Clan Industrial ‘Mech Design Request

Pages: 1
Requiem
10/19/18 06:43 AM
58.175.193.140

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Under the General Tab – The Impossible Dream we have been discussing – an Alt. History to the Cannon History where the Clans utilize small / medium space stations that are moved from one system to the next, mining asteroids to make the metals that are then used to manufacture their weapons systems etc, due to the requirements of Zero G when making them. These stations are then used in conjunction with additional close by / attached Space Stations to manufacture all of their weapons systems rather than having them imported from the Clan Home Worlds.

Thus the Clans have a means of producing all their weapons systems close at hand whilst the invasion of the inner sphere progresses. Thus their re-supply lines are reduced considerably.

(Side note – these stations are used also within the clan home worlds as manufacturing within a Zero G environment enables for easier manufacture than that of being on world – ease of moving large and heavy objects)

What we are looking for is an industrial ‘Mech that can travel in space – has an energy weapon that can cut up asteroids and then transfer these bite size pieces into the crusher unit.

These pilots will be an alternate use for ageing freeborn warriors and those that have shamed their Clan’s honour.

Submission for designs are hereby requested …

PS ... on a side note if these 'Mechs are captured by Inner Sphere forces they will use them on Clan warships like elementals do on a BattleMech ...... can I put an evil laugh here?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.


Edited by Requiem (10/19/18 06:45 AM)
CarcerKango
10/19/18 08:53 AM
73.238.89.48

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Rock Wolf (Standard)
3050 Clan Light

Original: http://battletech.rpg.hu/mechfactory_frame.php?call=displaymech&id=10000001

Source: My Own Custom /
Type/Model: Rock Wolf (Standard)
Tech: Clan / 3050
Config: Biped IndustriMech
Rules: Level 2, Standard design

Mass: 25 tons
Chassis:
Power Plant: 75 Fusion
Walking Speed: 32.4 km/h
Running Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jet
Jump Capacity: 90 meters
Jump Jet Manufacturer:
Armor Type: Industrial
Armament:
1 ER Small Laser
1 ER Small Laser
1 Cargo Storage
Manufacturer:
Location:
Communications System:
Targeting and Tracking System:


---------------------------------------------------------
Type/Model: Rock Wolf (Standard)
Mass: 25 tons

Equipment: Crits Mass
Int. Struct.: 43 pts Industrial 0 5.00
Engine: 75 Fusion 6 2.00
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 10 Single 7 0.00
Gyro: 4 1.00
Industrimech Cockpit, Life Supt., Sensors: 5 3.00
L: Sh+UA+LA+H R: Sh+UA+LA+H 8 0.00
Armor Factor: 69 Industrial 0 6.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 8 9
Center Torso (Rear): 3
L/R Side Torso: 6 8/8
L/R Side Torso (Rear): 2/2
L/R Arm: 4 6/6
L/R Leg: 6 8/8

Weapons and Equipment Loc Heat Ammo Crits Mass
---------------------------------------------------------
1 ER Small Laser LA 2 1 0.50
1 ER Small Laser RA 2 1 0.50
1 Cargo Storage RT 0 5 5.00
3 Standard Jump Jets: - 0 3 1.50
(Jump Jet Loc: 1 CT,1 LT,1 RT)
---------------------------------------------------------
TOTALS: 4 3 7.50
Crits and Tons Left: 30

Calculated Factors
Total Cost: 1,014,375 C-Bill
Battle Value (BV1):358
Battle Value (BV2):361
l0rDn0o8sKiLlZ
10/19/18 11:35 PM
73.216.131.208

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50-ton Clan-Tech Medium-Class IndustrialMech
Steward 50-ton Space Mining Mech

Code:

Source: NO DATA
Type/Model: Steward / STWD-PRIME
Tech: Clan / 3025-3050
Config: Biped IndustrialMech
Rules: Level 3, Standard design

Mass: 50 tons
Chassis: Industrial-Grade 'Mech Chassis

Power Plant: 100 Fusion
Walking Speed: 21.6 km/h
Running Speed: 32.4 km/h

Jump Jets: 2 Standard Jump Jet
Jump Capacity: 60 meters
Jump Jet Manufacturer: NO DATA

Armor Type: Heavy-Grade Industrial Armor

Armament:

2x ER Small Laser
2x Small Pulse Laser
2x Medium Pulse Laser

2x BattleMech Shoulder Turrets
2x 2-ton Cargo Bays
2x 3-ton Cargo Bays
3x 1-ton Extended Fuel Tanks

Manufacturer: NO DATA
Location: NO DATA

Communications System: Matchlock RTX-20 SECURE w/ Military Software Module
Targeting and Tracking System: Rockstar Mining Unit w/ Hydra S3 TactiTrack Software Module

---------------------------------------------------------
Type/Model: Steward / STWD-PRIME
Mass: 50 tons

Equipment:- Crits:-Mass:

Int. Struct.: 83 pts Industrial-0-10.00

Engine: 100 Fusion-6-3.00

Walking MP: 2
Running MP: 3
Jumping MP: 2

Heat Stinks: 10 Double Stinks-12-0.00

Gyro:-4-1.00

Industrialmech Cockpit, Life Supt., Sensors:-5-3.00
L: Sh+UA+LA+H R: Sh+UA+LA+H 8 0.00

Armor Factor: 96 Heavy Industrial-0-6.00

Internal Armor / Structure Value

Head: 3 6
Center Torso: 16 9
Center Torso (Rear): 9
L/R Side Torso: 12 9/9
L/R Side Torso (Rear): 9/9
L/R Arm: 8 9/9
L/R Leg: 12 9/9

Weapons and Equipment-Loc-Heat:-Ammo:-Crits:-Mass:
---------------------------------------------------------
2x ER Small Laser-4-2-1.00
(ERSLaser Loc: 1 LA,1 RA)

2x Small Pulse Laser-(Turret)-4-2-2.00
(SPlaser Loc: 1 RT, 1 LT)

2x Medium Pulse Laser-(Turret)-8-2-4.00
(MPLaser Loc: 1 RT, 1 LT)

2x BattleMech Shoulder Turrets-0-2-1.00
(Turret Equipment Loc: 1 RT, 1 LT)

4x Cargo Bays-0-10-10.00
(Cargo Bay Loc: 1 LA,1 RA, 1 RT, 1 LT)

2x Standard Jump Jets:-3-2-1.00
(Jump Jet Loc: 1 LL,1 RL)

3x 1-ton Extnd. Fuel Tanks:-0-3-3.00
(Equipment Loc: 1 LT,1 RT, 1 CT)

Environmental Sealing:-0-8-5.00
(Equipment Loc: 1 LL,1 RL, 1 CT, 1 RT, 1 LT, 1 LA, 1 RA, 1 HD)
---------------------------------------------------------

TOTALS:-19-31-27.00
Crits and Tons Left: 4 / 0.00

Calculated Factors:
Total Cost: 1,746,375 C-Bill
Battle Value (BV1): NO DATA
Battle Value (BV2): 646


50-ton Clan-Tech Medium-Class MilitiaMech
Steward 50-ton Militia Command Variant

Code:

Source: NO DATA
Type/Model: Steward / MILITIA-CMND
Tech: Clan / 3025-3050
Config: Biped IndustrialMech
Rules: Level 3, Standard design

Mass: 50 tons
Chassis: Industrial-Grade 'Mech Chassis

Power Plant: 100 Fusion
Walking Speed: 21.6 km/h
Running Speed: 32.4 km/h

Jump Jets: 2 Standard Jump Jet
Jump Capacity: 60 meters
Jump Jet Manufacturer: NO DATA

Armor Type: Heavy-Grade Industrial Armor

Armament:

2x ER Small Laser
2x Small Pulse Laser
2x Medium Pulse Laser

2x BattleMech Shoulder Turrets
2x 4-ton Communication Equipment Allocations

Manufacturer: NO DATA
Location: NO DATA

Communications System: Matchlock RTX-20 SECURE w/ Military Software Module
Targeting and Tracking System: Rockstar Mining Unit w/ Hydra S3 TactiTrack Software Module

---------------------------------------------------------
Type/Model: Steward / MILITA-CMND
Mass: 50 tons

Equipment:- Crits:-Mass:

Int. Struct.: 83 pts Industrial-0-10.00

Engine: 100 Fusion-6-3.00

Walking MP: 2
Running MP: 3
Jumping MP: 2

Heat Stinks: 10 Double Stinks-12-0.00

Gyro:-4-1.00

Industrialmech Cockpit, Life Supt., Sensors:-5-3.00
L: Sh+UA+LA+H R: Sh+UA+LA+H 8 0.00

Armor Factor: 169 Heavy Industrial-0-11.00

Internal Armor / Structure Value

Head: 3 9
Center Torso: 16 22
Center Torso (Rear): 10
L/R Side Torso: 12 16/16
L/R Side Torso (Rear): 8/8
L/R Arm: 8 16/16
L/R Leg: 12 24/24

Weapons and Equipment-Loc-Heat:-Ammo:-Crits:-Mass:
---------------------------------------------------------
2x ER Small Laser-4-2-1.00
(ERSLaser Loc: 1 LA,1 RA)

2x Small Pulse Laser-(Turret)-4-2-2.00
(SPlaser Loc: 1 RT, 1 LT)

2x Medium Pulse Laser-(Turret)-8-2-4.00
(MPLaser Loc: 1 RT, 1 LT)

2x BattleMech Shoulder Turrets-0-2-1.00
(Turret Equipment Loc: 1 RT, 1 LT)

2x Comms. Equip. Alllocation-0-8-8.00
(Equipment Loc: 1 RT, 1 LT) (4-Tons Each)

2x Standard Jump Jets:-3-2-1.00
(Jump Jet Loc: 1 LL,1 RL)

Environmental Sealing:-0-8-5.00
(Equipment Loc: 1 LL,1 RL, 1 CT, 1 RT, 1 LT, 1 LA, 1 RA, 1 HD)
---------------------------------------------------------

TOTALS:-19-26-22.00
Crits and Tons Left: 9 / 0.00

Calculated Factors:
Total Cost: 1,632,188 C-Bill
Battle Value (BV1): NO DATA
Battle Value (BV2): 863



A Brief Overview:

--- --- The Steward is a clan IndustrialMech designed by Clan Ghost Bear as their entry into a Clan-Wide Design Competition being held to find a suitable 'Mech for a brand new logistics system to be deployed for the invasion of the Inner Sphere. The challenge was issued in 3025, when the Khans began to feel somewhat uneasy following the Third Succession War. Deeming it prudent to at least begin preparing some sort of plan for an invasion into the Inner Sphere. Clan Ghost Bear's entry utilized a pair of old 2450 prototype of a BattleMech Shoulder Turrets, worked into an appropriate production grade model, on their Steward Industrial/Milita 'Mech.

--- --- Weighing in at a considerable mass of 50-tons, the Steward is armed with a pair of Medium Pulse Lasers, Small Pulse Lasers, and ER Small Lasers; as well as being outfitted with a pair of Jump Jets, three tons of additional reaction mass and four Cargo Bays that together amounted to ten tons of cargo capacity. Six tons of Heavy-Grade Industrial Armor protected the 'Mech from flying debris and/or collisions, but offered very little in the form of protection against a moderately armed and determined attacker. Environmental Sealing of the IndustiralMech's chassis protected the pilot from the harsh vacuum of space, while ten Double Heat Stinks ensured the pilot had adequate, if not exactly abundant, cooling for the myriad of weaponry that it would use to carve up it's prey.

--- --- Perhaps the most impressive part of the Steward , however is it's Communications Hardware and Target Tracking Suite. The Steward 's target tracking equipment allows extremely precise use of it's complement of lasers without the use of a dedicated Targeting Computer by offering a special mode called "Precision Mode" In this mode the 'Mech cannot maneouver in any way, but can fire with extreme precision; hence the name. This allows it to perform it's function of an asteroid miner with great efficiency. The other intersting thing is it's "Militia Mode" which gives the normally utilitarian-focused TTS the ability to effectively function as a BattleMech-Grade Fire Control Sytem.

--- --- With the flick of a switch the Steward can go fromn asteroid-mining IndustrialMech to anti-insurgency MilitiaMech, giving the humble 50-tonner more flexibility for the resources spent on it. To this end, the Steward is quite well armed, able to oust infantry, BattleArmor, and even light vehicles with ease thanks to it's impressive armament... for a MilitiaMech that is. The unit even has a refit kit for a Militia Commander, swapping the extra fuel and cargo holds for five more tons of armor and eight tons of additonal Communications Equipment. And it is on this flexibility that the Ghost Bears have staked their bid for this challenge.



50-ton Clan-Tech Medum-Class Mining
50-ton IndustrialMech Diligent/1DI-PRIME

Code:

Source: NO DATA
Type/Model: Diligent / 1DI-PRIME
Tech: Clan / 3025-3050
Config: Biped IndustrialMech
Rules: Level 3, Standard design

Mass: 50 tons
Chassis: Industrial-Grade 'Mech Chassis

Power Plant: 100 Fusion
Walking Speed: 21.6 km/h
Running Speed: 32.4 km/h

Jump Jets: 2 Standard Jump Jet
Jump Capacity: 60 meters
Jump Jet Manufacturer: NO DATA

Armor Type: Standard-Grade Industrial Armor

Armament:

1x ER Small Laser
1x Small Pulse Laser

1x BattleMech Shoulder Turrets
1x 10-ton Cargo Container
1x Lift Hoist / Arresting Hoist
1x 3-ton Extended Fuel Tank
1x 1-ton Extended Fuel Tank

Manufacturer: NO DATA
Location: NO DATA

Communications System: Poplar C-10 w/ Integrated Signal Booster and Speech Processor
Targeting and Tracking System: Headliner Mining Unit w/ Fault Tracker Software
---------------------------------------------------------
Type/Model: Diligent / 1DI-PRIME
Mass: 50 tons

Equipment:- Crits:-Mass:

Int. Struct.: 83 pts Industrial-0-10.00

Engine: 100 Fusion-6-3.00

Walking MP: 2
Running MP: 3
Jumping MP: 2

Heat Stinks: 10 Double Stinks-12-0.00

Gyro:- 4-1.00

Industrimech Cockpit, Life Supt., Sensors:-5-3.00
L: Sh+UA+LA+H R: Sh+UA+LA+H 8 0.00

Armor Factor: 85 Industrial-0-8.00

Internal Armor / Structure Value

Head: 3 5
Center Torso: 16 8
Center Torso (Rear): 8
L/R Side Torso: 12 8/8
L/R Side Torso (Rear): 8/8
L/R Arm: 8 8/8
L/R Leg: 12 8/8

Weapons and Equipment-Loc-Heat:-Ammo:-Crits:-Mass:
---------------------------------------------------------
1x ER Small Laser-(Turret)-2-1-0.50

1x Small Pulse Laser-(Turret)-2-1-1.00

1x BattleMech Shoulder Turret-RT-0-1-0.50

1x Cargo Container-LT-0-1-10.00

1x Lift Hoist / Arresting Hoist-LT-0-3-3.00

2x Standard Jump Jets:-3-2-1.00
(Jump Jet Loc: 1 LL,1 RL)

1x 3-ton Extnd. Fuel Tanks:-LT-0-3-3.00

1x 1-ton Extnd. Fuel Tanks:-CT-0-1-1.00

Environmental Sealing:-0-8-5.00
(Equipment Loc: 1 LL,1 RL, 1 CT, 1 RT, 1 LT, 1 LA, 1 RA, 1 HD)
---------------------------------------------------------

TOTALS:-7-21-25.00
Crits and Tons Left: 14 / 0.00

Calculated Factors:
Total Cost: 1,553,156 C-Bill
Battle Value (BV1): NO DATA
Battle Value (BV2): 396



A Brief Overview:

--- --- When a design challenge was issued by the Khans for an IndustrialMech built to breakdown asteroids with energy weapons and transport them to a space station as part of a new logistics system to be commissioned in preparation for a possible invasion of the Inner Sphere, Clan Jade Falcon wasted no time getting in on it. putting forth a 50-ton design to counter Clan Ghost Bear's approach, the Jade falcon entry was nonetheless quite unique in it's own right. An elegant and simple design with no frills that excelled at every function asked of it, the Diligent also made use of a previously prototype BattleMech Shoulder Turret on it's right torso. Outfitted with a pair of Jump Jets and a whopping four tons of spare fuel, the Diligent differentiated itself from Clan Ghost Bear's Steward by the use of a ten-ton Cargo Container tethered to a Lift Hoist / Arresting Hoist Aparatus in lieu of the Steward 's four independent Cargo Bays.

--- --- An ER Small Laser and Small Pulse Laser represent the entirety of the Diligent 's paltry armament, both of which are mounted in it's BattleMech Shoulder Turret. The MiningMech's Headliner Mining Unit is augmented by it's special Fault Tracker software, enabling it to slice and dice asteroids with terrifying efficiency, although it lacks finesse. Eight tons of Standard-Grade Industrial Armor ensure adequate protection from space-borne debris and possible collisions while it's ten built-in Double Heat Stinks ensure that it's pilot stays comfortable within the Enviromentally Sealed chassis that's protects them from the deadly vaccum outside of it. The Diligent 's lack of Heavy-Grade Industrial armo also makes it less of a chore to repair and/or refit than the 'Mech it was designed to rival.

--- --- The truly intersting part of the Diligent however, lies in it's proposed methods of deployment. Using it's Cargo Container and Lift / Arresting Hoist, the Diligent can tow asteroids, or simply pull it's container around to it's front and load it before slinging it back into place or simply towing it back. Multiple Diligent s can even be employed by having one of the 'Mechs play 'Gopher', bringing containers for each of it's co-workers and towing the full ones back. The Diligent also serves as a rather capable tug for Aerospace Fighters or very small Small Craft, as well as a capable recovery unit for Escape Pods or Life Boats cast adrift. On top of this, it's Lift / Arresting Hoist can be used to tether itself to various bodies and even each other, making operations possible even in the event of a fuel shortage.

--- --- Another impressive feature of the Diligent is it's "Free-Lock" system. The "Free-Lock" system allows the Diligent to toggle it's single BattleMech Shoulder Turret between a "Hands-Free Mode" and "Manual Lock Mode". The "Hands-Free Mode" enables head-tracking that pairs with the Headliner's Fault Tracker Software, allowing the pilot to simply 'follow the bouncing ball' so to speak, greatly expediting the mining process. "Manual Lock" allows the pilot to override the system in the event of a malfunction, as well as making training in the "Hands-Free Mode" uneccessary. Additionaly, the Diligent 's complement of lasers have a freely adjustable point of convergence, which technicians can lock the pilot out of if they so wish.


45-ton Clan-Tech Medium-Class IndustrialMech
The Technician, the Hell's Horses' 45-ton 'HandyMech'

Code:

Source: NO DATA
Type/Model: Technician / TECH-A
Tech: Clan / 2980-3050
Config: Biped IndustrialMech
Rules: Level 3, Standard design

Mass: 45 tons
Chassis: Industrial-Grade 'Mech Chassis

Power Plant: 180 Fusion
Walking Speed: 43.2 km/h
Running Speed: 64.8 km/h

Jump Jets: 4 Standard Jump Jet
Jump Capacity: 120 meters
Jump Jet Manufacturer: NO DATA

Armor Type: Commercial-Grade 'Mech Armor

Armament:

1x 5-ton Cargo Bay
1x 5-Ton Cargo Bay
1x 2-ton Extended Fuel Tank
1x 2-ton Extended Fuel Tank

Manufacturer: NO DATA
Location: NO DATA

Communications System: KinTech R-500 w/ SIBKO Telemetric Enchament Package
Targeting and Tracking System: IFF Enabled SwiftScan Threat Detector w/ Passive Probe
---------------------------------------------------------
Type/Model: Technician / TECH-A
Mass: 45 tons

Equipment:- Crits:-Mass:

Int. Struct.: 75 pts Industrial-0-9.00

Engine: 180 Fusion-6-7.00

Walking MP: 4
Running MP: 6
Jumping MP: 4

Heat Stinks: 10 Single Stinks-3-0.00

Gyro:-4-2.00

Industrimech Cockpit, Life Supt., Sensors:-5-3.00
L: Sh+UA+LA+H R: Sh+UA+LA+H 8 0.00

Armor Factor: 84 Commercial-0-3.50

Internal Armor / Structure Value

Head: 3 4
Center Torso: 14 8
Center Torso (Rear): 8
L/R Side Torso: 11 8/8
L/R Side Torso (Rear): 8/8
L/R Arm: 7 8/8
L/R Leg: 11 8/8

Weapons and Equipment-Loc-Heat:-Ammo:-Crits:-Mass:
---------------------------------------------------------
2x 5-ton Cargo Bay-0-10-10.00
(Equipment Loc: 1 LT,1 RT)

4x Standard Jump Jets:-4-4-2.00
(Jump Jet Loc: 1 LL,1 RL, 1 LT,1 RT)

2x 2-ton Extnd. Fuel Tanks:-0-4- 4.00
(Equipment Loc: 1 LT,1 RT)

Environmental Sealing:-0-8-4.50
(Equipment Loc: 1 LL,1 RL, 1 CT, 1 RT, 1 LT, 1 LA, 1 RA, 1 HD)
---------------------------------------------------------

TOTALS:-4-26-20.50
Crits and Tons Left: 28 / 0.00

Calculated Factors:
Total Cost: 1,993,823 C-Bill
Battle Value (BV1): NO DATA
Battle Value (BV2): 276


45-ton Clan-Tech Medium-Class IndustrialMech
The Technician B, counterpart of the Technician A

Code:

Source: NO DATA
Type/Model: Technician / TECH-B
Tech: Clan / 2980-3050
Config: Biped IndustrialMech
Rules: Level 3, Standard design

Mass: 45 tons
Chassis: Industrial-Grade 'Mech Chassis

Power Plant: 180 Fusion
Walking Speed: 43.2 km/h
Running Speed: 64.8 km/h

Jump Jets: 4 Standard Jump Jet
Jump Capacity: 120 meters
Jump Jet Manufacturer: NO DATA

Armor Type: Commercial-Grade 'Mech Armor

Armament:

1x Rock Cutter
1x Spot Welder
1x Mining Drill

1x 2-ton Extended Fuel Tank
1x 2-ton Extended Fuel Tank

Manufacturer: NO DATA
Location: NO DATA

Communications System: KinTech R-500 w/ SIBKO Telemetric Enchament Package
Targeting and Tracking System: IFF Enabled SwiftScan Threat Detector w/ Passive Probe
---------------------------------------------------------
Type/Model: Technician / TECH-A
Mass: 45 tons

Equipment:- Crits:-Mass:

Int. Struct.: 75 pts Industrial-0-9.00

Engine: 180 Fusion-6-7.00

Walking MP: 4
Running MP: 6
Jumping MP: 4

Heat Stinks: 10 Single Stinks-3-0.00

Gyro:-4-2.00

Industrimech Cockpit, Life Supt., Sensors:-5-3.00
L: Sh+UA+LA+H R: Sh+UA+LA+H 8 0.00

Armor Factor: 84 Commercial-0-3.50

Internal Armor / Structure Value

Head: 3 4
Center Torso: 14 8
Center Torso (Rear): 8
L/R Side Torso: 11 8/8
L/R Side Torso (Rear): 8/8
L/R Arm: 7 8/8
L/R Leg: 11 8/8

Weapons and Equipment-Loc-Heat:-Ammo:-Crits:-Mass:
---------------------------------------------------------
1x Spot Welder-RA -0-1-2.00

1x Rock Cutter-LA-0-5- 5.00

1x Mining Drill-RA-0-4-3.00

4x Standard Jump Jets:- 4-4-2.00
(Jump Jet Loc: 1 LL,1 RL, 1 LT,1 RT)

2x 2-ton Extnd. Fuel Tanks:-0-4-4.00
(Equipment Loc: 1 LT,1 RT)

Environmental Sealing:-0-8-4.50
(Equipment Loc: 1 LL,1 RL, 1 CT, 1 RT, 1 LT, 1 LA, 1 RA, 1 HD)
---------------------------------------------------------

TOTALS:-4-26-27.50
Crits and Tons Left: 20 / 0.00

Calculated Factors:
Total Cost: 2,191,625 C-Bill
Battle Value (BV1): NO DATA
Battle Value (BV2): 297


A Brief Overview:

--- --- Originally conceived in 2889 by Clan Hell's Horses, the Technician was to be an IndustrialMech that would serve as something of a 'Jack-of-all-Trades' type of 'Mech. A 'HandyMech' if you will. Outfitted for mining, salvaging and dismantling operations, the Technician would be deemed wasteful at that juncture of history by the Hell's Horses, who shelved it and soon forgot about it. Later in 2980, following the Jade Falcons movement to invade the Inner Sphere, the Hell's Horses would revive this design in secret, building and stockpiling select numbers of Technician s to augment their ability to build up in the event that such a thing should come to pass. So when the Khans issued a challenge calling for 'Mech desgings to supplement a brand-new logistics system with the intent of preparing to invade the Inner Sphere, the Hell's Horses were among the first to submit a design.

--- --- While the Technician is among the most expensive submissions so far, it IS far more mechanically sound and simple to operate. It's 180 Fusion Engine gives it a surprising level of speed for an IndustrialMech, while it's four Jump jets are fed by four extra tons of fuel giving it superior space-mobility while rivaling the endurance of it's competition. Being unarmed means that the Technician must rely on running away in the event of danger, however it's potent task-focused equipment and unique method for operation see a strong case for it's employment. However the Technician 's greatest drawback is it's meager three and half tons of Commercial Grade 'Mech Armor, which while it IS readily available by way of ease of manufacture offers paltry protection against hazards found out in the vacuum of space. Although like it's competitors it does come equipped with Environmental Sealing equipment to shield it's pilot, removing the need for an EVA suit.

--- --- The nifty selling point of the Technician , despite it's costs, is actually found in the way it approaches the task put before it. The 'Mech is specifically engineered to be easily convertible between two basic variants, the A, and the B. The A variant acts as a 'Carrier', with a full ten tons of cargo capacity split between two five ton bays, one in each side torso. The B variant on the other hand acts as the 'Worker' with a menagerie of equipment consisting of a Rock Cutter, Mining Drill and Spot Welder. The ease of interchangeability between these 'Mechs means that while producing them would require a greater initial investment in capital, the long-term benefits would presumably outweigh the costs.

--- --- As the Technician is built on the philosophy of "Many hands make light the labor.", it inhabits a rather unique space within the various designs presented. It's concept would ensure a tactile robustness in the form of interchangeability while it's utilization of numbers to speed the work rather than technology means it exhibits distinct advantages over it's competition in terms of the sheer volume of work it can accomplish. In a similar fashion, it would be of great use in salvage operations as well as being able to help rapidly assemble / disassemble forward firebases, and establish logistical hubs or fortifications. The Technician would be just as much of an asset after the Invasion, when it is time to rebuild what was destroyed.

ATTACHMENT HERE ===============> Attachment (128 downloads)


Edited by l0rDn0o8sKiLlZ (10/19/18 11:57 PM)
l0rDn0o8sKiLlZ
10/19/18 11:46 PM
73.216.131.208

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Sorry for the God-awful format. the .rtf didn't want to play nice with the forum post UI, and put everything in some wonky cockeyes format. The dashes were the best I could do.

The TL:DR is there are three 'Mechs the Steward, the Diligent, and the Technician each with different strengths and weaknesses. The Steward is made to double as an anti-insurgency MilitiaMech for the pacification of captured worlds, the Diligent is hyper-focused on the above criteria for the design request. The Technician lacks any energy weapons, but is a solid all around IndustrialMech with easy to make and maintain parts.

No ICE designs here. The 'Mechs are 50, 50 and 45 tons respectively. Only the Steward and the Technician have variants.

The BattleMech Shoulder Turret has been around since 2450. Wasn't common until 3060, so I figured I'd put some on there for flavor.
"Woad Raider, kill things today."
Requiem
10/20/18 01:28 AM
58.175.193.140

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Thanks for the provided examples – these will provide many opportunities going forward.

Has anyone though about something similar to Gundam’s spheroid ball with a very large engine - say 6/9/6 - and two large lasers – Industrial mining drill + other attachments welder / Claws for hands - ? …. Just an evil thought …. fast / agile / very dangerous weapons and the ability to rip / tear - not only a mining 'mech - salvage - warship repair mech - cut away the damaged area - replace with new armour etc .... a multi-purpose machine for any space related issues - repair, mining etc ...
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
10/20/18 01:48 AM
66.74.61.223

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Use claws on a mech for the ripping concepts. Now a precise cutting? Not much deals with that in the game.
The one set of house rule ideas for equipment that isn't in the books had the idea of a welder, so maybe that might be a start. If you don't mind going off grid.

Lordnoo8... the is a minor issue with the mechs presented. Time frame. Ersl's did not exist until 3040 era, so 3025 did not have them, and turrets came later. Just restate the time line for them.

Though the idea of making a quad that has claws to allow it to work on the sides of hills or even underground chasms comes to mind. As it would probably be slow using those claws, it would not be able to use them in a fast battle, IE most land battles. Then again, a mining mech should not keep up with a Spider or Hussar.

And the evil thought comes out.
Make a mech sized vibroblade.
Requiem
10/20/18 02:17 AM
58.175.193.140

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As this “Mech” is to be utilized in space only …

For salvage work and working with asteroids I would have thought a more robust hand actuator like claws would provide the mech with a greater versatility and durability given the extreme conditions the ‘Mech will be required to work in.

The attachment of cutting equipment etc. would then provide the accuracy / ability to repair etc.

The Lager engine allows the unit to move heavier objects quickly. However it also give the vehicle the dual benefit of speed. (thus it could keep up with a spider or Hussar)

The Large Lasers provides it with a higher cutting ability compared to that of a small / medium laser.

Could it also have omni-pods just on the arms only just behind the wrist - then a selection of tools could be attached as per the required feature of the mission – mining / repair / salvage etc

Plus due to the nature of its work should we not also have a large armour requirement – explosives to break up asteroids – rock flying in all directions – safety requirement?

And yes I agree I wish we could also have vibro-blades and beam sabres
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.


Edited by Requiem (10/20/18 02:18 AM)
l0rDn0o8sKiLlZ
10/20/18 03:24 AM
73.216.131.208

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This is clan-tech, so the ER Smalls have technically always existed for them. I don't think the Clans have Small Lasers, but you could just put those on there. I was under the impression that 'Clan' Small Lasers were just better than IS and so the 'ER' was added to make that clear.

I know the BattleMech Turrets weren't really commonplace until 3060, but the tech to make them has existed in one form or another since 2450.

clan Ghost Bear and Clan Jade Falcon effectively moved the time line forward a bit, however the reason that BattleMech Turrets never became a thing until 3060 was that nobody wanted / needed them. So nobody researched them until Solaris became a thing. Even then almost nobody uses them even throughout the Jihad and Dark Age. I think the Clans could definitely make one of these.

And it is an alternate cannon thing, so why not!
"Woad Raider, kill things today."
ghostrider
10/20/18 11:15 PM
66.74.61.223

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Another idea came up with that will not be canon, but should be fitting. Possible using a snub nosed ppc that fires less intense beam for a longer time, being use as an arc welder.
Might make it variable, so you can cut with it as well.
Heavier, more heat output may also help avoid the ground combat use of it.

The use of pods might work, but I don't think it would not be a waste on this type of unit. Most will be one specific job, not space borne repairs, then mining, then cargo handler.
As the use of non mech machines might, and I say might, fall into the waste concepts, would be a poor idea for them.
To be honest, the turret based laser array for mining or welding might work out better, as something like a quad, would have difficulty moving the 'legs/arms' into position and keeping steady.
Using the precise turrets for the very close range, non moving concept could make them extremely accurate.

If you don't mind running it hot, TSM would allow for larger hauls of ores. Have it operate at TSM heat, and turn on sinks as it uses the lasers and such.
Now do you think it should have fuel on it for things like normal flame welders, which would have their own oxygen tanks to use in space.

And I forgot about this being a clan unit.
Turrets came out because quads were had to use without them. So it was not thought of in the original release. Hell, a lot of things came out after the initial three boxes. Normal Battletech, Citytech and Aerotech. Even the use of incindiary missiles beyond the inferno srm 2. Smoke rounds and such as well.
Requiem
10/22/18 01:08 AM
58.175.193.140

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The ‘Mech may also require specialized equipment:

1. The ability to drill bore holes into the asteroid (The Energy weapon?);
2. A metallurgical detector to determine the composition of metals within the bore hole;
3. The ability to transfer small stable detonator packs into the bore holes that can be detonated via a remote controlled signal from the cockpit of the ‘Mech;
4. The use of a Harpoon gun – where a projectile would anchor itself to the asteroid and an attached cable could be used to winch to transport the asteroid – otherwise the claws would be required to push the piece into place;
5. Readings from Google also suggest pumping gasses into the bore holes to mine for certain metals – thus tanks with certain gasses may be required to be attached to the ‘Mech; and
6. Also water / Ice mining should also considered … water / fuel etc.

Also, would you also consider something similar to the Rifleman’s arms – can go through a complete 360 degree rotation if required?
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
ghostrider
10/22/18 03:35 AM
66.74.61.223

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Unless you break away from the canon rules, a unit that flips their arms, can not have hand actuators.
I would honestly suggest a drill over an energy bore. It will be possible to cut into a gas pocket, and if it ignites, may well blow up the asteroid, and possibly damage anything in the general area. Shrapnel comes to mind here.

The idea of using a harpoon gun set up to secure the unit does have appeal to it. I would think several working together is more likely to be needed. The unit sent to the asteroid recently had one of a set fail, and the lander is now in a spot that it has issues with the solar charging as well as coms. Plus, it is more secured, so the pilot could do more without worrying about having their anchors come loose.

Now this is more specialized then the original request.
It may well be worth it to make it a remote controlled unit, so if there is a mishap, the experienced driver is safe in say the dropship.
AmaroqStarwind
10/22/18 04:51 PM
108.255.82.176

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Actually, the Hyper-Extending Actuators design quirk allows a unit with hands to flip their arms just fine.
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