Shoko-O

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Silverlocust
12/12/16 11:56 PM
74.47.111.135

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Code:
Way back on 5-30-16 I posted Configuration A of this. Thought it was about time to post
the whole thing in it's entirety.


Name: Shoko-O
Technology Base: Clan
Mass: 85
Chassis: Omni Biped
Rules Level: Standard
Power Plant: RhinoPusher 255 XL
Cruising Speed: 32 kph
Maximum Speed: 54 kph
Jump Jets: Longstride Type X Heavy Lifters
Jump Capacity: 90 meters
Armor: Spiderweb DuraMaxx Ferro-Fibrous
Armament:
47 Tons Pod Space Available
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Type A ComLink
Targeting and Tracking System: Earthbound Sniper 5000

Equipment Mass
Internal Structure: CASE SafeTMaxx 8.5
Engine: 255 XL fusion 6.5
Walking MP: 3
Running MP: 5
Jumping MP: 3 3
Heat Sinks: 10 (20) 0
Gyro: Standard 3
Cockpit: Standard 3
Armor Factor: 263 14
Internal Armor
Structure Value
Head 3 9
Center Torso 27 45
Center Torso (rear) 9
R/L Torso 18 30
R/L Torso (rear) 6
R/L Arm 14 28
R/L Leg 18 36

FIXED LOCATIONS
Location Fixed SR
head Ferro-Fibrous 0
c torso Jump Jet 1
r torso 2XL & Ferro-Fibrous 9
l torso 2XL & Ferro-Fibrous 9
r arm FF 7
l arm FF 7
r leg Jump Jet & Ferro-Fibrous 0
l leg Jump Jet & Ferro-Fibrous 0


--------------------------------------------------------------------
Primary Configuration(No Arms)
Weapons & Ammo Location Heat Critical Tonnage

Targeting Computer RT 7 7
2 Double Heat Sinks LT 4 2
ER L Laser RA 12 1 4
Gauss Rifle RA 1 6 12
Ammo(Gauss Rifle)24 RA 3 3
ER L Laser LA 12 1 4
Gauss Rifle LA 1 6 12
Ammo(Gauss Rifle)24 LA 3 3
--------------------------------------------------------------------
Configuration A(No Right Arm & No Left Hand Actuators)
Weapons & Ammo Location Heat Critical Tonnage

ER M Laser CT 5 1 1
Targeting Computer RT 5 5
Ammo(Gauss Rifle)24 RT 3 3
ATM 9 LT 6 4 5
ER Ammo(ATM 9)28 LT 4 4
Gauss Rifle RA 1 6 12
2 Double Heat Sinks RA 4 2
L Pulse Laser LA 10 2 6
L Pulse Laser LA 10 2 6
3 Double Heat Sinks LA 6 3
--------------------------------------------------------------------
Configuration B(No Hand Actuators)
Weapons & Ammo Location Heat Critical Tonnage

ER M Laser CT 5 1 1
Gauss Rifle RT 1 6 12
Ammo(Gauss Rifle)24 RT 3 3
Gauss Rifle LT 1 6 12
Ammo(Gauss Rifle)24 LT 3 3
L Pulse Laser RA 10 2 6
2 Double Heat Sinks RA 4 2
L Pulse Laser LA 10 2 6
2 Double Heat Sinks LA 4 2
--------------------------------------------------------------------
Configuration C(No Right Arm & No Left Hand Actuators)
Weapons & Ammo Location Heat Critical Tonnage

ER M Laser CT 5 1 1
Targeting Computer RT 5 5
Std Ammo(LB 20-X AC)20 RT 4 4
ATM 12 LT 8 5 7
ER Ammo(ATM 12)20 LT 4 4
LB 20-X AC RA 6 9 12
L Pulse Laser LA 10 2 6
L Pulse Laser LA 10 2 6
2 Double Heat Sinks LA 4 2
--------------------------------------------------------------------
Configuration D(No Arms)
Weapons & Ammo Location Heat Critical Tonnage

ER M Laser CT 5 1 1
L Pulse Laser RT 10 2 6
ER M Laser RT 5 1 1
Ammo(Arrow IV System)20 RT 4 4
Arrow IV System RT/RA 10 12 12
L Pulse Laser LT 10 2 6
ER M Laser LT 5 1 1
Ammo(Arrow IV System)20 LT 4 4
Arrow IV System LT/LA 10 12 12
--------------------------------------------------------------------
ghostrider
12/14/16 01:52 AM
66.74.61.223

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I don't know if they changed it in the newer rules, but no arms puts the mech in a big disadvantage. Mainly all damage that would normally hit the arms now hits the side torso the arm would have been on.
Or is that supposed to be no arm acutators?
If it does have arms, then shoulder and upper tend to be there.
Not sure if that is a typo, as you have weapons in arms that says no arms. Just curious.

The A configuration looks like an upgrade rifleman. I like it. Range and punch without overheating that quickly.

The B configuration looks to have a little more firepower closer in.
The C looks even more dangerous in closer, if you can hit with the lb20x. Crit finding gun.
The D could use a tag, if you are using homing missiles. The other weapons on it are decent to begin with so it could work well if they remain out of combat.

Also, you might want to check your criticals. Looks like you got more then 14 for ferrous fiber, which I believe the clans only need 7 spots for it, not 14 like innersphere. Looks like you got 19 spots for the ff.
Silverlocust
12/14/16 03:20 AM
184.12.164.74

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For the Primary and A Configurations refer to the Mad Cat Mk II and Burrock for No Arms.
Use the Naga as reference to D configuration for No Arms.

As for the Ferro-Fibrous it's only 7 Criticals (1H, 1RT, 1LT, 1RA, 1LA, 1RL, & 1LL).

Now there might be a difference since I'm using the BattleTech Master Rules (1707) book
that happens to be 16+ years old (1998 & last copyrighted in 2000).
ghostrider
12/14/16 12:42 PM
66.74.61.223

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The master rules is the last rule book I have.
The missing arm thing seems to stem from page 34 under transferring damage. A unit missing a limb, has the damage transferred to the torso. So shots that would hit the arm, aren't absorbed but transferred to the torso.

Now that I have looked at it again, you do realize the missing shoulder and upper arm actuator means those arms that are missing them, but have weapons mounted in them, have a +4 to hit with shoulder missing, but the +1 for upper arm missing is suspended with the shoulder one negating the rest, meaning you have +4 penalty to hit with this issue. I think that is why they used the arrow in the naga.

On page 109 under construction, they say you can remove the hand and lower arm actuator, but do not say any others. As there is nothing saying you can't it is a grey area.
I had to edit this as windows decided to restart in the middle of typing this.


Edited by ghostrider (12/14/16 12:58 PM)
Drasnighta
12/14/16 03:16 PM
173.183.129.245

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Maximum Tech had rules for "No Arms" - no arms, no Criticals, nothing could be mounted there... Shots missed if they rolled the Arm Location.


But they also stressed that it was an exception to the standard rules - even if a 'mech had an arm shot off, further arm hits were torso hits - it was ONLY for those 'mechs built without arms in the first place.......

And it was a big detriment, becasue it was a lot of space you couldn't use.
CEO Heretic BattleMechs.
Retry
12/14/16 03:21 PM
129.237.108.67

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It'd be pretty useful for low-tech 'Mechs without those fancy equipment like FF armor and Endo-Steel, which takes up a lot of crits by themselves. Without having to dedicate additional mass to the arms in armor and structure you could spend those new points elsewhere, like upgrading to reinforced structure or hardened armor for additional survivability, simply up-armoring existing components, or adding ammunition or weapons.

Anyone well versed in Quad construction shouldn't have much difficulty designing an armless biped.
Drasnighta
12/14/16 03:24 PM
173.183.129.245

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Indeed, indeed... As you say, anyone well versed in Quad construction wouldn't have difficult designing an armless biped...


... Just, indeed, like Quads, they tend to suck unless you are going out of your way to deliberately abuse what makes them different...
CEO Heretic BattleMechs.
Retry
12/14/16 03:39 PM
129.237.108.67

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Quote:
Drasnighta writes:

Indeed, indeed... As you say, anyone well versed in Quad construction wouldn't have difficult designing an armless biped...


... Just, indeed, like Quads, they tend to suck unless you are going out of your way to deliberately abuse what makes them different...



You should see my Nephie and Salti designs.
Drasnighta
12/14/16 05:20 PM
173.183.129.245

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I couldn't find them anywhere on the site with a Search.



But I assume they were built to utilise what makes them different - either with additional stability, additional armour for limbs, or such...



Because that's why you make a Quad. Otherwise, what's the point of making a 'mech with no arm guns? (Other than sheer giggles, which - I openly admit, I've done.....)
CEO Heretic BattleMechs.
Retry
12/14/16 07:46 PM
129.237.108.67

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Set it to 5 year search and search "Nephilidae" and "Salticidae".
They were very... controversial.
Drasnighta
12/15/16 06:52 PM
173.183.129.245

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Nephilidae


So, as I said. Built to abuse the Quad Framework.
CEO Heretic BattleMechs.
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