Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Tripod]
#147339 - 06/12/07 08:39 PM (192.94.94.106)
|
|
|
hehe, both posting at the same time.
i'm still waiting on the bulk of that info myself. basicly the world (one system 5 planets+moons) resembles a small microchasm of the inner spher's succession wars. there is a king, with no ehirs, gravely ill with 5 dukes all ready to succeed him after he passess.
not sure if each duke has his only planet or if they intermingle on each, or some of them. i do know the GM said he wants the different dukes to have different designs, some sporting mostly missile, some mostly energy, some mostly balictic. this being because one duke may only have weapon factories producing srm's. any lasers featured on his production mechs would need to be bartered for from a neighboring duke. this meaning any weapon can be used on any dukes mech, but they would lean heavily on what they have the most access to. unfortunately i dont have specific info, even as to names of the dukes. feel free to come up with things on your own. it can be adapted to fit what he has in mind, by slightly changing our fluff, or yours.
-------------------- TBA
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147348 - 06/13/07 05:43 AM (202.134.242.238)
|
|
|
Some BattleMechs as Requested... All Medium Weight - 50, 45, 45, 55... All with ICE Engines and Ballistic/Missile Weapons only. They're listed on HMP as Level 3 only for the ICE Engine, they are otherwise outfitted with Level1 Technology.
I even threw in the Low-Armour-High-Weapons sort of design - the Paradox - but at least made its weapons (just a little) better than a Riflemans.
Feel free to send me a Message if there's anything else in Particular you're after... I just got my Internet back after a long spell gone, and I'm itchin' to be Postin'....
=======================
BattleMech Technical Readout
Type/Model: Gambit (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 50 tons Chassis: Standard Power Plant: 150 I.C.E. Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h
Armament: 1 Autocannon/10 3 Machine Guns Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Gambit (Prototype) Mass: 50 tons
Equipment: Crits Mass Int. Struct.: 83 pts Standard 0 5.00 Engine: 150 I.C.E. 6 11.00 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 2 Single 2 2.00 (Heat Sink Loc: 2 RT) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA 15 .00 Armor Factor: 168 pts Standard 0 10.50
Internal Armor Structure Value Head: 3 9 Center Torso: 16 23 Center Torso (Rear): 8 L/R Side Torso: 12 18/18 L/R Side Torso (Rear): 6/6 L/R Arm: 8 16/16 L/R Leg: 12 24/24
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Autocannon/10 RA 3 20 9 14.00 (Ammo Locations: 2 RA) 3 Machine Guns LT 0 200 4 2.50 (Ammo Locations: 1 LT) -------------------------------------------------------- TOTALS: 3 45 50.00 Crits & Tons Left: 33 .00
Calculated Factors: Total Cost: 2,379,000 C-Bills Battle Value: 642
A Medium workhorse design, the Gambit is so named by its
'MechWarriors for being a bit of an all-or-nothing on the
BattleField. In a close range slugfest, the Gambit performs
admirably - its twenty Magazines of 10-Rated Autocannon ammunition
serve it well to tear enemies to pieces in a short amount of time,
while its backup of 3 .50 Calibre Machine Guns keeps people from
getting too close - especially with great rents torn in their armour.
However, the Gambit's fall is always a risk - With a lot of
ammunition and no backup weaponry, warriors often fall prey to simply
exhausting themselves, and having to withdraw - relying only on the
'Mechs one heavily armoured BattleFist for protection.
It does however, dedicate over a Tenth of its Weight to Armour alone
- giving it a better chance to survive long enough to withdraw.
========================================================
BattleMech Technical Readout
Type/Model: Renegade (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 45 tons Chassis: Standard Power Plant: 225 I.C.E. Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 2 SRM 4s 2 Machine Guns
-------------------------------------------------------- Type/Model: Renegade (Prototype) Mass: 45 tons
Equipment: Crits Mass Int. Struct.: 75 pts Standard 0 4.50 Engine: 225 I.C.E. 6 20.00 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 3 Single 3 3.00 (Heat Sink Loc: 1 HD, 1 LT, 1 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 80 pts Standard 0 5.00
Internal Armor Structure Value Head: 3 8 Center Torso: 14 10 Center Torso (Rear): 4 L/R Side Torso: 11 8/8 L/R Side Torso (Rear): 3/3 L/R Arm: 7 7/7 L/R Leg: 11 11/11
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 SRM 4 RT 3 25 2 3.00 (Ammo Locations: 1 CT) 1 Machine Gun RT 0 100 2 1.00 (Ammo Locations: 1 CT) 1 SRM 4 LT 3 1 2.00 1 Machine Gun LT 0 1 .50 -------------------------------------------------------- TOTALS: 6 40 45.00 Crits & Tons Left: 38 .00
Calculated Factors: Total Cost: 2,584,552 C-Bills Battle Value: 429
The Renegade was designed originally as a Striker 'Mech. Once
enemies had been weakened by fire from other designs, or in long
range slugfests, the Renegade would move in swiftly to provide the
killing blows to the enemy. However, in the current age of Duel
based warfare, the Renegade has been relegated to second line
systems. Many believe that 'Mechs are the Kings of the BattleField,
and removing your enemies 'Mechs is the easiest way to destroy their
capability to perform warfare - thus, the Renegade has its place -
although even its Name shows its not always appreciated.
BattleMech Technical Readout
Type/Model: Renegade-LR (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 45 tons Chassis: Standard Power Plant: 225 I.C.E. Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 2 LRM 5s 2 Machine Guns
-------------------------------------------------------- Type/Model: Renegade-LR (Prototype) Mass: 45 tons
Equipment: Crits Mass Int. Struct.: 75 pts Standard 0 4.50 Engine: 225 I.C.E. 6 20.00 Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 3 Single 3 3.00 (Heat Sink Loc: 1 HD, 1 LT, 1 RT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 80 pts Standard 0 5.00
Internal Armor Structure Value Head: 3 8 Center Torso: 14 10 Center Torso (Rear): 4 L/R Side Torso: 11 8/8 L/R Side Torso (Rear): 3/3 L/R Arm: 7 7/7 L/R Leg: 11 11/11
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 LRM 5 RT 2 24 2 3.00 (Ammo Locations: 1 CT) 1 Machine Gun RT 0 100 2 1.00 (Ammo Locations: 1 CT) 1 LRM 5 LT 2 1 2.00 1 Machine Gun LT 0 1 .50 -------------------------------------------------------- TOTALS: 4 40 45.00 Crits & Tons Left: 38 .00
Calculated Factors: Total Cost: 2,501,902 C-Bills Battle Value: 464
In trying to increase the favourability of the Renegade, an
auspicious warrior ordered the replacement of his Short Range missile
Racks to longer ranged varieties - which suddenly turned his Renegade
into an effective, if ammunition dependant - duelling 'Mech.
Peppering the enemy at range, he had to be very careful of his
ammunition supply - striking only when capable of dealing damage,
without damage being dealt in return.
=================================================================
BattleMech Technical Readout
Type/Model: Paradox (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 55 tons Chassis: Standard Power Plant: 220 I.C.E. Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 2 Machine Guns 1 LRM 15 1 SRM 4
-------------------------------------------------------- Type/Model: Paradox (Prototype) Mass: 55 tons
Equipment: Crits Mass Int. Struct.: 91 pts Standard 0 5.50 Engine: 220 I.C.E. 6 20.00 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 3 Single 3 3.00 (Heat Sink Loc: 1 HD, 2 LT) Gyro: 4 3.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 112 pts Standard 0 7.00
Internal Armor Structure Value Head: 3 8 Center Torso: 18 21 Center Torso (Rear): 1 L/R Side Torso: 13 17/17 L/R Side Torso (Rear): 1/1 L/R Arm: 9 10/10 L/R Leg: 13 13/13
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Machine Gun RT 0 100 2 1.00 (Ammo Locations: 1 LT) 1 LRM 15 RT 5 16 5 9.00 (Ammo Locations: 1 LT, 1 RT) 1 Machine Gun LT 0 1 .50 1 SRM 4 CT 3 25 2 3.00 (Ammo Locations: 1 CT) -------------------------------------------------------- TOTALS: 8 44 55.00 Crits & Tons Left: 34 .00
Calculated Factors: Total Cost: 3,202,249 C-Bills Battle Value: 536
The Paradox is aptly named - the 'Mech has some wonderful selling
points, but they are all counterbalanced by downpoints provided
elsewhere in the design. To name a few, the Paradox sports an ample
ammunition supply for its weapons, to allow judicious firing - but
instead lacks sufficient heat sink capacity to quickly disperse its
heat buildup, restricting your rates of fire. Its armour is slabbed
to the front to provide additional capacity while duelling - yet it
sports below average armour for its size. It has weapons for all
ranges and situations, but lacks a dependable backup weapon for when
ammunition runs low - also, it misses out on valuable rear armour for
when it must withdraw from the Battlefield.
Although the Paradox is a jack of all, master of none - it has
occasionally been praised for always having SOMETHING positive to
give - even amongst all of the potential negatives.
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Drasnighta]
#147384 - 06/13/07 12:15 PM (12.49.227.185)
|
|
|
Thank you kindly. i'd like your opinions on the deuling... something similar to the clan ROE? the thought of something along these lines has wafted in and out of my thoughts over the last few weeks...
I will search out this "HMP" once i get a nap, been up 21 hours now but my 4 day weekend had started!!! woohoo!
-------------------- TBA
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147404 - 06/14/07 02:05 AM (202.134.242.70)
|
|
|
Yeah, something similar to the Clanner Zellbringen-wotsit Rules of Engagement-Thingies - but then, the Clans seem to still bring enough to deal with the problem the old-fasioned way if they HAVE to, whereas in this situation they simply won't have enough to bring to overwhelm - one or two 'Mechs is going to carry the day here...
I see them potentially only sending out one or two 'Mechs as part of an official challenge to settle it - and only have the Infantry and Vehicles there to clean up afterwards - very much like Jousting Knights and their Footmen. With energy weapons being rare, and ICE being the way to go - You're looking at high damage only at short range - so 'Mechs may still have the manouverability to evade everything but Ambushes.
But of course, War is Dirty - which is why the occasional 'Mech or Vehicle (such as the Renegade) should be geared to fight dirty...
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Drasnighta]
#147405 - 06/14/07 02:31 AM (202.134.242.70)
|
|
|
Of course, having more information about the world would be very useful. These are stabs in the Dark at concepts I'd come up with if forced into that setting.
BattleMech Technical Readout
Type/Model: Blaze (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 40 tons Chassis: Standard Power Plant: 160 I.C.E. Walking Speed: 43.2 km/h Maximum Speed: 64.8 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 2 Machine Guns 4 Flamer (Vehicle)s
-------------------------------------------------------- Type/Model: Blaze (Prototype) Mass: 40 tons
Equipment: Crits Mass Int. Struct.: 67 pts Standard 0 4.00 Engine: 160 I.C.E. 6 12.00 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 8 Single 8 8.00 (Heat Sink Loc: 1 HD, 3 LT, 3 RT, 1 CT) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 88 pts Standard 0 5.50
Internal Armor Structure Value Head: 3 5 Center Torso: 12 12 Center Torso (Rear): 3 L/R Side Torso: 10 10/10 L/R Side Torso (Rear): 3/3 L/R Arm: 6 8/8 L/R Leg: 10 13/13
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Machine Gun RT 0 100 2 1.00 (Ammo Locations: 1 CT) 2 Flamer (Vehicle)s RT 6 40 4 3.00 (Ammo Locations: 1 LT, 1 RT) 1 Machine Gun LT 0 1 .50 2 Flamer (Vehicle)s LT 6 2 1.00 -------------------------------------------------------- TOTALS: 12 48 40.00 Crits & Tons Left: 30 .00
Calculated Factors: Total Cost: 1,809,594 C-Bills Battle Value: 312
Based originally on an ancient and half-destroyed Firestarter chassis, the Blaze is the best attempt to create a duplicate with less than half of the technology base. As Energy based weapons begin to make their way into the field, the Blaze was engineered to capture the technology intact.
However, the designers may have missed their mark in designing it. Although fitted with four Napalm throwing Vehicle Flamers, and a judicious amount of Fuel, the Blaze lacks its own Heat Sinks to be able to dump them continously. Additionally, the fuel tanks are inadequately temperature shielded, meaning that the Blaze in combat conditions can often be reduced to a blazing fireball of its own.
However, against infantry - nothing is more terrifying than the Blaze. Able to cut and burn swathes through the Enemy with ease.
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Askhati_Sonix
Sergeant
Reged: 02/12/07
Posts: 175
|
Re: Design help wanted
[Re: Drasnighta]
#147424 - 06/14/07 11:30 AM (168.209.97.42)
|
|
|
I think having a handheld melee weapon should be fine, as there is nothing in the rules to disallow it. The only pro of actually integrating the weapon into the chassis itself would be that a handheld weapon requires the use of both arms, while a integrated weapon only uses one arm. Carrying the weapon separately will also limit the use of weaponry in the 'Mech's arms, while an integrated design could use both the melee weapon and any other ranged weapons in the other arm simultaneously.
For the use of shields - since the 'Mech has to use both arms to lift that 10%, what happens to the melee weapon it has in its hand? Or is the lifting capability reduced to 5% if it uses only one arm?
-------------------- Evolve or DIE!
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Askhati_Sonix]
#147432 - 06/14/07 02:35 PM (12.49.227.185)
|
|
|
i would think if you used a hand held(2 handed) melee weapon shields would be almost useless. yes, a shield could be moundes in one arm. but would only be able to be used in "no defence mode"
"No Defense Mode-
only protects the mounted arm, may not be used for bash attacks, +1 to hit for weapons in the shield arm. " fairly useless, untill the hand held melee weapon is destroyed, or dropped. then other sheld modes could be used as well as shield bash attacks. but, we seem to be verging into house/coustom rules.
where is a good place to get rules clarifications? such as, the new solaris VII map pack rules for maces state a mace weighs and takes up tons/crit of tonage/10. meaning a 10 ton/10 crit mace for a 100 tone mech???? cant be. only 8 crits in the arm. club rules state a shoulder and hand be present, guess you could drop the uppers and lower arm actuactors....lol...j/k
-------------------- TBA
|
Karagin
General
Reged: 04/21/01
Posts: 5663
Loc: Ft. Hood TX (Killeen)
|
Re: Design help wanted
[Re: Tripod]
#147442 - 06/14/07 07:24 PM (24.26.220.4)
|
|
|
I guess either at CBT and hope that Randal actually answers the question...or post it on the different sites and maybe someone can post the page in which book etc..
-------------------- Karagin
Given time and plenty of paper, a philosopher can prove anything.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Karagin]
#147460 - 06/15/07 11:16 AM (12.49.227.185)
|
|
|
does anyone have the pdf og the tech manual? if so, does it cover the odd-ball melee weapons mentioned in the map pack, such as the mace. if so, what does it say on tons/crit...
i DO have the solaris book and the crit = tons/10 witch make it impossible for larger assault mechs to mount them. was this on pourpose, or accidental? i cannot find maces mentioned in any other book i have...
tactical handbook says it follows standard hatchet rules but does 2 points for every 5 tons of the mech(ouch, 80 points with TSM - only 50 points under the new solaris rules, assuming a 100 ton mech can somehow mount one). meaning at 100 tons it 7 tons 7 crit. 6.66667 rounded up
-------------------- TBA
|
SCUM
Sergeant
Reged: 12/05/02
Posts: 159
Loc: I'm somewhere, where I don't k...
|
Re: Design help wanted
[Re: Tripod]
#147462 - 06/15/07 11:43 AM (4.244.60.137)
|
|
|
I think that this was an oversight, if it were my game I would allow mechs to mount it (who otherwise couldn't) by having a crit cap at 8.
-------------------- Jer 33:3
9th Kyu AOSRKKF
Promo Code:scumsentme
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147469 - 06/16/07 02:41 AM (202.134.242.171)
|
|
|
Quote:
does anyone have the pdf og the tech manual?
I do, and It doesn't. It only has the Hatchet and Sword as Melee weapons, and although it gives details for Industrial stuff - Arc Welder, Combine, etc - they're less useful than even the Hatchet and Sword.
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
JackGarrity
Sergeant Major
Reged: 09/18/06
Posts: 269
Loc: Alabama.
|
Re: Design help wanted
[Re: SCUM]
#147487 - 06/17/07 08:27 AM (71.207.206.97)
|
|
|
sorry ive been working, blagh,, yeah TDB v 2.0.1.etc, wont let me drop it past the ten hskinks, though,,. how do you put in power converters into the readout, I see the power amps option from when a ICE is used, but not sure how to add taht component, have an idea or two for some energy mechs.
-------------------- Greetings Mechwarrior.
|
JackGarrity
Sergeant Major
Reged: 09/18/06
Posts: 269
Loc: Alabama.
|
Re: Design help wanted
[Re: JackGarrity]
#147488 - 06/17/07 08:40 AM (71.207.206.97)
|
|
|
2 mechs, the Dragonsbreath is a laser eq'd mech , 55 tons. the Falchion is 75 tons.
Dragonsbreath.
Chassis: Unknown Power Plant: Unknown 165 ICE Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 1 Large Laser 2 Machine Guns Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Dragonsbreath.
Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: 5.5 Engine: 165 ICE 12 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 10 10 Gyro: 2 Cockpit: 3 Armor Factor: 152 9.5
Internal Armor Structure Value Head 3 9 Center Torso 18 24 Center Torso(rear) 9 R/L Torso 13 16 R/L Torso(rear) 4 R/L Arm 9 17 R/L Leg 13 18
Weapons and Ammo Location Critical Tonnage Large Laser LA 2 5 TSM LA 2 0 Machine Gun LT 1 0.5 Machine Gun Ammo LT 1 1 TSM LT 1 0 Machine Gun RT 1 0.5 Machine Gun Ammo RT 1 1 TSM RT 1 0 Hatchet RA 4 4 TSM RA 2 0
Falchion
Chassis: Unknown Power Plant: Unknown 225 ICE Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: none Jump Capacity: none Armor: Unknown with CASE Armament: 1 Rotary AC/2 1 LRM 10 1 Machine Gun Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Falchion
Technology Base: - Inner Sphere - Level 2 Equipment Mass Internal Structure: 7.5 Engine: 225 ICE 20 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 10 10 Gyro: 3 Cockpit: 3 Armor Factor: 160 10
Internal Armor Structure Value Head 3 9 Center Torso 23 22 Center Torso(rear) 9 R/L Torso 16 16 R/L Torso(rear) 9 R/L Arm 12 17 R/L Leg 16 18
Weapons and Ammo Location Critical Tonnage Rotary AC/2 LA 3 8 Rotary AC/2 Ammo LT 3 3 CASE LT 1 0.5 LRM 10 RT 2 5 LRM 10 Ammo RT 2 2 Machine Gun Ammo RT 2 2 CASE RT 1 0.5 Machine Gun RA 1 0.5
-------------------- Greetings Mechwarrior.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: JackGarrity]
#147503 - 06/17/07 10:03 PM (192.94.94.106)
|
|
|
i dont have that design program. i copied and pasted someone elses mech and entered my own spec's crits, tonages locations and such. i do have TDB to do the actual designing but i have not found any output option to paste a design here. TDB does add in power convertors in one ton incraments, or at the actual 10% of the energy weapons weight with the level 3 fractional accounting option selected. i did that energy mech to fit in the limitations on TDB, not letting me go under 10 HS so i made it use them all and being level 1 it does not allow fractional accounting, do i gave it exactly 10 tons of enery weapons, requireing exactly 1 ton of convertor. i nee to name that one, i like it.
btw, convertors take 10% energy weapon weight, and 0 critical.
i added up the weights on your dragonsbreath mech and came up with 54 tons. i assume your program has added 1 ton on power convertor. it shows this in a notes/coments section in TDB. i'd bet if you move it to level 3 tech and pick factional accounting it's weigh a half ton less. the larger laser only requires a .5 ton convertor. you coudl add an extra MG or armor or whatever. i'd have no probelms with a level 3 mech that uses all level 1 tech. thats how most are doing it. i see the TSM and rotary AC, we are starting in level 1 tech and moving forward as we progress. the desings by you and others that have this will be used eventually. probly "downgraded" to fit and "upgraded" as the tech becomes available.
ty for your input
-------------------- TBA
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147504 - 06/18/07 01:52 AM (202.134.242.62)
|
|
|
The Nightfall and Nightfall II - I read somewhere people were debating which is better, an LRM-20 or 4xLRM-5s... Take these out and judge for yourself... The BV of the II is slightly higher, only because of its extra Armour... If you drop the armour to Original Nightfall Levels, and spend the 2 Tons in Additional Heat Sinks again, its BV is something like 734... So its all down to the specific Pilot.
Wanting to know if there is anything specific you're after, or if I could get 'in' on any fluff, so I can customise the designs I have befittingly.
- Dras
BattleMech Technical Readout
Type/Model: Nightfall (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 70 tons Chassis: Standard Power Plant: 140 I.C.E. Walking Speed: 21.6 km/h Maximum Speed: 32.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 2 LRM 20s 2 SRM 4s Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Nightfall (Prototype) Mass: 70 tons
Equipment: Crits Mass Int. Struct.: 107 pts Standard 0 7.00 Engine: 140 I.C.E. 6 10.00 Walking MP: 2 Running MP: 3 Jumping MP: 0 Heat Sinks: 8 Single 8 8.00 (Heat Sink Loc: 4 LT, 4 RT) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA R: Sh+UA 12 .00 Armor Factor: 176 pts Standard 0 11.00
Internal Armor Structure Value Head: 3 9 Center Torso: 22 26 Center Torso (Rear): 9 L/R Side Torso: 15 18/18 L/R Side Torso (Rear): 6/6 L/R Arm: 11 18/18 L/R Leg: 15 24/24
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 LRM 20 RT 6 24 9 14.00 (Ammo Locations: 2 LT, 2 RT) 1 SRM 4 RT 3 25 2 3.00 (Ammo Locations: 1 CT) 1 LRM 20 LT 6 5 10.00 1 SRM 4 LT 3 1 2.00 -------------------------------------------------------- TOTALS: 18 52 70.00 Crits & Tons Left: 26 .00
Calculated Factors: Total Cost: 3,871,466 C-Bills Battle Value: 754
The Nightfall is a 'mech designed with a purpose. With no way of aquiring Autocannon, or heaven forbid - laser - technology, the designers began work on trying to create a 'Mech anagalous to a Catapult or Crusader design. Although slower and heavier, the Nightfall packs an incredible amount of missile firepower... At standard rates of fire, the Nightfall has enough ammunition for 2 minutes of continual firing - 4 minutes if it expends its long range missiles before closing within 120 meters. This continual amount of fire can be easily directed by the 'Mechwarrior in what is considered a spacious and luxurious Cockpit. The Nightfall however, does have a significant problem with Heat - the barrages must be carefully timed to avoid the 'Mech pushing beyond its limits.
Rumours abound however, of an improvement in missile systems, which allow a 'choke' on the amount fired in a volley, and it is suggested that the Nightfall may be the first 'Mech to pioneer the new system.
BattleMech Technical Readout
Type/Model: Nightfall II (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 70 tons Chassis: Standard Power Plant: 140 I.C.E. Walking Speed: 21.6 km/h Maximum Speed: 32.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 8 LRM 5s 2 SRM 4s Manufacturer: (Unknown) Location: (Unknown) Communications System: (Unknown) Targeting & Tracking System: (Unknown)
-------------------------------------------------------- Type/Model: Nightfall II (Prototype) Mass: 70 tons
Equipment: Crits Mass Int. Struct.: 107 pts Standard 0 7.00 Engine: 140 I.C.E. 6 10.00 Walking MP: 2 Running MP: 3 Jumping MP: 0 Heat Sinks: 10 Single 10 10.00 (Heat Sink Loc: 5 LT, 5 RT) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 208 pts Standard 0 13.00
Internal Armor Structure Value Head: 3 9 Center Torso: 22 31 Center Torso (Rear): 10 L/R Side Torso: 15 22/22 L/R Side Torso (Rear): 7/7 L/R Arm: 11 21/21 L/R Leg: 15 29/29
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 4 LRM 5s RT 8 96 8 12.00 (Ammo Locations: 2 LT, 2 RT) 1 SRM 4 RT 3 25 2 3.00 (Ammo Locations: 1 CT) 4 LRM 5s LT 8 4 8.00 1 SRM 4 LT 3 1 2.00 -------------------------------------------------------- TOTALS: 22 56 70.00 Crits & Tons Left: 22 .00
Calculated Factors: Total Cost: 3,501,206 C-Bills Battle Value: 779
The Nightfall II is a modified Nightfall BattleMech, to incorporate the new HazeLaunch Long Range Missile system. Instead of two massive missile launchers, the designers came up with a system using multiple ammunition feed systems, which the 'Mechwarrior can throttle on and off before he launches - dictating his heat buildup and ammunition consumption. In total, the HazeLaunch system has met with mixed success. Although being less weight than the original LRM-20 system, and even taking up less critical space, the launchers generate more heat than their originator does at full launch capacity, This problem is offset by allowing the 'Mechwarrior to throttle back his firepower, to cool down, instead of giving him an All-or-Nothing option. Additionally, the HazeLauncher is more resistant to direct damage, with individual tube systems having their own redundant feed and damage control systems, effectively shutting off the damaged parts without compromising the systems as a whole. (The designers at this stage seem to be nothing but full of hot air, spinning a story - for all intents and purposes, the HazeLauncher is merely 4 LRM-5 systems masquerading as a single LRM-20 system - just for those who wanted to debate which is better...)
Because of the changes in the HazeLauncher size and shape, the designers attempted to offset the extra heat generated by installing additional heat sinks in between the Primary long range and Secondary short range missile launchers, while still chosing to maintain the excessive amounts of ammunition on board. The leftover tonnage went to additional armour plating, to increase the survivability of the Nightfall.
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Drasnighta]
#147510 - 06/18/07 04:52 AM (192.94.94.106)
|
|
|
yea, that was actually my post about the 4 lrm 5's. i didn't even think about the extra survivability of doing it that way. although, one poster on that thread did point out that the munchkins use them that way in order to get more chances of a critical hit. i preffer the "Hazelaunch System" for the extra heatsinks that can be used alternativly for the short range weapons systems.
i like your design, btw, 3-5 is quite average, in the ICE comunity...even a verging on above average. 5-8 is about the fastest you will see one go, that carries any weaponry or armor at all.
-------------------- TBA
|
JackGarrity
Sergeant Major
Reged: 09/18/06
Posts: 269
Loc: Alabama.
|
Re: Design help wanted
[Re: Tripod]
#147513 - 06/18/07 07:41 AM (71.207.206.97)
|
|
|
cool, I learned seomthing, Id been wondering how it does the power converters for a while actually, thanks , hmm a LVl3 using Lvl1tech, is clan gear alright as long as its nothing insane? like using clan LRM pod or something to squeeze a little more range out? or do we want to stick with straight up IS hardware.
-------------------- Greetings Mechwarrior.
|
Askhati_Sonix
Sergeant
Reged: 02/12/07
Posts: 175
|
Re: Design help wanted
[Re: JackGarrity]
#147518 - 06/18/07 12:26 PM (168.209.97.42)
|
|
|
I like the idea of having dukes/factions with monopolies on some weapons, could create some very specific factional designs. What about all those fancy Lvl2 sensor equipment like TAG's, active probes, ECMs, etc? Can we use them yet, or are they still taboo? Also, what about IndustrialMechs - are they available, and if so, what would their limitations be in this universe?
-------------------- Evolve or DIE!
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Askhati_Sonix]
#147524 - 06/18/07 04:15 PM (12.49.227.185)
|
|
|
the level 3 using level 1 tech was simply to gain use of fractional accounting, .25 tons of armor, and .10 ton convertors and such. no tonage left unused.
as far as level 2+ and clan tech... this subject was talked about only briefly. it has been said for sure that as the game progresses level 2, and probly 3 IS tech will work it's way into the game as technological advanced are made. no reason clan stuff can be in there as just a simply more advanced weapon.
as for now all construstion and game rules are in effect. i am considering reducing the target number for feul explosion checks with like a -2 to the dice roll. also, thinking of an "advanced ICE" with all that massive tonage it take up, it could come with a free supercharger. just a thought or 2....
again, all standard rules remain in affect so there are no limitation on workmechs accept those already in place.
also, some of the fluff leans toward mechs being uncommon. this is not the case. seeing a fusion mech in combat is uncommon. they would most likely be on the field, but kept in reserve due to expenseive and hard to replace fusion cores. as technology advances, they will become more and more common.
got to go, late for work...
-------------------- TBA
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147530 - 06/18/07 08:58 PM (202.137.92.106)
|
|
|
Using HeavyMetalPro, the only way to get an ICE Engine is to use Level 3 rules - but rest assured, beyond the ICE Engine restriction, every single one of my designs submitted so far are level 1. I have not even used Fractional accounting so far, as I've steered away from utilising Energy Weapons.
The way I've sort of being doing it - ICE 'Mechs are your workhorses, since the Myomer system has been easily replicated and mass produced, its specifically the Fusion Engine which holds them back - so lots of ICE, little fusion - and 'Mechs are still Kings of the Battlefield. I would make the assumption however, if Fusion Engines are even rarer than usual in 'Mechs, then Fusion Vehicles would be all but non-existant.
Okay, I'll brainstorm some more, but I offer up the Gambit, Renegade, Renegade-LR, Paradox, Blaze, Nightfall and Nightfall II so far... Upon any further Fluff information (which, if you want to message me, you can Email to me) and I'll just go nuts... I've been thinking of doing a BTech Campaign for a while myself, but don't have the time to write all the background stories - but I'll lend a hand. If not, I'll just toss on more 'Mechs.
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Drasnighta]
#147533 - 06/18/07 10:20 PM (192.91.75.29)
|
|
|
there are enough designs posted here for me to start saving them somewhere. TDB would be good but you cant have less than 10 HS. and im not sure if you can save an overweight mech...
the main benifit of fractional is when you have like 1 medium laser, it allows you to loose like 2 points of armor to cover the weight of the convertor.
we've never been big on vehicles in our games. not sure why. we did try to use more infantry once but we tend to stick to mechs mostly.
I'm pestering the GM on our private forums about more fluff. we are about to start a 2nd edition d&d but he's not the DM. maybe this will give him time to work on the BT stuff.
we've mainly been working on the mechanincs of the game when we have time to get together. we are not using MW for the roleplay side of this. he's using something called D20 Modern. we've devised an experiance based way to raise BT skill levels. as we gain exp it goes into 2 pools, one is total exp to keep track of level, and the other is unasigned to be "spent" on skills to raise them. skills cost more and more as they are raised. we even put a penalty of higher cost to raise is you attempt to push one skill far higher them the rest. we did like the weapon type specific gunnery skills of MW, so we kept that. we also added a physical attack skill seperate from piloting. and we needed a 6th skill so we added an avoid skill to be used on ammo explosion and shut down checks.
-------------------- TBA
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147584 - 06/21/07 03:43 AM (202.134.240.83)
|
|
|
Quote:
the main benifit of fractional is when you have like 1 medium laser, it allows you to loose like 2 points of armor to cover the weight of the convertor.
Yeah, but I don't like Optomising things... 'Mechs are designed in Committee after all, you can't have everything "just perfect"... Not since the Star League...
Also, in our D20 Adaptation (when we rarely used it) utilised - as per Maximum Tech suggestion - the Computer Skill to Avoid Shutdowns, Ammo Explosions, Ejection and the like... Representing just how well a pilot knows how to push his 'Mechs automated systems before they lock him out.
But, just the suggestion.
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Drasnighta]
#147804 - 07/08/07 01:02 AM (192.91.75.30)
|
|
|
Type/Model: Tracker / TRK-G7 Designer - Lucas
Mass: 30 Ton Biped
Equipment: Crits Mass Int. Struct.: Standard 0 3.00 Engine: 180 Fusion ?.00 Walking MP: 6 Running MP: 9 Jumping MP: 0 Heat Sinks: 10 Single 3 0.00 (Heat Sink Loc: 3RT) Gyro: 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H Armor Factor: 91 pts Standard 0 5.75?
Internal Armor Structure Value
Head: 3 7 Center Torso: 10 15 Center Torso (Rear): 5 L/R Side Torso: 7 10/10 L/R Side Torso (Rear): 4/4 L/R Arm: 5 8/8 L/R Leg: 7 10/10
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Hatchet LA - - 2 2.00 1 SRM 6 LT 4 15 2 3.00 SRM 6 Ammo (15) LT - - 1 1.00 2 Medium Lasers RA 3 - 2 2.00 1 Small Laser H 1 - 1 0.50
-------------------------------------------------------- TOTALS: 8 8.50 Crits & Tons Left: ? 0.00
Calculated Factors: Total Cost: ? C-Bills Battle Value: 1,341?
Something is amiss with the armor on this guy, and i dont know the weight of the engine off hand. The design is by a RL friend of mine, Lucas. He will be the game maser of the op and coming campaign that i've be collecting your design submissions for. I am personally impressed with this design. IMO it's one of the best level 1 lights i've come across. opinions?
Edited by Tripod (07/08/07 01:13 AM)
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147805 - 07/08/07 01:25 AM (202.134.240.116)
|
|
|
Design Editing:
6.5 Tons Armour (104 points), armour should be Max everywhere except the CT, which is 1 Point Less
In light of that, I'd drop the Small Laser for another Medium, at least... Perhaps if doing that, drop the 6-pack to a 4-pack and add a fourth medium, but you're overdoing it on heat then.
Its not bad, but I wouldn't call it the best level 1s I've seen... But mainly because I've seen a LOT of Level 1s...
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Drasnighta]
#147807 - 07/08/07 04:45 AM (192.91.75.29)
|
|
|
someone that does not know hw to manage heat could learn real easy on that mech. a good portion of the players in this campaign are...not veterans... i see it a good use of the 10 points of heat available. and i do agree about the small vs 1 more medium.
do you ,mean to say that the current configuration leaves room for 6.5 tons of armor? or it should have that much? i love full armor as much a the next guy, but i've tried to stay away from the absolutely tweaked mechs in making these designs for our little tech readout in an attempt to make it a bit more like the current readouts.
once you up it to 4 mediums your verging on the fire javelin... on of my favorite mechs as well...back when we put the full 10 tons of armor on it... : ) were we the only crowd that got that variant wrong?
-------------------- TBA
|
Karagin
General
Reged: 04/21/01
Posts: 5663
Loc: Ft. Hood TX (Killeen)
|
Re: Design help wanted
[Re: Tripod]
#147810 - 07/08/07 08:21 AM (24.26.220.4)
|
|
|
Hey heat management is a good thing and having a mech that forces you to watch your heat means you learn to think outside of the Alpha strike mentality and use tactics and firepower to win.
-------------------- Karagin
Given time and plenty of paper, a philosopher can prove anything.
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147842 - 07/11/07 04:16 AM (202.134.242.67)
|
|
|
Quote:
do you ,mean to say that the current configuration leaves room for 6.5 tons of armor?
Yes indeed, the "standard" configuration you gave, has enough room for 6.5 tons of armour, which is the effective maximum, since the last half-ton only adds 1 point to the chassis.
Also looking at it again, I'd definately drop it to 6.0 Tons of Armour, and top it out at 4 Medium Lasers, and a Holly 4-Rack, that way, you have abundant firepower for those "Overheat Overkill" Alpha-strike situation - it gives you a choice between all-or-nothing, and between heavy slabs of damage, or crit-seeking shots... With the Hatchet as a Choice weapon to boot.
7 Heat Generated for a Full Overstrike Alpha, is not too bad - especially when we're talking 'Mechs designed for this mini readout of yours...
I mean, the way its going at the moment, you could really go with a Funky design like an SRM-2 Pack and a Large Laser - gives you speed and range - but compromises the original design, and does away with THE most Efficient weapon for Weight/Tonnage/Range/Heat/Crits - the Inner Sphere Medium Laser, (Always choose Randall's "Hellbitch" Variety)....
Or, if you feel like it - take a 4ML Variant, drop the SRM-4, add Jumpies, and you've got a messed up FireJav.......
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Tripod
Sergeant Major
Reged: 03/14/07
Posts: 210
Loc: Denton, TX
|
Re: Design help wanted
[Re: Drasnighta]
#147876 - 07/13/07 07:18 AM (216.162.144.130)
|
|
|
yea, once we start working more on fusion designs we are going to run into the, thats like a *insert mech name here*! ohh well...
i've been on a road trp the last few days, and been pondering a ice equivelent king crab... if i drop it to 2-3 speed, i think it's managable....
-------------------- TBA
|
Drasnighta
Corporal
Reged: 02/07/06
Posts: 90
Loc: Victoria, Australia
|
Re: Design help wanted
[Re: Tripod]
#147877 - 07/13/07 08:23 AM (202.134.242.130)
|
|
|
Depending on what you want to preserve of the King Crab - I do have something "similar" here, based on the massive Dual Autocannon Load... Personally though, I think the ICE Atlas works a little better... I normally dislike making Assault BattleMechs, and keep to Mediums with the occasional Heavy - but, this is a special situation:
....
BattleMech Technical Readout
Type/Model: Mangler (Prototype) Tech: Inner Sphere / 3132 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 100 tons Chassis: Standard Power Plant: 200 I.C.E. Walking Speed: 21.6 km/h Maximum Speed: 32.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Standard Armament: 2 180mm MechChewer Autocannon/20s 1 LRM 10 1 SRM 6
------------------------------------------------------------------------------ ==Overview:== The Mangler is a massive hulking BattleMech, heavily depending on Ammunition, but capable of destroying any and all things that dare stand in its slow, plodding way...
Although superficially based on the King Crab, designers were unfortunately unable to replicate any of the Energy based backup weaponry, instead deciding to go all out on its ballistic and missile loadout.
==Capabilities:== Two Massive 180mm 'MechChewer Cannons dominate the arms (and even part of the torso) - although ammunition is limited, the Mangler is capable of firing those cannons multiple times before overheating too strenuously.
A pair of missile launcers back up the remainder of the Manglers firepower - a 10 pack of Long Range Missiles matched with a 6 pack of Harpoon short range missiles.
Due to its limited ammunition, the designers thought to keep it hand actuators - modelled as massive claws that cover the end of the barrels during physical attacks.
-------------------------------------------------------- Type/Model: Mangler (Prototype) Mass: 100 tons
Equipment: Crits Mass Int. Struct.: 152 pts Standard 0 10.00 Engine: 200 I.C.E. 6 17.00 Walking MP: 2 Running MP: 3 Jumping MP: 0 Heat Sinks: 11 Single 11 11.00 (Heat Sink Loc: 1 HD, 4 LT, 4 RT, 2 CT) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 272 pts Standard 0 17.00
Internal Armor Structure Value Head: 3 9 Center Torso: 31 41 Center Torso (Rear): 14 L/R Side Torso: 21 28/28 L/R Side Torso (Rear): 9/9 L/R Arm: 17 30/30 L/R Leg: 21 37/37
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Autocannon/20 RA 7 10 12 16.00 (Ammo Locations: 1 LT, 1 RT) 1 Autocannon/20 LA 7 10 14.00 1 LRM 10 RT 4 12 3 6.00 (Ammo Locations: 1 RT) 1 SRM 6 LT 4 15 3 4.00 (Ammo Locations: 1 LT) -------------------------------------------------------- TOTALS: 22 70 100.00 Crits & Tons Left: 8 .00
Calculated Factors: Total Cost: 5,576,666 C-Bills Battle Value: 1,116
-------------------------------------------------------------------------
BattleMech Technical Readout
Type/Model: Vorago Dominus (Prototype) Tech: Inner Sphere / 3067 Config: Biped BattleMech Rules: Level 3, Custom design
Mass: 100 tons Chassis: Foundation Type 10X Standard Power Plant: 200 Vlar I.C.E. Walking Speed: 21.6 km/h Maximum Speed: 32.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Durallex Heavy Special Standard Armament: 1 180mm MechChewer Autocannon/20 1 LRM 20 4 Medium Lasers 1 SRM 6
------------------------------------------------------------------------------ ==Overview:== Vorago Dominus, or, translated from Latin "The Lord of the Pit", is a massive, forboding BattleMech. Thankfully one of a Kind, the Vorago Dominus is an almost exceptional rebuild of the AS7-D Atlas - albeit with fewer heat sinks, and a slower, less efficient Internal Combustion Engine.
==Capabilities:== Everything that applies to the original Atlas, applies to Vorago Dominus. The massive fists and myomers are capable of picking up smaller mechs and vehicles and tossing them to the ground like toys - however the majority of its weapons are only short ranged, and the Lord of the Pit is dreadfully slow.
If however, it manages to catch an enemy in its sights - the Lord of the Pit annihilates them quickly, and efficiently...
-------------------------------------------------------- Type/Model: Vorago Dominus (Prototype) Mass: 100 tons
Equipment: Crits Mass Int. Struct.: 152 pts Standard 0 10.00 Engine: 200 I.C.E. 6 17.00 Power Amplifiers: 0 1.00 Walking MP: 2 Running MP: 3 Jumping MP: 0 Heat Sinks: 12 Single 12 12.00 (Heat Sink Loc: 3 LA, 3 RA, 2 LT, 2 LL, 2 RL) Gyro: 4 2.00 Cockpit, Life Supt., Sensors: 5 3.00 Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00 Armor Factor: 304 pts Standard 0 19.00
Internal Armor Structure Value Head: 3 9 Center Torso: 31 47 Center Torso (Rear): 14 L/R Side Torso: 21 32/32 L/R Side Torso (Rear): 10/10 L/R Arm: 17 34/34 L/R Leg: 21 41/41
Weapons and Equipment Loc Heat Ammo Crits Mass -------------------------------------------------------- 1 Autocannon/20 RT 7 10 12 16.00 (Ammo Locations: 2 RT) 1 LRM 20 LT 6 12 7 12.00 (Ammo Locations: 2 LT) 2 Medium Lasers CT(R) 6 2 2.00 1 Medium Laser RA 3 1 1.00 1 Medium Laser LA 3 1 1.00 1 SRM 6 LT 4 15 3 4.00 (Ammo Locations: 1 LT) -------------------------------------------------------- TOTALS: 29 69 100.00 Crits & Tons Left: 9 .00
Calculated Factors: Total Cost: 5,740,666 C-Bills Battle Value: 1,218
-------------------- CEO Heretic BattleMechs.
For the Full List of Heretic BattleMechs, please see This Link.
|
Askhati_Sonix
Sergeant
Reged: 02/12/07
Posts: 175
|
Re: Design help wanted
[Re: Drasnighta]
#148826 - 12/01/07 02:50 PM (168.209.97.42)
|
|
|
Some more designs, found them gathering dust in one of my CBT folders
Code:
Colossus OldMech
Chassis: Unknown Power Plant: Unknown 200 ICE Cruising Speed: 21.5 Maximum Speed: 32.25 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 1 LRM 15 1 Autocannon/10 6 Machine Guns 2 SRM 4s 1 Mace Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
(OldMech] Colossus
Technology Base: - Inner Sphere - Level 3 Equipment Mass Internal Structure: 10 Engine: 200 ICE 17 Walking MP: 2 Running MP: 3 Jumping MP: 0 Heat Sinks: 10 10 Gyro: 2 Cockpit: 3 Armor Factor: 304 19
Internal Armor Structure Value Head 3 9 Center Torso 31 47 Center Torso(rear) 14 R/L Torso 21 32 R/L Torso(rear) 10 R/L Arm 17 34 R/L Leg 21 41
Weapons and Ammo Location Critical Tonnage Autocannon/10 LA 7 12 Machine Gun LA 1 0.5 Autocannon/10 Ammo LT 2 2 SRM 4 LT 1 2 SRM 4 LT 1 2 SRM 4 Ammo LT 1 1 Machine Gun LL 1 0.5 Machine Gun RL 1 0.5 LRM 15 RT 3 7 LRM 15 Ammo RT 2 2 Machine Gun Ammo RT 1 1 Mace RA 7 7 Machine Gun CT 1 0.5 Machine Gun CT(R) 1 0.5 Machine Gun H 1 0.5
-------------------- Evolve or DIE!
|
|
0 registered and 1 anonymous users are browsing this forum.
Moderator: Nic Jansma, Cray, mattbuck, ShadowMasterCM
Print Topic
|
Forum Permissions
You cannot start new topics
You cannot reply to topics
HTML is disabled
UBBCode is enabled
|
Rating:
Topic views: 8401
|
|
|
|
|
|
|