**TRO:JMInc. 3025** 20-25 Tons

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KamikazeJohnson
11/08/14 02:12 AM
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Here we go, the first of 9 threads dedicated to my new TRO Project. The 6 designs featured in this thread will cover the 20 Ton and 25 Ton classes, and will hopefully include something for everyone. I was especially happy to work with the much-neglected 25 ton bracket: in the original TRO:3025, only the Commando weighed in at 25 tons; the only later addition that I recall is the Mongoose.

**Note**
This thread is best viewed, and replied to, in Threaded mode. Please make generous use of the "Quote" feature, so that everyone can tell which design is being referred to by any given comment. Thanks!!
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
11/08/14 02:30 AM
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JMInc. 20A

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 1,543,440 C-Bills
Battle Value: 424

Chassis: Unknown Standard
Power Plant: Unknown 180 Fusion Engine
Walking Speed: 97.2 km/h
Maximum Speed: 151.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Medium Laser
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Using 3025 technology, it really is hard to beat the Locust. Flat-out speed,
Medium Laser for overall versatility, MGs for added punch and anti-infantry
capability. Cheap, reliable Scout and Raider. I decided to simply optimize
the Locust: reducing the armour by half a ton still leaves it better protected
than the canon Wasp and Stinger, and reducing the MG ammo to 100 shots saves
enough tonnage to boost the speed even more without sacrificing any of its
offensive capabilities. Nothing too surprising here.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 33 points 2.00
Engine: Fusion Engine 180 7.00
Walking MP: 9
Running MP: 14
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 56 3.50

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

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Machine Gun RA 0 1 0.50
Machine Gun LA 0 1 0.50
Medium Laser CT 3 1 1.00
@MG (1/2) (100) HD - 1 0.50
Free Critical Slots: 40

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 4
9 1 1 0 0 1 0 Structure: 2
Special Abilities: SRCH, ES, SEAL, SOA

MY BLURB:
So...Discussion time
I'd assume this one would be popular with the DC, as they love their fast, mobile strikers. Would this be more popular than the Locust? Or would the reduced armour be a serious deterrent?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/08/14 02:42 AM
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The 20A
The extra speed might counter the lighter armor. Can't kill it if you can't hit it. And the fact it is still more heavily armored then the original wasp and stinger is not that bad.

The addition of hands is definitely a bonus. Hated that problem with the locust, though some would say the added cost might turn some off of the mech but if that is the case, the larger engine should chase them off for costs.

Losing half the mg ammo is a good thing as well. Never knew a locust to fire off even 50 shots of the mg, and that's total, not per gun.

A lack of jets can hurt, but I don't see that big of an issue here.
Though maybe going with small lasers instead of mgs would make it better assault, the mgs are good for all around use. Especially if infantry is involved, which any defended installation should have.

I think with the 20 ton mechs, full armor isn't the big issue. Most of the time anything the size of an ml will go internal, even with full armor on limbs.
The head armor is the big concern. But there is only so much you can do.
KamikazeJohnson
11/08/14 03:00 AM
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Quote:
ghostrider writes:

Losing half the mg ammo is a good thing as well. Never knew a locust to fire off even 50 shots of the mg, and that's total, not per gun.



Never understood why the rules clearly allowed for 1/2 ton lots of MG ammo, but not one single design in the TROs used it. They were more likely to use 1 MG with 200 rounds ammo...

Quote:
A lack of jets can hurt, but I don't see that big of an issue here.



A 20-tonner in 3025 moving 7/11/7 with 3 tons of armour has only 1.5 tons left for weapons,,,not a heck of a lot you can do with that. Thought about reducing armour to 2.5 tons and mounting 2 MLs, but it really didn't seem worth it. Just a lighter version of the original Spider.

Quote:
I think with the 20 ton mechs, full armor isn't the big issue. Most of the time anything the size of an ml will go internal, even with full armor on limbs.
The head armor is the big concern. But there is only so much you can do.



I could pull 1 point of armour off each Leg, add 1 to the CT and one to the Head, so it can at least survive a fluke ML hit without going internal.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/08/14 04:13 PM
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In the original box set, ammo was in one ton lots. Hell it took some rereading, but it looked like each weapon needed it's own ammo. Which made things like the locust and stinger look like they broke their own rules.
One reason I could see the canon designs not using half tons was critical space. Doing so would open up the complaint on why not have half crit spots?

Now having a lighter version of the spider is not that bad either. Get in, get out quickly. That would be a recon mech only. Would die when caught at slow speeds. Those mechs would be great for carrying bombs to a fortress, but this is not tactics 101.

As for armor placement, legs need protection. Except for the thru armor crits, loss of a leg tends to kill the mech quickly. Sure it is nice to survive a head shot, but that isn't always the case.

The mech is good as is, though I like the twin mls on it. Less need to get close to the big guns. With it, you could add the half ton to amor. But that is more a variant then the base model.
KamikazeJohnson
11/08/14 05:35 PM
72.143.225.219

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Quote:
ghostrider writes:

In the original box set, ammo was in one ton lots. Hell it took some rereading, but it looked like each weapon needed it's own ammo. Which made things like the locust and stinger look like they broke their own rules.



I have the 2nd Ed box set, and the construction rules allow MG ammo (and no other ammo) in 1/2 ton lots. Every 'Mech with MGs shares an ammo bin, as do the Rifleman's ACs. The only 'Mech that inexplicably uses additional ammo for each weapon is the Dervish, but that came along later. Of course, the original published Orion had 37 shots (1.5 tons) for its SRM 4...different printings of course could have slight rule variations.

Quote:
The mech is good as is, though I like the twin mls on it. Less need to get close to the big guns. With it, you could add the half ton to amor. But that is more a variant then the base model.



I chosr from the start to make this one basically a tweak on the Locust concept...the MGs are nice for when you get a chance to run down some Infantry, an ability missing from the majority of published 3025 designs due to the anti-Infantry damage rules at that time.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
11/09/14 12:09 PM
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JMInc. 20B

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-D-D-A
Production Year: 3025
Cost: 1,698,240 C-Bills
Battle Value: 532

Chassis: Unknown Standard
Power Plant: Unknown 120 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
3 Medium Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Designed primarily for Ambush, this design mounts a trio of Medum Lasers; not
an overwhelming amount of firepower, but enough to cause significant damage to
a 'Mech of comparable tonnage, or to a heavily damaged unit. Quite a bit
slower than the 20A design, but with the addition of Jump Jets, it has the
mobility to get into position with little difficulty.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 33 points 2.00
Engine: Fusion Engine 120 4.00
Walking MP: 6
Running MP: 9
Jumping MP: 6 Standard
Jump Jet Locations: 2 CT, 2 LL, 2 RL 3.00
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 3 LT, 3 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 48 3.00

Internal Armor
Structure Factor
Head 3 5
Center Torso 6 7
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
Medium Laser LA 3 1 1.00
Medium Laser HD 3 1 1.00
Free Critical Slots: 32

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

My Blurb:
This should be familiar to anyone who has ever enjoyed tinkering with designs. I'm pretty sure everyone has done this to a Wasp or Stinger at some point.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/09/14 03:56 PM
67.49.78.45

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20b
For 3025, this mech is standard average speed for a light mech.
Wow. Guess generic mechs are hard to comment on. This is the way the stinger or wasp should have looked like,
Ammo on a mech that normally goes critical on the first hit is really not a good idea.

As a side note, are you going to put in any lams?
KamikazeJohnson
11/09/14 05:59 PM
72.143.224.188

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Quote:
ghostrider writes:

Wow. Guess generic mechs are hard to comment on.



Don't worry. It'll get better. The 20C should create some nice discussion.

Quote:

As a side note, are you going to put in any lams?



Nope. LAMs suck. That is all. Move along. Nothing to see here.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (11/10/14 12:47 AM)
KamikazeJohnson
11/10/14 01:00 AM
50.72.218.68

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Ok, that last one was pretty boring...effective, but boring. Maybe this one's a little more interesting. Enjoy!

JMInc. 20C

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 1,194,940 C-Bills
Battle Value: 487

Chassis: Unknown Standard
Power Plant: Unknown 100 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
2 Medium Lasers
1 SRM-4
1 Small Laser
2 Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The cheapest of the 3 design in its weight class, owing to its moderate speed,
is also by far the most heavily armed and armoured. Designed primarily to
overwhelm other 'Mechs of similar size with sheer firepower, it is also a
capable support 'Mech when teamed up with heavier machines.

The 20C carries a much more varied set of weaponry than either the 20A or 20B:
a pair of Medium Lasers work well with the SRM 4 against other Light 'Mechs or
Tanks; a pair of MGs for Anti-Infantry, and a Small Laser for backup. And at
just a shade over C1,000,000, it's about as affordable and disposable as a
'Mech gets.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 33 points 2.00
Engine: Fusion Engine 100 3.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 3 LT, 3 RT
Gyro: Standard 1.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 64 4.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 6 9
Center Torso (rear) 2
L/R Torso 5 8
L/R Torso (rear) 2
L/R Arm 3 5
L/R Leg 4 7

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Machine Gun RA 0 1 0.50
Medium Laser LA 3 1 1.00
Machine Gun LA 0 1 0.50
SRM-4 RT 3 1 2.00
Medium Laser CT 3 1 1.00
Small Laser CT 1 1 0.50
@SRM-4 (25) RT - 1 1.00
@MG (1/2) (100) HD - 1 0.50
Free Critical Slots: 33

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

My Blurb:
I know most people have issues with a 20-tonner this slow, but the firepower hopefully makes up for it, at least against 'Mechs of similar size. Comments?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/10/14 01:13 AM
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Just curious, but is there some reason to leave off an lrm pack?

The 20c could handle one without a problem, and even some of the lighter ones, but no variants posted. I would think having the range of the lrm would be better then having to move in closer if you didn't have to.

Not saying the srm 4 is worthless. I guess it is a good compliment to the laser, and would be better if you have to use the mgs and sl.

As for speed, that depends on how you use it. In extreme terrain like a heavy forest, the jets are worth more then the actual ground movement is. Same could be said in mountainous terrain as well.
The price is good for those that need mechs and don't have the wads of money the big houses have to buy them.
Would think 2 of these are worth more on the battle field then a single urban mech.
With the hands to help do some snatch and grab raids, they would be adequate.

Now the stupid question. Can you have special munitions in half ton lots?
KamikazeJohnson
11/10/14 01:25 AM
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Quote:
ghostrider writes:

Just curious, but is there some reason to leave off an lrm pack?

The 20c could handle one without a problem, and even some of the lighter ones, but no variants posted. I would think having the range of the lrm would be better then having to move in closer if you didn't have to.



Was actually just thinking the same thing...easy variant to swap missile racks. Didn't really think about variants when I put these together, but I'm sure more will come to mind when I get to some of the larger 'Mechs.

Quote:
Now the stupid question. Can you have special munitions in half ton lots?



Nope...the only ammo allowed in 1/2 ton lot is MG ammo.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/10/14 05:56 PM
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With fractal accounting, that isn't true. Granted I dislike the use of it for things like ammo bins and such, but there have been several non canon units posted that had 1 or 2 extra missiles and such.

I guess with me being slow at times, you needed to say this was x rule set.


Now another question.
Would you consider the 20c having a variant with a large laser or even a ppc package?
Granted it has 7 tons for weapons, so ppc would be only weapon. This would really screw up peoples perception of a 20 ton mech.
An lrm Carrier would do the same thing.
KamikazeJohnson
11/10/14 06:41 PM
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Quote:
ghostrider writes:

With fractal accounting, that isn't true. Granted I dislike the use of it for things like ammo bins and such, but there have been several non canon units posted that had 1 or 2 extra missiles and such.



In the original TRO:3025 the only one with oddball ammo was the Orion. Haven't seen any others, but I haven't looked through most of the TROs beyond 3055.

Quote:
I guess with me being slow at times, you needed to say this was x rule set.



I tend to assume people know these things lol.

Quote:
Now another question.
Would you consider the 20c having a variant with a large laser or even a ppc package?
Granted it has 7 tons for weapons, so ppc would be only weapon. This would really screw up peoples perception of a 20 ton mech.
An lrm Carrier would do the same thing.



Considered a Large Laser variant, but I have similar ideas for 25-30 tons.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/11/14 12:22 AM
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You know what they say about assumption.

I would run an assumption that the current rules with limitations of the 3025 era were in effect. Now that might just be me.


After thinking about possible variants, I would think several lrm 5's or maybe even a 10 launcher might be a good thing. I will start a thread with a sensors question, but if done right, people might think there is a catapult or something coming towards them if the have 15 missiles get fired at them from over a ridge line with a small mech with 3 lrm 5 launchers. Something I like but hated about the crescent hawks revenge.
KamikazeJohnson
11/11/14 12:36 AM
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Quote:
ghostrider writes:

You know what they say about assumption.



I say the same thing.

Quote:
I would run an assumption that the current rules with limitations of the 3025 era were in effect. Now that might just be me.



Fractional accounting is classed as Experimental for 'Mechs, according to Solaris Skunk Werks. Oddly...it was used extensively in the TRO:3026, which was the Vehicle companion to TRO:3025.

Quote:
After thinking about possible variants, I would think several lrm 5's or maybe even a 10 launcher might be a good thing. I will start a thread with a sensors question, but if done right, people might think there is a catapult or something coming towards them if the have 15 missiles get fired at them from over a ridge line with a small mech with 3 lrm 5 launchers. Something I like but hated about the crescent hawks revenge.



Hey...save something for the heavier 'Mechs lol.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/11/14 06:54 AM
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If you didn't know that volley came from a light mech, or even in the fiction of the original hunter tank, you might pull back you lance of medium/light mechs thinking you have some heavies coming. Or if you only have vehicles, even more of a hurry..
Come to think of it, the ontos had something like that but only in reverse...

Still, you have plenty of things to surprise us with in the heavier mechs.
KamikazeJohnson
11/11/14 02:46 PM
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JMInc. 25A

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 2,028,958 C-Bills
Battle Value: 565

Chassis: Unknown Standard
Power Plant: Unknown 175 Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
Jump Capacity: 210 meters
Armor: Unknown Standard Armor
Armament:
1 Medium Laser
1 Flamer
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Went a little against the grain with this one. Great mobility, good armour,
equipped with a Medium Laser and a Flamer for causing some mayhem behind enemy
lines. If the pilot intends to use the 'Mech for direct combat instead, it's a
fairly simple process to replace the Flamer with a second Medium Laser.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 43 points 2.50
Engine: Fusion Engine 175 7.00
Walking MP: 7
Running MP: 11
Jumping MP: 7 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT, 2 LL, 2 RL 3.50
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 CT, 1 LT, 1 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 80 5.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 8 12
Center Torso (rear) 2
L/R Torso 6 9
L/R Torso (rear) 2
L/R Arm 4 8
L/R Leg 6 11

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

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

MY BLURB:
Just realized that all three of my 25-ton designs are a little off-the-wall. Ah well, it's an odd tonnage anyway
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/11/14 05:50 PM
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Off the wall? Since there isn't many 25 ton mechs to compare it to in the time era you picked, anything that isn't a commando is off the wall.

Kinda takes the place of the firestarter, but faster and cheaper.

Side note. Is anyone else going to even say anything? (and that does NOT mean type the word anything)
BobTheZombieModerator
11/11/14 06:36 PM
184.63.115.89

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Quote:
ghostrider writes:

Side note. Is anyone else going to even say anything? (and that does NOT mean type the word anything)



"Anything"

I've been reading all of these, but I'm not as much of a BT board game player as I am a MW video game player. I enjoy seeing these designs (SSW is fun to mess with every now and then), but I don't have too many terribly interesting comments about them.
Report Sarna.net issues/inaccuracies here or you can simply PM me the details
KamikazeJohnson
11/11/14 11:46 PM
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Quote:
ghostrider writes:

Off the wall? Since there isn't many 25 ton mechs to compare it to in the time era you picked, anything that isn't a commando is off the wall.

Kinda takes the place of the firestarter, but faster and cheaper.

Side note. Is anyone else going to even say anything? (and that does NOT mean type the word anything)



My first attempt was actually a 8/12/0 mover with a LRM 5 and a Flamer. By off-the-wall I meant Light 'Mechs in general, not 25-tonners specifically.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
11/12/14 02:41 AM
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Was hoping to get some of the viewers engaged in adding to the discussions on the forums. Lately its been almost dead.

I liked the mw games, including the original, but once the comp speed started getting up there, some of the older ones became too fast. But that is moving off the subject.

Now with the mechs, I was gonna say lrms and moving fast isn't always something you want hand in hand. But forgot you were not working on mech lances, just mechs.
Having a slower light mech that is a fire support mech would work fine. The light mech that moves fast might benefit more from the original charger thought. Massed sl or mgs, with physicals being an idea. Hitting the kick may not take it off at the hip, it might cause the mech struck to fail a piloting role. Plus getting behind a larger mech it might get through the rear armor.

But you know this. Just hoping to put out some suggestions worth a second thought.
His_Most_Royal_Highass_Donkey
11/12/14 04:19 AM
172.56.7.245

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Quote:
ghostrider writes:

You know what they say about assumption.



Hey! I resemble that remark!

Sorry couldn't resist.
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!!!
KamikazeJohnson
11/13/14 10:29 PM
24.114.36.108

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JMInc. 25B

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Cost: 1,748,750 C-Bills
Battle Value: 599

Chassis: Unknown Standard
Power Plant: Unknown 150 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Large Laser
1 SRM-2
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Slower than the 25A, the 25B was modeled after the much-respected Panther
Battlemech. A LArge Laser to deliver a solid punch for a 'Mech this size, and
an SRM 2 for additional damage, or to carry Inferno munitions to disable
high-heat 'Mechs or for anti-Infantry work.

Variants:
Options abound for alternatives to the SRM, the most popular ones being Medium
Laser/Small Laser/Heat Sink/Armour, or Jump Jets.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 43 points 2.50
Engine: Fusion Engine 150 5.50
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 80 5.00

Internal Armor
Structure Factor
Head 3 6
Center Torso 8 14
Center Torso (rear) 2
L/R Torso 6 10
L/R Torso (rear) 2
L/R Arm 4 7
L/R Leg 6 10

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-2 RA 2 1 1.00
Large Laser CT 8 2 5.00
@SRM-2 (50) RT - 1 1.00
Free Critical Slots: 39

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

MY BLURB:
Tried to do something goofball with this one, ended up with a speedy mini-Panther. Not that that's a bad thing, of course
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Rotwang
11/14/14 06:39 AM
194.78.67.210

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Nice Wolfhound/Panther hybrid.
ghostrider
11/14/14 07:25 AM
67.49.78.45

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Finally. Someone else answered first...

Now the 25b.
I know arms tend to be removed first, but it is interesting that you put the large laser in the torso, instead of being arm mounted.
What do you think about removing half ton of ammo and using it else where, like extra armor? Unless raiding behind enemy lines, 50 shots sounds like a lot.
But on the long campaign side, better to have too much and not run out.
KamikazeJohnson
11/14/14 08:35 PM
24.114.27.148

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Quote:
ghostrider writes:

Finally. Someone else answered first...

Now the 25b.
I know arms tend to be removed first, but it is interesting that you put the large laser in the torso, instead of being arm mounted.
What do you think about removing half ton of ammo and using it else where, like extra armor? Unless raiding behind enemy lines, 50 shots sounds like a lot.
But on the long campaign side, better to have too much and not run out.



The weapon location is personal choice...I like the wider firing arc of arm-miunted weapons, but I also like keeping back-up weaponry in the torso. Since I don't consider a SRM 2 to be adequate weaponry in the event of arm destruction, I opted to keep the weapon relatively safe.

As for the ammo...I'm not using Fractional Accounting so, as discussed before, I can't do 1/2 ton ammo lots other than MG. Something that's definitely worth doing if I could though.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
Rotwang
11/18/14 11:06 AM
194.78.67.210

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The large laser may not be the best BT weapon of the batch, but it's a bit underutilized in the light and medium classes. The SRM2 leaves the option to use inferno ammo.

It's a nice skirmisher that can deal with infantry and heavier mechs with high heat burdens. It is certainly fast enough to stay ahead of most mediums and heavies. In a match against a Panther it might actually do some serious damage if it can avoid PPC hits.

It's not very ammo dependent so it can stay in the field for longer periods.

It fills a gap in the 3025 lineup adequately.
ghostrider
11/18/14 05:28 PM
67.49.78.45

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As Kj said. The 25 ton slot had basically the commando mech. It is nice to see someone do something with the weight tonnage.
Though I do have a small dislike of the large laser. Too much heat for moderate damage. I would prefer the hotter ppc, but if you get lucky to hit the head, you will go internal with it. The large laser just seems mediocre to me.

Though being able to fire the main weapon and run without heat build up is a good thing at times. Sad thing is you can't cool down if you are already running hot and on the run. Which brings up the weapon placement, but I agree the torso is a better placement then an arm for keeping it safe.
His_Most_Royal_Highass_Donkey
11/19/14 01:49 AM
172.56.17.152

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I dont really like either the 25a or 25b

I would go with
7/11/0
88 points of armor
4 medium lasers and an extra heat sink.

You have the speed to get in and out and you can do a decent amount of damage. Yes you will build up the heat but you can run in for three rounds of combat then run away to cool off before the heat build up gets to high. Or you can think of it with three medium lasers with a spare laser that can be knocked out with a crit hit.
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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