The Aggressor, a nightmarish 100-ton Inner Sphere BattleMech

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l0rDn0o8sKiLlZ
08/08/18 04:32 PM
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BattleMech Technical Readout

Type/Model: Aggressor AGGR-0V8TR
Tech: Inner Sphere / 3067
Config: Biped BattleMech
Rules: Level 3, Standard design

Mass: 100 tons
Chassis: Standard
Power Plant: 300 Vlar Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor Type: Standard
Armament:
2 Thunderbolt 20s
2 ER Medium Lasers
2 Small Pulse Lasers
3 ER Small Lasers
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

--------------------------------------------------------
Type/Model: Aggressor AGGR-0V8TR
Mass: 100 tons

Equipment: Crits Mass
Int. Struct.: 152 pts Standard 0 10.00
Engine: 300 Fusion 6 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: 10 Double [20] 0 .00
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA R: Sh+UA+LA 14 .00
Armor Factor: 307 pts Standard 0 19.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 31 46
Center Torso (Rear): 16
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 Thunderbolt 20 RA 8 18 11 21.00
(Ammo Locations: 3 LA, 3 RA)
1 Thunderbolt 20 LA 8 5 15.00
1 ER Medium Laser RT(T) 5 1 1.00
1 Small Pulse Laser RT(T) 2 1 1.00
1 ER Medium Laser LT(T) 5 1 1.00
1 Small Pulse Laser LT(T) 2 1 1.00
2 ER Small Lasers CT 4 2 1.00
1 ER Small Laser HD 2 1 .50
CASE II Equipment: 2 2.00
(CASE II Loc: 1 LA, 1 RA)
Turret Equipment: Left, Right Shoulder 2 1.00
Component Armor: 2 Slots 0 1.00
--------------------------------------------------------
TOTALS: 36 56 100.00
Crits & Tons Left: 22 .00

Calculated Factors:
Total Cost: 12,051,500 C-Bills
Battle Value 2: 2,353 (old BV = 1,826)
Cost per BV2: 5,121.76
Weapon Value: 2,123 / 2,123 (Ratio = .90 / .90)
Damage Factors: SRDmg = 29; MRDmg = 23; LRDmg = 10
BattleForce2: MP: 3, Armor/Structure: 8/8
Damage PB/M/L: 4/3/2, Overheat: 2
Class: MA; Point Value: 24




Designer's Notes:

-- --- Physical Appearance:

--- The Aggressor casts an imposing profile over the battlefield, with a lumbering gait and it's two enormous club like arms. It's thick forearms attached to the gangly uppers and nestled into the shoulders adorned with heavily armed death spewing turrets. It's menacing reversed joint legs carry it at a plodding and deliberate stride, like a ghost gliding over a graveyard. Indeed the whole 'Mech is a frightful sight even before it's armaments are known.

-- --- Armaments:

--- Carrying a fearsome Thunderbolt-20 in each arm, the Aggressor effectively carries a Hunchback on each shoulder. Each shoulder seats a pair of Armored Turrets with an ER Medium Laser and Small Pulse Laser allocated to each one. Within the massive bulbous forearms are 3-tons of CASE II protected ammo, giving each Thunderbolt-20 Launcher nine shots before it' spent. It's Head and Center Torso house a trio of ER Small Lasers, helping to cover the minimum range of the Thunderbolt Launchers from the front as the Aggressor makes it's slow advance.

-- --- Armor, Cooling and Motive Systems:

--- Powered by the same Vlar 300 Fusion Engine as the mighty Atlas and sporting an identical nineteen and a half tons of Standard-Grade BattleMech Armor, the Aggressor plods along at a cruising speed of 32.4 km/h, while it's paired CASE II ensure that even when the ammo for it's biggest guns are lost, the guns themselves are not lost in the process. The engine houses ten Double Heat Sinks which allow the Aggressor to fire a hefty salvo and remain quite cool, although a Mechwarrior must be still be wary as firing during maneuvers will slowly build the 'Mechs heat up if not attended to.

-- --- Doctrine and Roles:

--- A consumate Juggernaut, the Aggressor lopes through the battlefield creating craters, wrecks and corpses before it and turning the area around it into a hellish killzone for 'Mechs, Vehicles and Infantry alike. Costing twice as much as an Awesome, the Aggressor can nevertheless outshoot an Atlas and rip through even it's own formidable armor in just a few volleys. Although meant for assaulting an enemy position, the Aggressor acquits itself quite handily in an urban scuffle thanks to it's myriad of short range weapons. The stand-off ranges of it's Thunderbolt-20s ensure that it can adequately defend the areas it has captured, while it's deep magazines allow the 'Mech to display a hearty endurance in the field. However, while formidable in their own way, the Aggressor was never meant to fully rely on it's energy weapon complement, being more of an assertive deterrent to those would attempt to close in under the Thunderbolt systems' minimum range, and as such *the Aggressor is effectively ammo-dependent.

--- This limits it's uses to full-scale Assaults, Invasions and the defense of critical points against the same, and at just over 12 million C-Bills this could be a difficult investment to justify for some cost-conscious Commanders. Likewise the Thunderbolts themselves are far from cheap, neither the launchers nor their accompanying ammo are anything near cost-effective. The Aggressor requires 300,000 C-Bills just to load up it's weapons alone; never mind replace them, while it's Armored Turret Rotation Equipment must be specially manufactured and cost a hefty 100,000 C-Bills apiece to replace. Replacement of a single Thunderbolt-20 costs 450,000 C-Bills, making a replacement for the pair of them almost a million C-Bills in itself. Thankfully the 'Mech uses all standard parts from the bones and armor to it's fusion engine, making more common repairs no more costly or difficult than any other BattleMech of like kind. Not to mention the devastating effectiveness of it's *admittedly expensive armament and the fact that they are further protected by the CASE II; which helps protect the expensive Armored Turrets from an ammo explosion as well.

NINJA EDIT: Reworded 'pair of Hunchback's' to more accurately reflect the intended sentiment.

NINJA EDIT THE SEQUEL: Reworded the statement about the CASE II to reflect that it does NOT preserve the arm armor, but rather the [EXPENSIVE!] Thunderbolt-20 Launcher mounted there. Final paragraph modified to help reflect this and it's different benefits.

NINJA SPELLING EDIT: Added the word 'the' to the second to final paragraph. Edit marked with an asterisk.

NINJA SPELLING EDIT THE SEQUEL: Added 'ly' to the word 'admitted' in the final paragraph. Edit marked with an asterisk.

NINJA GRAMMAR EDIT: Removed a redundant 'as well' from the last paragraph.


Edited by l0rDn0o8sKiLlZ (08/08/18 04:45 PM)
ATN082268
08/09/18 12:14 PM
69.128.58.222

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Interesting. I don't think I've ever designed a unit with Thunderbolts. The 3 ER Small Lasers don't seem that useful on this design and I'd be tempted to add/do almost anything else (like a Guardian ECM). I'd definitely ditch the CASE II (and use normal CASE) as you're more likely to damage the pilot when you roll to see if remaining ammo slots survive an ammo explosion. Overall, I like it, especially with the standard engine
l0rDn0o8sKiLlZ
08/09/18 02:26 PM
73.216.131.208

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The ER Small Lasers have a maximum range of 5 hexes. The Thunderbolt-20s have a minimum range of 5 hexes. The ER Mediums give it a nice 5-point punch at out to 12 hexes, which being mounted in a turret allows them to fire into the front, rear AND side arcs. The Small Pulse Lasers mounted beside them are an infantry deterrent. The idea behind the trio of ER Small Lasers is that the Aggressor does NOT want to get into a close range scuffle; so with the medium range of the ER Medium Lasers being 5 Hexes, the MAX range of the ER Small Lasers being 5 hexes, and the minimum range of the Thunderbolt missiles being 5 hexes, this made them the perfect complementary weapon to mount to the front of the 'Mech. Meanwhile the ER Medium Lasers can both be brought to bear with no accuracy penalty, while if the Aggressor moves 2-3 hexes closer to the target in question before firing, it's generating +1 to +2 on the Small Pulse Lasers, +1 on the ER Medium Lasers and +1 on the ER Small Lasers with a potential damage of up to 25 points.

2x ER Medium Lasers = 10 Damage + 3x ER Small Lasers = 19 Damage + 2 Small Pulse Lasers = 25 Damage for a total of 25 Points of damage at 2-5 hexes.

With 16 points of that damage being from the turrets.

So that was the idea behind it; not necessarily defending the choice so much as explaining the reasoning behind it.
"Woad Raider, kill things today."
ATN082268
08/09/18 03:20 PM
69.128.58.222

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Quote:
The ER Small Lasers have a maximum range of 5 hexes. The Thunderbolt-20s have a minimum range of 5 hexes. The ER Mediums give it a nice 5-point punch at out to 12 hexes, which being mounted in a turret allows them to fire into the front, rear AND side arcs. The Small Pulse Lasers mounted beside them are an infantry deterrent. The idea behind the trio of ER Small Lasers is that the Aggressor does NOT want to get into a close range scuffle; so with the medium range of the ER Medium Lasers being 5 Hexes, the MAX range of the ER Small Lasers being 5 hexes, and the minimum range of the Thunderbolt missiles being 5 hexes, this made them the perfect complementary weapon to mount to the front of the 'Mech. Meanwhile the ER Medium Lasers can both be brought to bear with no accuracy penalty, while if the Aggressor moves 2-3 hexes closer to the target in question before firing, it's generating +1 to +2 on the Small Pulse Lasers, +1 on the ER Medium Lasers and +1 on the ER Small Lasers with a potential damage of up to 25 points.

2x ER Medium Lasers = 10 Damage + 3x ER Small Lasers = 19 Damage + 2 Small Pulse Lasers = 25 Damage for a total of 25 Points of damage at 2-5 hexes.

With 16 points of that damage being from the turrets.

So that was the idea behind it; not necessarily defending the choice so much as explaining the reasoning behind it.



O.K. Now I understand. Thank you.
happyguy49
08/10/18 05:33 AM
196.52.39.33

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Just my two cents; I don't think this design itself is bad, but the Thunderbolt line of missiles is terrible. They are inferior to regular LRMs in every way. They have less range despite still having a huge negative minimum range, when used inside minimum range even if they hit they do half damage, the launchers weigh 50% more, generate 50% more heat, have half as much ammunition per ton, can't use any alternative ammunition (such as Thunder, Swarm, Semi-guided, incendiary), can't use accuracy-boosting technology such as Artemis V, are super easy for an AMS to shoot down (50% of the time the AMS will COMPLETELY DESTROY the Thunderbolt), and cost almost twice as much. If it has all those negatives just use a ballistic or energy weapon for petes sake.
l0rDn0o8sKiLlZ
08/11/18 11:39 PM
73.216.131.208

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All fair points. And all things I knew already. My two cents is that the Thunderbolt 5 and the Thunderbolt 20 are decent weapons in and of themselves. The Thunderbolt 20 is effectively an AC/20 with double the range. The AC/20s biggest flaw is it's range, while the Thunderbolt 20's biggest flaw [as compared tot he AC/20, not overall] is it's vulnerability to AMS. I chose the Thunderbolt 20s for the Aggressor to give it effectively 2 AC/20s and the range to make them double the threat. With AMS or even Laser AMS, you have to hope the RNG is with you. With the AC/20 it's 9 hexes or bust. Besides, AC/20s for hands is the King Crab's schtick.

That was why I used the Thunderbolt 20 as the main weapon system for the Aggressor, not tot mention it was built around it much like the Orochi that inspired it.

Now my reasoning on the Thunderbolt 5 is that it is lighter than the AC/5, a niche weapon in itself. The Thunderbolt-5's only REAL advantage over the venerable AC/5 is it's indirect fire ability, inherited from it's derivative weapon, the LRM 5. I used this on the Type-20 that I posted earlier. A rather expensive 30-ton striker that was made to exploit the weight advantage of the Thunderbolt-5 Missile Launcher.

Overall, I agree with you, the Thunderbolt System isn't objectively great. However, it offers a blend of features no other platform can deliver. Indirect fire, non-cluster damage, and the ability to put 10 - 20 points of damage out to PPC range with less heat than a PPC, less crits than an Autocannon, and comparable weight and heat to it's brethren.[NINJA EDIT: The autocannons brethren NOT Lrm's] In exchange it has no specialty ammo, low ammo per ton and vulnerability to AMS: IF and only IF a unit is mounting it. Not the worst weapon by far; and THAT is a defense of the weapon itself, not just my reasoning for design.

Give 'em a chance, they're pretty darn good when you give 'em a whirl. and don't compare 'em to LRMs, they're more like missile-based Autocannons if not so much in tech but in usage.
"Woad Raider, kill things today."


Edited by l0rDn0o8sKiLlZ (08/11/18 11:42 PM)
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