Retro Battlemaster

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CrayModerator
03/06/18 06:10 PM
97.101.136.19

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Retry's FissionMech designs got me thinking and set off a design challenge / duel among my BT group. This is my design. It's in no way related to the Battlemaster, I just had the Battlemaster on my brain when I settled on 85 tons. No fluff - it was for a quick duel, not a campaign.

First battle (2000BV limit per player): didn't go so well. Two Battlemaster Retros were used (player 3 didn't finish his design in time). Player 2 brought a 100-tonner (call it "Gorgor" for now) with maxed out armor, which is impressive when you see how heavy primitive armor is, a primitive PPC, and 2 SRM 4s. It was a 3-way battle with player 3 spreading his fire evenly between my Battlemaster Retro and Gorgor, while I focused on Gorgor. Gorgor crippled player 3's Battlemaster, then wore mine down until he snuck an SRM into my fission reactor and got a lucky crit. Fission engines can, if we misread the rules correctly, sometimes blow their lids when critted. Then Gorgor finished off player 3 by engine destruction (less Chernobyly than mine.)

Lesson: don't bring a medium 'Mech's armor to an assault 'Mech's game. I think I might've had better luck if...well, if I had better luck. Even with a gunnery of 2, I mostly missed for the first 8 turns. That was a lot of wasted cannon fire and damage.

Anyway, here's the design guidelines we used:

1) Fission or IC engines
2) Primitive armor, standard or primitive structure
3) Standard cockpit, standard gyro
4) Primitive jump jets, if you use jumping
5) Weapons:
...SRM
...LRM
...MRM
...RLs (rocket launchers)
...Rifles (light, medium, heavy)
...Primitive ACs (AC/10p, AC/5p, etc)
...Machine Guns
...Vehicle Flamer
...PPCp (primitive PPC)
...CASE, CASE II

Nothing particularly canonical, it just felt "old."

Code:
                BattleMech Technical Readout

Type/Model: Battlemaster Retro
Tech: Inner Sphere / 3132
Config: Primiteeeve
Rules: Experimental

Mass: 85 tons
Chassis: Flint-n-Antler Horn
Power Plant: V12 Chernobyl-Fukushima UDI (Uranium Direct Injection)
Walking Speed: 32.4 km/h
Maximum Speed: 54 km/h
Jump Jets: Newp
Armor Type: RHA Triple Heavy
Armament:
2 203mm Rheinmetall Smoothbores
1 M61 Vulcan 20mm
Manufacturer: Bubba's BattleMech Shack
Location: Terra
Communications System: Radio Shack Special
Targeting & Tracking System: Mk 1 Iron Sights

--------------------------------------------------------
Type/Model: Battlemaster Retro
Mass: 85 tons

Equipment: Crits Mass
Int. Struct.: 130 pts 8.50
Engine: 255 Fission 6 23.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 Single 0 5.00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Armor Factor: 198 pts 18.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 27 23
Center Torso (Rear): 10
L/R Side Torso: 18 23/23
L/R Side Torso (Rear): 9/9
L/R Arm: 14 23/23
L/R Leg: 18 23/23

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Heavy Rifle RA 4 36 3 8.00
(Ammo Locations: 6 RT)
1 Machine Gun LA 0 100 1 .50
(Ammo Locations: 1 RT)
1 Heavy Rifle LA 4 3 8.00
1 Heavy Rifle RT 1.00
--------------------------------------------------------

Calculated Factors:
Total Cost: 7,860,835 C-Bills
Battle Value: 1,218 (old BV = 602)
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.
Karagin
03/07/18 12:32 AM
72.176.187.91

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Do you have the other mechs stats?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
03/07/18 09:33 PM
97.101.136.19

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Quote:
Do you have the other mechs stats?



Nope, would've posted them if I did.
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.
AmaroqStarwind
04/02/18 11:20 PM
99.203.27.104

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If you ever want to do this again, I'd suggest including the following options to spice things up:
- Commercial Armor (otherwise, Light Rifles would be useless. Also, weight.)
- Hardened Armor (which technically has slightly less protection per ton than Primitive/Industrial Armor, and technically speaking doesn't seem that difficult to make)
- Composite Internal Structure: But with the added bulk of Endo Steel. With current real-world technologies imported into BattleTech, these might actually be super cheap to build (even for IndustrialMechs).
- 'Mech Mortars (either the Clan-version, or with the range increased to that of an ELRM, so that they aren't completely useless compared to LRMs)
- Anti-Spalling Buffer: http://www.sarna.net/wiki/User:LRichardson/Essays/Anti-Spalling_Buffer
- Machine Gun / Machine Gun Array, including Light and Heavy versions
- Chemical Lasers, including Micro and Intermediate versions: http://www.sarna.net/wiki/User:Onisuzume/Intermediate_Laser
- Laser Insulators (except made slightly more effective, perhaps a -2 Heat Reduction to a minimum of 0, not occupying additional space, and only adding 100 kilograms to the weapon because Aerogel?)
- MASC, Heat Sink Override Kit, and Supercharger (because safety measures and failsafes don't exist yet)
- Cluster rounds for standard Autocannons and Rifles
- Light Autocannons (Prototype)
- Spot Welders, and any Melee Weapons that aren't too high-tech
- Various industrial tools such as Pile Drivers, Fluid Guns and Nail Guns
- Plasma Railgun: Combining the Light Gauss Rifle and the Plasma Rifle into a single weapon, basically. This would essentially be an ammo-based ancestor to the PPC.
- Double-Strength Heat Sinks (Liquid Metal based), where they only occupy two Critical Slots, weigh 1.5 tons, and can be mixed with standard heat sinks, but if they get damaged then surrounding components can get corroded (like a much less dangerous version of an ammunition explosion)
- Compact Heat Sinks
- Coolant Pods
- Chaff Pods and Pop-Up Mines (on mechs!)
- Smoke Missiles and Smoke Screen Emitters
- Heat Seeking Warheads
- Fuel-Air Missiles: Basically halfway between standard and inferno missiles, with area of effect damage)
- GAU-5, GAU-10, etc: http://www.sarna.net/wiki/User:LRichardson/Essays#Custom_Equipment
- Incendiary, Tracer, Caseless and Armor Piercing Munitions (for all Ballistic weapons)
- Fractional Accounting
- Patchwork Armor
- Hot-Loading LRMS
- Prototype XL version of Fission Engine (has same heat problems as XXL)
- Vacuum/Environmental Sealing (which wouldn't be standard)
- Booby Traps (installed by default)
- Borrowed Weapon Mounting Rules from XTRO: 1945 (small weapons only)
- Light PPCs and Snub-Nose PPCS

I think all of those low-tech options would lead to a lot of chaos!
Discord: Amaroq Starwind#1092
Telegram: Lycanphoenix
MechEngine (Beta) - Development Resumed
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