Lamassu (prototype)

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happyguy49
09/11/16 04:45 AM
98.30.242.159

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Lamassu

Mass: 100 tons
Tech Base: Mixed
Chassis Config: Tripod
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 3132
Cost: 25,000,000 C-Bills (estimated, tripod design in SSW is broken)

Chassis: Tripod Standard
Power Plant: Clan Vlar 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard Armor
Armament:
2 (IS) Snipers
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Tripod Standard 181 points 11.50
Engine: XL Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: (IS) Double Heat Sink 10(20) 0.00
Gyro: Compact 4.50
Cockpit: Tripod Standard 4.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 328 20.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 48
Center Torso (rear) 13
L/R Torso 21 31
L/R Torso (rear) 11
L/R Arm 21 41
Left Leg 21 37
Right Leg 21 37
Center Leg 21 37
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) CT 0 1 1.00
(IS) Sniper RT/RA 10 10/10 20.00
(IS) Sniper LT/LA 10 10/10 20.00
@Sniper (30) CT - 3 3.00
@Sniper (20) CL - 2 2.00
@Sniper (20) RL - 2 2.00
@Sniper (20) LL - 2 2.00
Free Critical Slots: 0

Using a Tripod chassis for this double Sniper carrier gives an important extra crit, an automatic 360 degrees of fire, -1 to all piloting skill rolls, and the extra movement tricks possible with tripods/quads, specifically lateral shifts and going 'hull down'. Fluffwise, a third leg offers more stability for an artillery cannon carrier designs' massive recoil.

I nixed mounting any secondary weapons, as the point of this is artillery support; using superior mech mobility to get into a superb firing position. A c3 slave improves the accuracy of on-board direct-fire strikes if allies are around.

Since there are no secondary weapons, there are NINE TONS of ammunition for the Sniper artillery pieces. With 45 rounds of fire per cannon, this design can outlast any other artillery unit barring some designs with ammunition trailers. That many tons of ammunition lets you carry a wide variety for different situations. Cluster rounds gives you two 5 point damage rolls on a 'mechs 'shot from above' location table (a 33% chance of a head hit, 66% if both cannons hit the same mech!). Standard rounds do 20 damage, or enough to kill an entire battlearmor squad or point, up to and including Assault-class suits. Copperheads could do a solid 10 points concentrated in one location if an ally has TAG to use. There's also a good case to mount a ton of Inferno, FASCAM, perhaps Smoke even.

For a standard loadout, it would mount 3 tons standard, 3 tons cluster, and a ton each of FASCAM, inferno, and copperhead.

(a possible variant I'm considering, the "Winged Lamassu" would reduce ammunition by 3 tons, and shave 3 tons of armor off.. to allow 3 jump MP. This variant would be good in cities or very heavily forested/mountainous areas.)

EDIT: this thing is just too damn expensive compared to the NIB-35 Nibelung, which is just a hair under 10 mil. Renamed this a prototype, and making a "'Lamassu' (production)" at the moment.


Edited by happyguy49 (09/12/16 03:21 AM)
ghostrider
09/11/16 11:27 AM
66.74.61.223

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Very interesting design.

It is probably because of normal ideas, but a secondary weapon would be advisable.
But that is only if it operates 'alone'. Used correctly, there should be something guarding the mech, though the 'devastated' economies of the innersphere would suggest only the best regiments would have the resources to 'waste' on guard duty.

Since the game has the sensors that can see everything, the idea of a single flamer to cover it's retreat when counter battery fire hits by lighting the area on fire, trying to fool the enemy into thinking it was destroyed wouldn't work. Kind of sad, but oh well.

But as I said. Interesting design.
Retry
09/11/16 12:17 PM
129.237.108.67

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Bad math with the head hits.

33% chance of a head hit with one cannon would be 1/3. There's a 2/3 chance for a hit to not result in a head hit.

If two cannons hit, there's a (2/3)*(2/3) chance to not result in a head hit, or 4/9. That'd be a 44.4% chance to NOT get hit in the head at all, OR 55.6% to get a head hit, not 66%.

The probability of getting two consecutive head hits with two Snipers hitting would be (1/3)*(1/3)=1/9, the probability of getting a single head hit is (1/3)*(2/3)+(2/3)*(1/3)=4/9, and the probability of getting no head hits is also 4/9.

You can't simply double the number to find the probability of getting one head hit, else you'd end up with a 132% chance to acquire at least one head hit on 4 successful Sniper hits, which isn't a thing.
happyguy49
09/12/16 03:25 AM
98.30.242.159

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You are correct sir, and furthermore, it is a good thing that gambling is not one of my vices. Further hits on "shot from above" or the punch location table do increase the likelihood of a head hit, but it doesn't stack intuitively.
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