l0rDn0o8sKiLlZ
03/21/18 12:54 AM
73.251.251.247
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Code: BattleMech Technical Readout
Type/Model: Stand-Off S-O Tech: Inner Sphere / 3050 Config: Biped BattleMech Rules: Level 2, Custom design
Mass: 60 tons Chassis: Various Endo-Steel Power Plant: Various 240 Standard Fusion Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Various Standard BattleMech Armor Armament: 2 PPCs 4 Small Lasers 1 LRM 10 Manufacturer: Trajger Werks Licensing Firm Location: Varies by License Holder Communications System: Flag Man 1 Alpha Targeting & Tracking System: Iron Sights Nail Driver w/ Cassidy Multi-Trac
------------------------------------------------------------------------------ ==Overview:== Designed by Trajger Licensing Firm and subsequently licensed to multiple companies, the Stand-Off is a 'Mech built for superior Long-Range Combat.
The Stand-Off would be regarded with mixed success in this field. While indeed superior in it's element, the Stand-Off had a number of design limitations that hindered it at becoming a staple 'Mech in it's role. As a Long Range Fire Suport Platform; the Stand-Off was designed with a 360-Degree Torso Twist and equipped with a special Target Tracking system designed to maximize it's accuracy at extreme ranges.
The Stand-Off's Energy heavy weapons complement is entirely linked to 4 heavily modified Double Heatsinks, giving them the ability to fire more often and efficiently then counterparts found on outher 'Mechs. The downside being that those 4 Double Heat Sinks cease to function in their original capacity, rendering the dissipation capabilities far lower than what would be on paper.
Furthermore, the 'Mech is heat neutral without it, making it an even more curious design choice. As a result of the conversion, these 4 Double Heat Sinks cannot be taken offline by the pilot without rendering the weapons they are mated to Non-Functional; however the weapons will function normally without the special Heat Sinks albeit at the same heat output as any other comparable weapon.
On the up side, the 'Mech's Cockpit is roomy and specially modified Life Support keeps it extra cool while allowing the Pilot extra latitude for survival in Space and Underwater theatres. This comes at the price of the Stand-Off possessing No-Ejection system whatsoever, ensuring that in the event something DOES go wrong, that the 'Mech quickly becomes the pilot's personal climate controlled coffin.
However, despite whatever flaws or oddities may plague the design, the Stand-Off remains exceedingly easy to pilot. Add in the fact that the 'Mech is exceptionally easy to maintain and extremely rugged, and the Stand-Off becomes an intriguing choice for any prospective Mercenary Unit or Great House looking to get a reliable Fire Support Platform or Second Line Garrison for it's greener pilots.
Overall the Stand-Off is a perfectly capable, if unusual 60-ton BattleMech. Much maligned by it's pilots and it's techs, it becomes something of an investment to field one; as chances are when you do no one will want to buy it after you have. This comes down to what is perhaps the Stand-Offs biggest flaw, and that is that this 'Mech has every single component hard-wired into the chassis. The Stand-Off will only boot in one configuration and one configuration alone; rendering the possibility of customization or reconfiguration not just a pain in the backplate, but an actual impossibility.
Thankfully it uses readily available components, and the 4 special Double Heat Sinks, along with the weapons which benefit from them, can be replaced with any standard battlefield salvage of the appropriate type. This is due to their benefits being created by the BattleMech's computer configuring them, rather than by some hardware modifications or other similar cajiggering. This as well is what gives the 'Mech it's much beloved ease of repair and replacement, making it a breeze to field so long as the correct components are on hand... or in the enemies. One drawback however is that if any of the Stand-Offs computers are damaged beyond repair, a new one must be ordered from Trajger Licensing Firm.
While not exactly a financial success, the Stand-Off managed to pay the bills well enough to maintain a steady stream of production. Replacement parts were relatively easy to come by with the exception of it's Endo-Steel chassis; and parts from Stand-Offs built by other companies fit each other readily or with minor alterations at most. Over time the design became more prominent from battlefield salvage as it's reliable and focused nature made it appealing to armies of all stripes. Indeed it became a 'Mech that was far more prized to salvage than buy, as the Mechwarrior inside often would not survive and the Stand-Off was easy to refit with the proper components.
==Capabilities:== For it's primary weapons, the Stand-Off carries a pair of Non-ER standard PPCs while a quartet of Small Lasers provide firepower for the 'Mech when the enemy is within the minimum range of the PPCs. These lasers hit with the combined force of two punches from the 60-tonner, and at more range to boot. The Stand-Off's inherent geometery also makes it Stable when receving a melee attack.
The primary armament is supplemented by a lone ten tube LRM rack with a single ton of reloads in the BattleMech's Head. These missiles provide the MechWarrior an in-direct fire capability as well as the ability to attack at extreme ranges.However, this contentious arrangement further exacerbates the issue posed by a lack of ejection or escape. In the event of an ammo explosion, the cockpit... and the unfortunate Mechwarrior inside, are doomed to be blown to smithereens.
The improved cooling jackets of the energy weapons render all four Small Lasers as heat-free weaponry, and while the PPCs also benefit from the improved cooling jackets, the LRM-10 sadly does not. The fact that the Stand-Off's proprietary computer systems are what give the 'Mech this advantage, combined with the fact that said systems are mounted alongside the LRM's ammo, can make for one headache of a repair job if the 'Mech takes an ammo hit.
The special Target Tracking system allows the Stand-Off to fire it's weapons at their maximum effective ranges with ease, by providing superior targeting data and accurate target leading at long range. This benefit is unfortunately lost as the enemy closes, but is made up for by the computer's Multi-Trac software. This special system allows a MechWarrior to effortlessly engage two targets simultaneously by accurately reporting and effectively displaying targeting data for individual targets.
Due to the importance and proprietary nature of the Stand-Off's computer systems, one will be provided free of charge at the consumer's request for the life of the machine. Provided the consumer has original proof of purchase, pays labor / transit fees and has not voided their warranty through tampering with the Stand-Off's default factory configuration of course. Salvaged machines will be provided the system at full cost, however the labor / transit fees will be waived provided the warranty hasn't been voided by way of altering the factory configuration of the Stand-Off in question.
==Variants:== Due to the Stand-off having 100% of it's equpiment hardwired to the machine and thus integral to it's operation: The Stand-Off possess no variantions to it's design. Although rumors exist of enterprising Units altering the 'Mech's loadout; this is assumed to be an extremely difficult refit and could have the potential to induce possiblly catastrophic malfunctions.
Note: Modifying the Stand-Off from it's factory configuration is directly and expressly forbidden in the accompanying operations and technical manual. Both Technicians and MechWarriors are STRONGLY CAUTIONED against operating or servicing a Stand-Off that has been altered to deviate from it's factory coniguration. Trajger Licensing will NOT be held liable for ANY incidents whatsoever regarding any Stand-Off unit found to have been tampered with in this way.
-------------------------------------------------------- Type/Model: Stand-Off S-O Mass: 60 tons
Equipment: Crits Mass Int. Struct.: 99 pts Endo Steel 14 3.00 (Endo Steel Loc: 2 LA, 2 RA, 3 LT, 3 RT, 2 LL, 2 RL) Engine: 240 Fusion 6 11.50 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 15 Double [30] 18 5.00 (Heat Sink Loc: 1 LA, 1 RA, 2 LT, 2 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA R: Sh+UA 12 .00 Armor Factor: 200 pts Standard 0 12.50
Internal Armor Structure Value Head: 3 8 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 -------------------------------------------------------- 1 PPC RA 10 3 7.00 1 PPC LA 10 3 7.00 2 Small Lasers RT 2 2 1.00 2 Small Lasers LT 2 2 1.00 1 LRM 10 CT 4 12 3 6.00 (Ammo Locations: 1 HD) -------------------------------------------------------- TOTALS: 28 72 60.00 Crits & Tons Left: 6 .00
Calculated Factors: Total Cost: 5,264,000 C-Bills Battle Value 2: 1,411 (old BV = 1,254) Cost per BV2: 3,730.69 Weapon Value: 1,771 / 1,771 (Ratio = 1.26 / 1.26) Damage Factors: SRDmg = 23; MRDmg = 17; LRDmg = 7 BattleForce2: MP: 4, Armor/Structure: 5/5 Damage PB/M/L: 4/3/3, Overheat: 0 Class: MH; Point Value: 14
Code: ---Positive Quirks and Totals
Easy to Maintain = +1
Easy to Pilot = +2
Extended Torso Twist = +2
Improved Life Support = +1
Rugged 2 = +2
Multi-Trac = +2
Improved Targeting (Long-Range) = +5
Stable = +2
--- Improved Cooling Jacket (x6) = +6
--PPC x2
--Small Laser x4
Total Positive = +23
---Negative Quirks and Totals
Bad Reputation = -1
No Ejection Mechanism = -2
--- Nonfunctional Item (x4) = -5
--Double Heat Sink (x4)
Total Negative = -23
-----
Attachment (154 downloads)
Edited by l0rDn0o8sKiLlZ (03/21/18 01:13 AM)
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AmaroqStarwind
04/02/18 05:28 PM
99.203.27.175
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With four Double Heat Sinks non-functional and only six instances of Improved Cooling Jacket, the mech is actually down two points of heat dissipation. Using Combat Computer would lower the heat output of the mech each turn by four points, and Inaccurate Weapon (Small Lasers) would probably balance out, along with Accurate Weapon (PPCs) and Non-standard Parts. Given how much they don't want you voiding the warranty, it also seems like it would be Difficult to Maintain, instead of Easy to Maintain. Switching from Improved Targeting (Long Range) to Variable Targeting would also make sense given the style of combat it is designed for, since having penalties at Short Range and having to take time to switch would not only just make sense from a lore perspective, but also probably save you some quirk points.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus
The Scientist Caste has determined that time travel is dishonorable.
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AmaroqStarwind
04/02/18 05:54 PM
99.203.27.175
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Addendum (because Edit is broken): Actually, forget what I said about it being Difficult to Maintain. However, a new problem does crop up; - Improved Cooling Jacket can't reduce the heat output of a weapon below 1 point. However, it would make sense for ER Small Lasers. This is actually where Combat Computer would be a very beneficial quirk.
Further tweaking: - The LRM-10 could be swapped out for a pair of LRM-5s (giving it the ability to divide its firepower), along with Fast Reload and Static Ammo Feed (it can't switch ammunition types). - Because the mech is designed for Long-range combat (meaning the chances of "Sweep the leg!" happening are very low) and it can't jump, it might have Weak Legs and Exposed Actuators. - Having Overhanging Arms (which would also lack hands and elbows, via the Minimal Arms quirk) would give it the ability to fire more easily from behind cover, at the expense of not being able to easily get back up if it falls. - Modular Weapons would make sense if they want damaged weapons to be able to be replaced easily, but still be proprietary to discourage modification. - If the company ever goes under (or production of the mech gets discontinued), then the mech would suffer from the Obsolete quirk from that moment onwards. - There are actually rules in Tactical Operations for linking Heat Sinks to specific components. - Since it is a long-range support mech, with better than average cooling, ER-PPCs would make considerably more sense. - Because it doesn't seem to put much focus on mobility, I would suggest giving it Hardened Armor.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus
The Scientist Caste has determined that time travel is dishonorable.
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AmaroqStarwind
04/07/18 12:45 PM
99.203.27.127
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Another Addendum to my addendum... I redact basically all my previous feedback because I miscalculated! I'm really sorry for possible Thread-Jacking....
Design Quirks According to the Design Quirks page here on Sarna, Extended Torso Twist actually costs 3 points, but so does Combat Computer. Double-checking in Strategic Operations confirms this.
Redacting most of my previous quirk feedback, Combat Computer instead of Improved Cooling Jacket on the Small Lasers would serve the intended function adequately, and balance out with Extended Torso Twist without additional modification. Non-Standard Parts is also a relatively harmless quirk, and would give you an extra positive quirk point to spend as desired. No other negative quirks need to be added, but you only have one quirk point to spend. I would suggest Improved Cooling Jacket, for the LRM-10.
Weapons and Equipment - Stock Configuration The LRM-10 (with Artemis) needs to be moved, since it won't fit in the Center Torso (which only has 2 Critical Slots available).
Weapons and Equipment - 3067 Refit The use of dual LRM-5s instead of an LRM-10 (with Artemis), in addition to allowing you to split your fire or conserve ammunition, would also increase the likelihood of a hit (two separate To-Hit rolls) and the probability of most of the salvo landing (because of two separate cluster rolls for five, instead of a single cluster roll for 10). This would also make enemy Anti-Missile Systems less effective because they would need to fire on two separate salvos of 5, rather than a single salvo of 10. You can make up for the increased weight of the Artemis system on each launcher by using a Small Cockpit. This refit would only be possible in 3067 because that's when Small Cockpits became available.
Weapons and Equipment - Mixed Tech (Clan Salvage) Refit Example MechWarriors who own one of these things would probably manage to swap out the PPCs for Clan-spec Large Pulse Lasers, if they can get their hands on that salvage. Of course, this would void the warranty...
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus
The Scientist Caste has determined that time travel is dishonorable.
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Retry
04/07/18 01:59 PM
64.189.130.11
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I personally just use quirks to differentiate between otherwise very similar units in ways that can't/shouldn't be represented with crits & tonnages. So I could have a well-engineered production worthy 70-ton main Battlemech that's well engineered, easy to maintain, easy to pilot, and perhaps even with improved life support. Meanwhile I could also have a failed, rickety 70-ton battlemech that on paper is nearly identical, but perhaps it's a rickety deathtrap: cockpit is unergonomic and makes ejection difficult, controls are not as intuitive or responsive making it more difficult to pilot, the legs are flimsy, etc. Making this other 70 tonner that, while on paper is just like its standardized cousin, is really the A38 Valiant of Battlemechs.
So I don't bother balancing quirks: If it has a role and a fluff reason to have a quirk or 3, it gets the quirks. That's about my design philosophy, although perhaps putting in a BV manually for a unit with quirks could be a way to manually balance unbalanced quirks? I sometimes experiment with C-bill costs of a unit being influenced by quirks as well...
That said, I love the mech and I appreciate the balancing act done here. It's certainly unique and very different than anything I've ever seen.
@Amaroq, no Artemis on that Mech. The 3rd crit slot shown in that is for the ammunition, which is located in the head.
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AmaroqStarwind
04/07/18 02:09 PM
99.203.27.127
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Well, that makes me an idiot >.< That also means that a pair of LRM-5s is viable even on the original loadout though, since Artemis is no longer something that needs to be dealt with... And it even frees up an extra ton that can be used for more ammunition, or an extra heat sink, or something like that.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus
The Scientist Caste has determined that time travel is dishonorable.
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