Upcoming Arena Event: JMInc. Contenders

Pages: 1
KamikazeJohnson
02/27/17 03:46 PM
142.160.216.118

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It's that time again! In a few short weeks, my BattleTech group will be attending one of 2 Annual gaming conventions in our city (the other is in October), and our featured event, as always, will be the Solaris VII Arena Free-for-All tournament. Naturally, Johnson 'MechWorks will be taking part.

The construction rules are fairly simple:
3075 Technology
Experimental Tech
60-100 Tons
Pilot skills will be determined by 'Mech tonnage, with lighter 'Mechs getting better pilots:
60-65 Tons: 2 Gunnery/2 Piloting
70-75 Tons: 2/3
80-85 Tons: 3/3
90-95 Tons: 3/4
100 Tons: 4/4

JMInc, has produced 4 designs for consideration, each with its own unique character. Final decision will be made the day of the event, after extensive analysis of the capabilities of each entry, as well as expectations of what the other entrants might be fielding.

For reference, the Defending Champion (NOT a JMInc. entry) is a 100-tonner carrying 2 HGRs (with a Heavy-Duty Gyro and 16 Tons of ammo).

My contenders will be posted below.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
02/27/17 04:00 PM
142.160.216.118

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Raynor RAN-0R
Code:

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3075
Cost: 16,114,438 C-Bills
Battle Value: 2,106

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Hardened
Armament:
2 Streak SRM-6s
2 ER Medium Lasers
4 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 2 LT, 1 LA, 7 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 300 9.50
Walking MP: 4
Running MP: 6 (5)
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 3 RT
Gyro: XL 1.50
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA+LA+H
Armor: Hardened AV - 220 27.50
CASE II Locations: 1 LT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 36
Center Torso (rear) 9
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 22
L/R Leg 16 29

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Pulse Laser RA 4 1 2.00
2 Streak SRM-6s LA 8 4 9.00
2 ER Medium Lasers LA 10 2 2.00
A.E.S. LA - 3 2.50
Medium Pulse Laser LT 4 1 2.00
2 Medium Pulse Lasers HD 8 2 4.00
@Streak SRM-6 (30) LT - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 15 Points: 21
4 7 7 0 0 3 0 Structure: 3
Special Abilities: CASEII, SRCH, ES, SEAL, SOA


MY BLURB:
The first entry is also the lightest of the bunch; weighing in at a mere 75 Tons, the Raynor boasts moderate speed, but superb protection due to its heavy slabs of Hardened Armour. Offensively, the design plays to the strengths of it's weight class: the Raynor will be piloted by one of the most skilled gunners in the arena, so the design is built around the Principle of Not Missing (a very important concept in the field of Advanced Handwavian Physics). Enhanced Actuators in the arm to improve the accuracy of the primary weapons, backed up by Pulse Lasers; misses should be a rare occurrence (target numbers of 11 for the Arm weapons--10 for the Pulse Lasers--would be theoretically possible, but in actuality it should be rare to face a to-hit roll above 6).

The greatest risk is that the Raynor will face is that it will suffer the same fate as JMInc.'s previous entry, the 70-ton Pimple: 3 consecutive Gauss Rifle hits to the arm mounting all the primary weapons. Second to that is to be left facing faster units with longer-ranged weapons once the field is narrowed to the final 2 or 3 competitors.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
02/27/17 04:08 PM
142.160.216.118

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Whatzit WHT-2T
Code:

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3075
Cost: 23,309,168 C-Bills
Battle Value: 2,459

Chassis: Unknown Endo-Steel
Power Plant: Unknown 340 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (75.6 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Hardened
Armament:
2 ER Medium Lasers
19 Small Lasers
1 Chain Whip
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 130 points 4.50
Internal Locations: 2 LT, 2 RT, 5 LA, 1 RA, 2 LL, 2 RL
Engine: Light Fusion Engine 340 20.50
Walking MP: 4
Running MP: 6 (7)
Jumping MP: 0
Heat Sinks: Double Heat Sink 13(26) 3.00
Gyro: XL 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA+H
Armor: Hardened AV - 260 32.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 13
L/R Torso 18 27
L/R Torso (rear) 9
L/R Arm 14 28
L/R Leg 18 35

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Chain Whip RA - 2 3.00
ER Medium Laser RA 5 1 1.00
A.E.S. RA - 4 2.50
4 Small Lasers LA 4 4 2.00
7 Small Lasers RT 7 7 3.50
Supercharger RT - 1 2.50
7 Small Lasers LT 7 7 3.50
ER Medium Laser LT 5 1 1.00
Small Laser HD 1 1 0.50
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 17 Points: 25
5 7 1 0 0 4 1 Structure: 5
Special Abilities: MEL, ENE, SRCH, ES, SEAL, SOA


MY BLURB:
Entry #2: the 85-ton Whatzit. Definitely the most bizarre of the 4 designs, the Whatzit is designed around the Chain Whip's ability to Grapple an enemy, allowing the Whatzit to pummel its target with a barrage of Small Laser fire for multiple rounds. The Supercharger gives it the speed to intercept most targets, and the AES increases the accuracy with the Whip, improving the odds of a successful Grapple. The danger, of course, is either poor Initiative rolls or lack of Arm hits with the Whip preventing a successful Grapple, forcing the Whatzit to rely on repeated use of the Supercharger to close with its targets. Heavier opponents mounting TSM will also prove difficult to overcome.

Should be interesting to see the face of the target player the first time I open up with 19 Small Lasers though...might be worth taking just for that moment.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (02/27/17 04:09 PM)
KamikazeJohnson
02/27/17 04:17 PM
142.160.216.118

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Supernova II SPN-5N

Code:
Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3075
Cost: 17,552,925 C-Bills
Battle Value: 1,981

Chassis: Unknown Endo-Composite
Power Plant: Unknown 285 Light Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
3 Large Lasers
2 Medium X-Pulse Lasers
6 Streak SRM-4s
5 Coolant Pods
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 145 points 7.50
Internal Locations: 3 LA, 4 RA
Engine: Light Fusion Engine 285 12.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 17(34) 7.00
Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
Gyro: Standard 3.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 288 18.00
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 30 47
Center Torso (rear) 12
L/R Torso 20 30
L/R Torso (rear) 10
L/R Arm 16 31
L/R Leg 20 39

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Streak SRM-4 RA 3 1 3.00
Large Laser RA 8 2 5.00
Streak SRM-4 LA 3 1 3.00
Large Laser LA 8 2 5.00
Medium X-Pulse Laser LA 6 1 2.00
2 Streak SRM-4s RT 6 2 6.00
2 Streak SRM-4s LT 6 2 6.00
Large Laser CT 8 2 5.00
Coolant Pod HD 0 1 1.00
Medium X-Pulse Laser HD 6 1 2.00
2 Coolant Pods RL 0 2 2.00
2 Coolant Pods LL 0 2 2.00
@Streak SRM-4 (25) RT - 1 1.00
@Streak SRM-4 (25) LT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 20
3 6 6 0 0 4 2 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA


MY BLURB:
As might be inferred by the name, the 95-ton contender is a redesign of a failed model; the original Supernova, at only 75 tons, was deemed too fragile for the arena. While still less well-protected than the lighter JMInc. contenders due to Standard rather than Hardened Armour, the Supernova II beats them by a large margin in raw firepower. Nearly guaranteed to dominate the field in terms of damage output, the Supernova also backs it up with a stockpile of Coolant Pods to keep its outrageous heat output in check. My current personal favourite of the 4 contenders.

Primary design inspiration was the Coolant Pods; wanted to see if I could make them useful.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
KamikazeJohnson
02/27/17 04:23 PM
142.160.216.118

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Blunt Force Trauma BFT-2A
Code:

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3075
Cost: 22,110,000 C-Bills
Battle Value: 2,018

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
2 Autocannon/20s
1 SRM-6
3 Rocket Launcher 10s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 152 points 10.00
Engine: XL Fusion Engine 300 9.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 6.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Small 2.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 304 19.00
CASE II Locations: 1 LT 1.00

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 17 33
L/R Leg 21 42

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Autocannon/20 RA 7 10 14.00
Autocannon/20 LA 7 10 14.00
SRM-6 RT 4 2 3.00
Targeting Computer RT - 7 7.00
Rocket Launcher 10 CT 3 1 0.50
2 Rocket Launcher 10s HD 6 2 1.00
@AC/20 (AP) (6) LT - 3 3.00
@AC/20 (15) LT - 3 3.00
@AC/20 (Precision) (4) LT - 2 2.00
@SRM-6 (15) RL - 1 1.00
@SRM-6 (Inferno) (15) LL - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 20
3j 6 6 1 0 4 0 Structure: 4
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, AC 4/4/0


MY BLURB:
My original design for the upcoming arena, before the Piloting Skill for 100-Ton 'Mechs was increased from 3 to 4 (5 out of 5 Arena events have been won by 100-ton designs). The idea was to use AP ammo to shred Hardened Armour (and provide a decent Crit chance against non-Hardened targets), and Precision ammo to take down Speedsters of make the occasional Aimed Shot. I think with a Gunnery of 4, the to-hit rolls will start getting too high for the concept to be effective.

Variant idea: replace the Rocket Launchers with an ECM Suite.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson


Edited by KamikazeJohnson (02/27/17 04:24 PM)
ghostrider
02/28/17 02:46 AM
66.74.61.223

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Interesting. The wiki does not say a streak can benefit from the AES system.

Now what range is normal for starting the match?
I was wondering if the streak lrm might not be a good idea.

The whatzit looks like an upgraded version of the mg mech one of the guys I played with used. Once you use it, people will hide from you as best they can. Great crit finder.

Now here is a question. Can you use a whip with an axe?
Yeah, off the subject here.

I like the BFT for the 20's, but range might be an issue. Granted the slower units won't be that hard to hit, but might be enough.
Though I wonder if switching the 6 pack for a streak 4 might not be better. No heat if you miss idea. Though no infernos.
ATN082268
02/28/17 09:31 AM
69.128.58.222

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Here is my entry

BattleMech Technical Readout

Type/Model: Solaris Master
Tech: Inner Sphere / 3075
Config: Biped BattleMech
Rules: Level 3, Custom design

Mass: 95 tons
Chassis: Endo Steel
Power Plant: 285 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Patchwork

Armament:
1 Gauss Rifle
8 Medium Lasers

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Solaris Master
Mass: 95 tons

Equipment: Crits Mass
Int. Struct.: 145 pts Endo Steel 14 5.00
(Endo Steel Loc: 6 LA, 6 RA, 1 LL, 1 RL)
Engine: 285 8 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 13 Double [26] 6 3.00
(Heat Sink Loc: 2 LT)
Compact Gyro: 2 4.50
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 293 pts Patchwork 0 28.00

Internal Armor Armor
Structure Value Type
Head: 3 9 ·h
Center Torso: 30 45 ·h
Center Torso (Rear): 15 ·h
L/R Side Torso: 20 30/30 ·h
L/R Side Torso (Rear): 10/10 ·h
L/R Arm: 16 32/32
L/R Leg: 20 40/40

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RT(T) 1 24 10 18.00
(Ammo Locations: 3 RT)
5 Medium Lasers LT(T) 15 5 5.00
3 Medium Lasers CT 9 3 3.00
CASE II Equipment: 1 1.00
(CASE II Loc: 1 RT)
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
Turret Equipment: Left Shoulder, Rig 2 2.00
--------------------------------------------------------
TOTALS: 25 73 95.00
Crits & Tons Left: 5 .00

Calculated Factors:
Total Cost: 11,487,840 C-Bills
Battle Value: 2,342
Cost per BV: 4,905.14
Weapon Value: 4,198 / 4,198 (Ratio = 1.79 / 1.79)
Damage Factors: SRDmg = 46; MRDmg = 16; LRDmg = 7
BattleForce2: MP: 3J, Armor/Structure: 7/7
Damage PB/M/L: 7/6/2, Overheat: 0
Class: MA; Point Value: 23
KamikazeJohnson
02/28/17 11:27 PM
142.160.216.118

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Quote:
Interesting. The wiki does not say a streak can benefit from the AES system.



The Wiki (and TacOps) state "for ALL weapons mounted in the arm with the enganced actuators". Which would include missile systems.

Quote:
Now what range is normal for starting the match?
I was wondering if the streak lrm might not be a good idea.



Our arena is typically a Hexagon, roughly 17-23 hexes across at the longest point. There will probably be 8-12 competitors in that space to start, and it will shrink as players are eliminated. LRMs are a proven no-go in the arena.

Quote:
The whatzit looks like an upgraded version of the mg mech one of the guys I played with used. Once you use it, people will hide from you as best they can. Great crit finder.

Now here is a question. Can you use a whip with an axe?
Yeah, off the subject here.



Since a 'Mech can only mount one physical weapon, the Axe would not be allowed.

Quote:
I like the BFT for the 20's, but range might be an issue. Granted the slower units won't be that hard to hit, but might be enough.
Though I wonder if switching the 6 pack for a streak 4 might not be better. No heat if you miss idea. Though no infernos.



The Infernos were an important part of the design...act as a crit-seeker or to heat-cripple the target. Most Arena 'Mechs tend to run hot.

TC plus Precision ammo should make the faster 'Mechs reasonably easy to hit. Still, with the ammo limitations, it's a much less viable contender at Gunnery 3 than at the adjusted Gunnery 4.

Personally, I'm favouring the Supernova II right now. BFT would be tough with the higher Gunnery, and the Whatzit is a gimmick that might not work more than once.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ATN082268
03/01/17 03:16 PM
69.128.58.222

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Here is my second entry

BattleMech Technical Readout

Type/Model: Sunburn
Tech: Inner Sphere / 3075
Config: Biped BattleMech
Rules: Level 3, Custom design

Mass: 75 tons
Chassis: Endo Steel
Power Plant: 300 Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Patchwork

Armament:
1 ER PPC
8 Medium Lasers
1 Angel ECM Suite

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Sunburn
Mass: 75 tons

Equipment: Crits Mass
Int. Struct.: 114 pts Endo Steel 14 4.00
(Endo Steel Loc: 7 LA, 7 RA)
Engine: 300 Light 10 14.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 15 Double [30] 9 5.00
(Heat Sink Loc: 1 LT, 2 RT)
Compact Gyro: 2 4.50
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 226 pts Patchwork 0 21.50

Internal Armor Armor
Structure Value Type
Head: 3 9 ·h
Center Torso: 23 33 ·h
Center Torso (Rear): 12 ·h
L/R Side Torso: 16 22/22 ·h
L/R Side Torso (Rear): 10/10 ·h
L/R Arm: 12 22/22
L/R Leg: 16 32/32

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 ER PPC RT(T) 15 3 7.00
5 Medium Lasers LT(T) 15 5 5.00
1 Angel ECM Suite CT 0 2 2.00
2 Medium Lasers CT 6 2 2.00
1 Medium Laser HD 3 1 1.00
4 Standard Jump Jets: 4 4.00
(Jump Jet Loc: 2 LL, 2 RL)
Turret Equipment: Left Shoulder, Rig 2 1.50
--------------------------------------------------------
TOTALS: 39 75 75.00
Crits & Tons Left: 3 .00

Calculated Factors:
Total Cost: 15,714,125 C-Bills
Battle Value: 1,841
Cost per BV: 8,535.65
Weapon Value: 3,016 / 3,016 (Ratio = 1.64 / 1.64)
Damage Factors: SRDmg = 32; MRDmg = 10; LRDmg = 4
BattleForce2: MP: 4J, Armor/Structure: 6/4
Damage PB/M/L: 5/4/1, Overheat: 2
Class: MH; Point Value: 18
Specials: ecm
ATN082268
03/02/17 08:41 AM
69.128.58.222

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Quote:
It's that time again! In a few short weeks, my BattleTech group will be attending one of 2 Annual gaming conventions in our city (the other is in October), and our featured event, as always, will be the Solaris VII Arena Free-for-All tournament. Naturally, Johnson 'MechWorks will be taking part.

The construction rules are fairly simple:
3075 Technology
Experimental Tech
60-100 Tons
Pilot skills will be determined by 'Mech tonnage, with lighter 'Mechs getting better pilots:
60-65 Tons: 2 Gunnery/2 Piloting
70-75 Tons: 2/3
80-85 Tons: 3/3
90-95 Tons: 3/4
100 Tons: 4/4

JMInc, has produced 4 designs for consideration, each with its own unique character. Final decision will be made the day of the event, after extensive analysis of the capabilities of each entry, as well as expectations of what the other entrants might be fielding.

For reference, the Defending Champion (NOT a JMInc. entry) is a 100-tonner carrying 2 HGRs (with a Heavy-Duty Gyro and 16 Tons of ammo).

My contenders will be posted below.




Are you using the old boxed set Solaris VII rules or are you just using standard Battletech rules? That would make a huge difference in 'Mech construction.
ATN082268
03/02/17 10:05 AM
69.128.58.222

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Another entry but at the low end of the spectrum

BattleMech Technical Readout

Type/Model: Shiv
Tech: Inner Sphere / 3075
Config: Biped BattleMech
Rules: Level 3, Custom design

Mass: 60 tons
Chassis: Endo Steel
Power Plant: 300 Light Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 5 Standard Jump Jets
Jump Capacity: 150 meters
Armor Type: Standard

Armament:
8 Medium Lasers

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Shiv
Mass: 60 tons

Equipment: Crits Mass
Int. Struct.: 99 pts Endo Steel 14 3.00
(Endo Steel Loc: 4 LA, 4 RA, 3 LT, 3 RT)
Engine: 300 Light 10 14.50
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sinks: 14 Double [28] 6 4.00
(Heat Sink Loc: 1 LT, 1 RT)
Compact Gyro: 2 4.50
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 201 pts Standard 0 13.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 20 30
Center Torso (Rear): 10
L/R Side Torso: 14 20/20
L/R Side Torso (Rear): 8/8
L/R Arm: 10 20/20
L/R Leg: 14 28/28

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
3 Medium Lasers RT(T) 9 3 3.00
3 Medium Lasers LT(T) 9 3 3.00
1 Medium Laser CT 3 1 1.00
1 Medium Laser HD 3 1 1.00
1 Targeting Computer CT 2 2.00
5 Standard Jump Jets: 5 5.00
(Jump Jet Loc: 1 CT, 2 LL, 2 RL)
Turret Equipment: Left Shoulder, Rig 2 1.00
Component Armor: 4 Slots 0 2.00
--------------------------------------------------------
TOTALS: 24 70 60.00
Crits & Tons Left: 8 .00

Calculated Factors:
Total Cost: 12,023,360 C-Bills
Battle Value: 1,642
Cost per BV: 7,322.39
Weapon Value: 2,074 / 2,074 (Ratio = 1.26 / 1.26)
Damage Factors: SRDmg = 36; MRDmg = 7; LRDmg = 0
BattleForce2: MP: 5J, Armor/Structure: 5/4
Damage PB/M/L: 6/4/-, Overheat: 0
Class: MH; Point Value: 16
KamikazeJohnson
03/02/17 10:34 AM
142.160.216.118

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Quote:

Are you using the old boxed set Solaris VII rules or are you just using standard Battletech rules? That would make a huge difference in 'Mech construction.



We use standard Total Warfare rules for our arena events...that way we don't have to teach yet another set of rules.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ATN082268
03/02/17 12:08 PM
69.128.58.222

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Here is my 85 ton entry

BattleMech Technical Readout

Type/Model: Bullseye
Tech: Inner Sphere / 3075
Config: Biped BattleMech
Rules: Level 3, Custom design

Mass: 85 tons
Chassis: Endo Steel
Power Plant: 255 Strand Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 5 Improved Jump Jets
Jump Capacity: 150 meters
Armor Type: Patchwork

Armament:
4 Med X-Pulse Lasers
2 Streak SRM 6s

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Bullseye
Mass: 85 tons

Equipment: Crits Mass
Int. Struct.: 130 pts Endo Steel 14 4.50
(Endo Steel Loc: 5 LA, 5 RA, 2 LT, 2 RT)
Engine: 255 9 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 5
Heat Sinks: 12 Double [24] 6 2.00
(Heat Sink Loc: 1 LT, 1 RT)
Compact Gyro: 2 4.50
Cockpit, Life Supt.: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 263 pts Patchwork 0 25.00

Internal Armor Armor
Structure Value Type
Head: 3 9 ·h
Center Torso: 27 40 ·h
Center Torso (Rear): 14 ·h
L/R Side Torso: 18 26/26 ·h
L/R Side Torso (Rear): 10/10 ·h
L/R Arm: 14 28/28
L/R Leg: 18 36/36

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
2 Med X-Pulse Lasers RA 12 2 4.00
2 Med X-Pulse Lasers LA 12 2 4.00
1 Streak SRM 6 RT 4 30 4 6.50
(Ammo Locations: 1 LT, 1 RT)
1 Streak SRM 6 LT 4 2 4.50
1 Targeting Computer CT 2 2.00
CASE II Equipment: 2 2.00
(CASE II Loc: 1 LT, 1 RT)
5 Improved Jump Jets: 10 10.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 32 73 85.00
Crits & Tons Left: 5 .00

Calculated Factors:
Total Cost: 12,232,385 C-Bills
Battle Value: 2,029
Cost per BV: 6,028.78
Weapon Value: 2,986 / 2,572 (Ratio = 1.47 / 1.27)
Damage Factors: SRDmg = 31; MRDmg = 5; LRDmg = 0
BattleForce2: MP: 3J, Armor/Structure: 7/7
Damage PB/M/L: 5/4/-, Overheat: 2
Class: MA; Point Value: 20
ATN082268
03/02/17 03:39 PM
69.128.58.222

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My last entry so that I have one for each category...

BattleMech Technical Readout

Type/Model: Firepower
Tech: Inner Sphere / 3075
Config: Biped BattleMech
Rules: Level 3, Custom design

Mass: 100 tons
Chassis: Endo Steel
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Light Ferro-Fibrous

Armament:
2 Gauss Rifles
6 Medium Lasers

Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Firepower
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Endo Steel 14 5.00
(Endo Steel Loc: 6 LT, 6 RT, 1 LL, 1 RL)
Engine: 300 9 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 10 Double [20] 0 .00
Compact Gyro: 2 4.50
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 307 pts Light Ferro-Fibrous 7 18.50
(Armor Crit Loc: 3 LT, 3 RT, 1 CT)

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 47
Center Torso (Rear): 15
L/R Side Torso: 21 32/32
L/R Side Torso (Rear): 10/10
L/R Arm: 17 34/34
L/R Leg: 21 42/42

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Gauss Rifle RA 1 48 13 21.00
(Ammo Locations: 2 LA, 2 RA, 1 LT, 1 RT)
1 Gauss Rifle LA 1 7 15.00
2 Medium Lasers RT 6 2 2.00
2 Medium Lasers LT 6 2 2.00
2 Medium Lasers CT 6 2 2.00
CASE II Equipment: 2 2.00
(CASE II Loc: 1 LA, 1 RA)
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 20 77 100.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 13,055,000 C-Bills
Battle Value: 2,542
Cost per BV: 5,135.72
Weapon Value: 3,570 / 3,570 (Ratio = 1.40 / 1.40)
Damage Factors: SRDmg = 49; MRDmg = 25; LRDmg = 14
BattleForce2: MP: 3J, Armor/Structure: 8/8
Damage PB/M/L: 7/6/3, Overheat: 0
Class: MA; Point Value: 25
ATN082268
03/03/17 01:37 PM
69.128.58.222

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Quote:
Quote:

Are you using the old boxed set Solaris VII rules or are you just using standard Battletech rules? That would make a huge difference in 'Mech construction.



We use standard Total Warfare rules for our arena events...that way we don't have to teach yet another set of rules.



If you are using the Solaris maps with standard Battletech rules, I think jump capability is a good idea. Combat will be similar to city fighting. I think one of the arenas is underwater, so don't design something which can't fire underwater, assuming you might use this arena.

If the champion is some twin Heavy Gauss monster with a bunch of ammo, he probably won't have much else, so try and get to around range 2 (with as little return fire as possible) and with as many movement modifiers as possible. A jumping, pulse laser, targeting computer equipped 'Mech might do well against an opponent like this...

Good luck
CarcerKango
03/03/17 01:56 PM
64.251.51.247

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I went with something simple, a mod of an existing Assault 'Mech that I've always favored, the Thug. Basically, hang around at range, blast him with Heavy PPC's, then once he's open, move in and use SSRM's to finish him off. I'm at school, so I can't work on the preferred format without a lot of hassle, so it's a 90-ton Endo-Steel chassis, max standard armor, a Heavy PPC in each arm, a Bloodhound probe, an SSRM-6 in each side torso with one ton of CT-mounted ammo, 4/6 move with a Light engine, and 17 DHS.
KamikazeJohnson
03/04/17 10:32 PM
142.160.216.118

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So...any other input on my monstrosities? Any thoughts on which one I should take? Any recommendations for a good Psychiatrist?
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
03/05/17 12:35 AM
66.74.61.223

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Maybe put a supercharger on one of the units like the small laser one. Really screw with people when you can get in range even with them running/jumping to stay away.
Just throwing that out there.
Or use ersl.

Depending on how many start the arena, the blunt force might run out of ammo before getting down to the end.
Looks like no clan tech as everything is coming up IS weights.

Though it looks like the whatzit's movement is wrong. 4/6(7)? I thought the hardened dropped the speed, not increased it.

Well since you have the experience with how others are in this arena, I have done what I can to even begin to suggest something. Not much, but might spark something.
KamikazeJohnson
03/05/17 02:40 AM
142.160.216.118

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Quote:
Maybe put a supercharger on one of the units like the small laser one. Really screw with people when you can get in range even with them running/jumping to stay away.
Just throwing that out there.
Or use ersl.

Depending on how many start the arena, the blunt force might run out of ammo before getting down to the end.
Looks like no clan tech as everything is coming up IS weights.

Though it looks like the whatzit's movement is wrong. 4/6(7)? I thought the hardened dropped the speed, not increased it.

Well since you have the experience with how others are in this arena, I have done what I can to even begin to suggest something. Not much, but might spark something.



The Whatzit has a Supercharger, which explains the unusual movement stat. Can't use ERSLs because of the increased Heat...besides, at the preferred range of 1, it doesn't matter.

Ammo supply with the BFT is definitely a concern...swapping a ton or 2 to Standard Ammo would help.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ghostrider
03/05/17 04:03 AM
66.74.61.223

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Ok. I missed the supercharger listing more then a few times. Only critical lists shows it.

Now first. the supernova. Is there any reason to use the x-pulse lasers over the normal medium pulse lasers? The 2 extra heat per laser with the x-pulse for the same damage sounds off.
Losing the extra heat, might allow you to use less coolant pods, adding another weapon or electronics to it. Just a thought.

The whatzit. The heat from the ersls is a problem, but no one says to fire them all each round. Hit and run seems to be the thing there. Losing initiative is gonna blow here.
And at a range of one, mgs might be a good way to go.

Losing a ton of armor of the bft might hurt it, but running out of ammo will be even worse.

The raynor just seems odd. If you don't lose the main arm, the ermls should allow you to keep most in range, though I can see some trying to sit back and pepper you with other weapons. Just seems undergunned, but the hardened armor is what is screwing me up.
KamikazeJohnson
03/05/17 12:23 PM
142.160.216.118

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Quote:
Ok. I missed the supercharger listing more then a few times. Only critical lists shows it.

Now first. the supernova. Is there any reason to use the x-pulse lasers over the normal medium pulse lasers? The 2 extra heat per laser with the x-pulse for the same damage sounds off.
Losing the extra heat, might allow you to use less coolant pods, adding another weapon or electronics to it. Just a thought.



Strange as it sounds, the high heat level was intentional...I calculated it to get maximum benefit from the Coolant Pods. My thinking: I have a gadget that give me a cooling boost of 17 points...why would I want to use it when I have an overheat of only 10? The battle plan is to use only partial firepower to maintain even heat until either a prime shot arises or the Supernova is pressed. The coolant pods allow it to Alpha Strike 5 times without significant heat buildup unless ALL the Streaks hit. I actually have several variants of that one, one of the best trading the 3 Large Lasers for 2 LPLs and tinkering with the Medium Laser mix, but I think this one is the overall best because of the range. Also worth noting: a previous champion, and a top contender in every Arena event so far, was highly successful because of the Deterrent factor...simply put, everyone was nervous about tangling with it, so it didn't take a lot of damage. The Supernova uses a similar design profile, so hopefully I won't be forced to discharge the Coolant Pods too early.

Quote:
The whatzit. The heat from the ersls is a problem, but no one says to fire them all each round. Hit and run seems to be the thing there. Losing initiative is gonna blow here.
And at a range of one, mgs might be a good way to go.



The problem with the ERSLs is that I built it to maximize single-turn firepower...use the Supercharger to close, and with luck, the Chain Whip will immobilize the target, allowing a second or even a third volley. Ideally to the Back. MGs are an option, but they do only 2/3 the damage for the same tonnage, plus at least 1 ton has to be devoted to ammo. True, I could drop a couple Heat Sinks, but then again, a previous Arena was won by a Machine Gun Death Machine and I don't want to be TOO much of a copycat.

I definitely considered both the options you suggested...it just seemed to me that with the Chain Whip, it was best to go All-In on being able to grapple, and optimize for that range of 1.

Quote:
Losing a ton of armor of the bft might hurt it, but running out of ammo will be even worse.



Previous events have been pretty consistent; 8-12 ammo is typically enough to win the match. With the ammo set listed, the BFT gets 13 shots/AC, which should be sufficient, but I still have the option of changing the ammo types before the match if I feel I need more. Reducing Armor is not an option...Defence=Life in the Arena...as my Gorgoroth found out (twice!) when it dared to compete with Composite Structure.

Quote:
The raynor just seems odd.



It is.

Quote:
If you don't lose the main arm, the ermls should allow you to keep most in range, though I can see some trying to sit back and pepper you with other weapons. Just seems undergunned, but the hardened armor is what is screwing me up.



That's the problem with Hardened...it really cuts down on available firepower. There a balance between Offence and Defense, bur Defense tends to be king (as long as you don't get Head-Capped early on by a MPL/HPPC combo like my Pudge last year...

Not too worried about range...the Arena layout typically encourges engagement inside 9 hexes. I'll probably be in trouble if I'm in a Final Showdown against a 5/8 'Mech with a Gauss, but otherwise range shouldn't be too much of an issue...most of the Speedsters tend to carry a lot of MLs and SRMs. I'm mainly worried about losing that Arm...

The more I think about it, the more I think either the Raynor or the Supernova would be the way to go.
Peace is that glorious moment in history when everyone stands around reloading.
--Thomas Jefferson
ATN082268
03/06/17 10:08 AM
69.128.58.222

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Quote:
So...any other input on my monstrosities? Any thoughts on which one I should take? Any recommendations for a good Psychiatrist?



A lot of your designs use an XL Engine and/or do not have jump jets which I don't think is a good idea, especially for larger designs and for use in the confines of the arena. If I was going to pick one of your designs to use, as is, I'd pick the Supernova II.
ATN082268
03/06/17 02:25 PM
69.128.58.222

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<That's the problem with Hardened...it really cuts down on available firepower. There a balance between Offence and Defense, bur Defense tends to be king (as long as you don't get Head-Capped early on by a MPL/HPPC combo like my Pudge last year...>

I like patchwork armor so you can have Hardened Armor in some locations and another type of armor(s) in others. If I go this route, I usually use Hardened armor for the head, center torso front/rear and left/right torso front/rear locations with normal armor in the arms and legs. The advantage of doing this is you don't spend as much weight on Hardened armor and your running movement isn't reduced by 1 because Hardened armor isn't mounted in the legs.
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