all that energy weaponry and the arenas as preferred environment, one might be inclined to add TSM, although this would require some more fine-tuning ofc.
ghostrider
10/21/14 09:48 PM
75.80.238.38

Edit Reply Quote Quick Reply
no crits left for tsm.

And saying tc's wouldn't be a big help against other units.. One round of them overheating and targeting a specific location. Even doing that without them shut down is a good thing.
KamikazeJohnson
10/21/14 10:33 PM
50.72.218.68

Edit Reply Quote Quick Reply
Quote:
ghostrider writes:

no crits left for tsm.

And saying tc's wouldn't be a big help against other units.. One round of them overheating and targeting a specific location. Even doing that without them shut down is a good thing.



Not saying a TC wouldn't be useful, just not necessary. Honestly, I'm not convinced the Quad configuration is all that beneficial for this design. If I made it Biped, I'd save 1 ton on armour, I could swap the SPLs for ERSLs to save 2 more tons, ditch the Turret and the Capacitor, which should leave me with enough tons and crits for a TC and TSM.

One more thing...I've never liked the Aimed Shots feature of the TC...far too easy to abuse.

EDIT: I'd need 8 tons for the TC. Maybe drop the AMS and trade one ERML for a ERSL.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (10/22/14 02:10 AM)
ghostrider
10/22/14 04:18 AM
75.80.238.38

Edit Reply Quote Quick Reply
I never liked the quads myself. The lack of arms along as well as the lack of crits since the legs don't have the full amount to begin with, just doesn't sound like it is worth the more stable platform.

And I agree with part of the abuse. Pulse lasers with a tc, then the aimed shots. The rifleman IIc is a very good example of that. Though the masakari or warkhawk, has a couple of variants that can be just as bad.
Fenris_LC
10/22/14 08:24 AM
37.201.227.139

Edit Reply Quote Quick Reply
Quote:
ghostrider writes:

no crits left for tsm.

And saying tc's wouldn't be a big help against other units.. One round of them overheating and targeting a specific location. Even doing that without them shut down is a good thing.



Yes, I know. As I said, more tinkering would be necessary, but then it is really a matter of what you want to accomplish. I like TSM for the stealth boost and double melee power (kicks from an assault mech are nothing to sneeze at), although I admit a +1 to your to-hit-numbers is not that much fun either.
But since this is clearly an arena design, I believe TSM would be a must since you can close much easier to bring those Snubbies to bear (which also don't care that much about the +1 once they are in their 9 range) and if you manage to get into point-blank range, it's game over anyways for the other guy.
His_Most_Royal_Highass_Donkey
10/22/14 02:43 PM
172.56.10.94

Edit Reply Quote Quick Reply
Quote:
ghostrider writes:

Pulse lasers with a tc, then the aimed shots.



That is illegal use of the TC. PLs can not use the aimed shot rule. You might want to read up on what you can use TCs for and what you cant use them for.
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!!!
ghostrider
10/22/14 04:00 PM
75.80.238.38

Edit Reply Quote Quick Reply
rule clarifications needed.

Last I knew of, the pulse/tc combination was not illegal in the canon rules, but I would very much agree for house rules.
I don't remember seeing the pulse not being able to use the aimed shot either. But have a house rule is agreeable there as well. Too damned powerful.
The potential argument for pulse could be used for ultras as well. Technically machine guns could be argued.

As for the tsm. They need to be heated up. In the arena mechs that I have seen posted here, most run cool if not cold. Taking sinks off line to heat it up is implied in scenario packs and the novels, but I am not sure if they posted it in the rules books.
By the time you heated up to use it, the opportunity would probably be missed. Running heat there is not a good idea either, since an engine crit could effectively cause you to miss a volley trying to cool down.
This is not saying the gamble on it is a bad one. The small lasers are more of a threat all of the time. Not allowing physical contact, you could still use them and possible get that one hit needed to take out a gyro or something else.

And I might need a warning about thread jacking. Seems I am border line on this one as well.
KamikazeJohnson
10/22/14 05:06 PM
50.72.218.68

Edit Reply Quote Quick Reply
Quote:
ghostrider writes:

Last I knew of, the pulse/tc combination was not illegal in the canon rules, but I would very much agree for house rules.
I don't remember seeing the pulse not being able to use the aimed shot either. But have a house rule is agreeable there as well. Too damned powerful.



When the TCs first appeared with the Clan Invasion, there was no exclusion for Pulse Lasers; that was added once it became obvious that the combination made aimed shots too easy. Not sure which rules edition officially excuded it.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Pages: 1
Extra information
1 registered and 128 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Topic views: 5849


Contact Admins Sarna.net