2008 Competition

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KitK
04/24/08 03:54 PM
69.11.32.73

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It's been on my mind to try a design competion for 95 ton mechs. So, that is what I am finally going to do. Due to the facts that I've never done one of these before, my time is limited, and the message board is slow, I will only take the first 4 'Mechs that meet the criteria.

Maximum battlemech weight = 95 tons
Minimum battlemech weight = 95 tons
Technology level = 1 (3025 era Inner Sphere)
Type = Biped - No Modifications (ie LAM)

Give me enough information to properly reconstruct your 'Mech in The Drawing Board.

There will be 5 rounds. I've play-tested the first 3 once. It could take a week to complete each round.

To help you design to meet the enemy, here are the scenarios and your opponents.

Round 1: Hold the Line

Situation Report:
Headquarters has learned that the enemy has discovered our supply shipment route and schedule. They are sending a light lance on a Search & Destroy - take no prisoners mission to intercept our current shipment. In response we have altered the shipment’s schedule, route, and defenses. However, not wanting to disappoint the enemy we are sending you to launch an ambush. Dummy and drone trucks will be in the area on “schedule” to bait the lance in. This is a solo mission and no back-up is available. Destroy the light lance.

Enemy Forces:
Flea FLE-4
Locust LCT-1V
Mongoose MON-67
Panther PNT-9R

Victory Conditions & Point Awards:
Destroy all enemy ‘Mechs – 1 point per destroyed ‘Mech
Time bonus for top 3 fastest times (least rounds) 1, 3 or 5 points
Failed missions will still accumulate points for each ‘Mech destroyed.

Round 2: Clan Invaders

Situation Report:
Three hours ago several Clan dropships landed and began sending out recon sweeps and patrols. Long rage sensor towers have detected several ‘Mechs scanning the northwest quadrant of our Public Defense and Occupation Zone. A Shadow Cat Prime omni-mech appears to be acting as a rear guard for the light reconnaissance star as well as rescanning the inside edge of the sweeps. The activity has left the Shadow Cat behind its lancemates 60 to 90 seconds. You are part of 2 lances being sent to intercept this recon star. Because our intercepting lances are light and medium ‘Mechs we want to keep the Shadow Cat’s Gauss rifle out of the mix. Once the star is engaged you are to break from your lance, intercept, and destroy the Shadow Cat. You are authorized to offer single combat to the Shadow Cat’s pilot, if he/she will accept.

Enemy Forces:
Shadow Cat Prime

Victory Conditions & Point Awards:
Destroy enemy Shadow Cat – 4 points for completing mission.

Round 3: To Crumble Atlas’ Pillars

Situation Report:
During a recent aerial skirmish our fighters destroyed two of six enemy supply and reinforcement dropships and crippled a third. We have located the third dropship, which landed successfully but off course. Its position is near enough that we can risk an attempt at securing salvage from the ship. The ship was carrying at least one ‘Mech, an Atlas, which is standing guard over the dropship. Reconnaissance indicates that the dropship’s power supply was destroyed in the battle and crash. Your lance is being deployed to escort the salvage teams and vehicles. The lighter elements of your lance are charged with guarding the salvage teams and vehicles. You are tasked with eliminating the Atlas. A second lance and air cover are being deployed to intercept any reinforcements or salvage teams from the enemy’s base.

Enemy Forces:
Atlas AS7-D

Victory Conditions & Point Awards:
Destroy enemy Atlas – 6 points for completing mission with 50% armor damage or less
– 5 points for completing mission with 51% armor damage or more,
or internal structure damage
– 2 points for failing mission but giving the Atlas 51% armor
damage or more, or internal structure damage
– 1 points for failing mission but giving the Atlas 25-50% armor
damage


Round 4: A Jury of Peers

Situation Report:
Working as a unit with other competition entrants you will face an equal number CMCDesigns’ 95ton, Level 1, Inner Sphere ‘Mechs.
Enemy Forces:
Python 3/5/3 98% Armor 1PPC, 1AC20, 1AC5, SRM6
Sharpshooter 3/5/0 98% Armor 2PPC, 2AC2, 4MG
Ripper 3/5/0 82% Armor 2AC20, 1SRM6
Thunderstroke 3/5/0 98% Armor 1LL, 2AC10, 7ML

Victory Conditions & Point Awards:
Destroy all CMCDesigns’ ‘Mechs – If your ‘Mech is destroyed you get 1 point for each CMCDesigns ‘Mech destroyed during or prior to the end of the turn in which you were destroyed. CMCDesigns judges will award 4 bonus points to one outstanding contestant ‘Mech.

Challenge 5: Monster Melee of Masters and ‘Mechs

Situation Report:
Melee between tournament contestants is about to start. ‘Mechs will be evenly spaced along the edge of a standard size map facing outward.

Enemy Forces:
Destroy other tournament entrants’ ‘Mechs

Victory Conditions & Point Awards:
Last ‘Mech standing wins – 6 points for first, 4 for second, 2 for third.
Fang
04/24/08 04:26 PM
151.193.203.13

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OMG OMG OMG! I have been waiting for a new design contest. Sweet! I ( Ground Zero Salvage and Technology) will try to have something ready as soon as possible.
One by one, the rabbits are stealing my sanity.....
Fang
04/25/08 08:23 AM
151.193.203.13

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I actually came up with two ideas. Both have their own pros and cons. Here are the stats for the first. Both were made in TDB, so you should have no trouble putting in the info and getting the right design.
Still working on fluff for them.
first one
95 tons move is 3/5 29 heatsinks 18 tons of armor( I usually use the auto allocate option, them tweak armor coverage from there.)
Benevolent by Ground Zero
PPC- LA
Med Laser-LA
PPC-RA
Med laser-RA
PPC-LT
LRM5-RT
ammo(LRM) 1 ton-RT
1 HS-RA
1HS-LA
2HS-RL
2HS-LL
2HS-CT
5HS-LT
5HS-RT

and here is the second. Not as potent as the first, but more mobile. Once again, both were made in TDB.
Siren by Ground Zero
95 tons move-4/6 15.5 tons armor 15 heatsinks
PPC-RA
Med laser-RA
PPC-LA
Med laser-LA
Med LAser-CT(R)

Both machines have useable hands.
If you want/need fluff, I am working on that right now for both machines.

Update: here's some basic fluff for the Benevolent.

With a screech like Hell’s gates, the gigantic iron doors split and slid apart. Smoke and steam plumed from the hydraulics that had not been used for centuries. Two backlit figures walked into the twilight factory, footsteps echoing into the darkness. There was a shout for lights, a buzz of fluorescents, and slowly the overheads began to illuminate the area. This was the lost Taurian assembly facilities for Ground Zero Salvage and Technology.

“Not much to look at, is it.” stated the recovery analyst. Dreariness and nightmares seemed to hang from the scaffolding, intertwined with the dust and cobwebs. There was still evidence of the battle that took place so long ago. Bones still lay intermingled with the burnt scarred wreckage on the production room floor.

“They never stood a chance. The Horde just blew through here and killed everyone.” Stonkin informed his companion. They had hit fast, and hit hard. There had been no real apparent motive, as most of the mechs in production here had been left in the scaffolding, and the equipment had not been specifically targeted. All they cared about was wanton slaughter and destruction. Then they left, just like that. The remaining usable equipment and machines had been evacuated when the rescue unit had shown up after the attack. The doors were then shut and sealed, and the factory had been left to rot with its memories.

“Check it out! That bay in the back has something in it.” John let his eyes follow to where the analyst was pointing. ”What is that?”

Stonkin replied. “I don’t recognize that machine. It is not on any manifest or blueprint I ever saw.”

Capabilities:
The Benevolent was a 95 ton monster set for production well before the fall of the League. It never saw use beyond testing and the one production model created . The factory that GZT had hidden on the edge of Taurian space was hit and over run by vicious bandits, then closed. The mech didn’t see light of day until many years later when the facilities were found and reopened for use as a storage vault and maintenance facility.
The Benevolent weighs in at 95 tons, making it the heaviest mech created by GZT at that time. It’s mission profile was for limited to no ammo reliance assault capable of standing up to machines its own size. Ground Zero achieved this by mounting three Particle Projection cannons on the chassis, one in each arm and one torso mounted. Each PPC has an under slung medium laser for close in support, and an LRM5 missile launcher is perched at an angle on the right shoulder. While the use of three PPCs is sure to generate copious amounts of heat, 29 single heatsinks ensure a careful pilot will always be able to dish out plenty of particle punishment by cycling between firing two then three then two cannons at a time. The 18 tons of armor protection give the Benevolent a tough hide, making it difficult at best to bring down quickly.

Variants:
Examination of the Taurian facilities records show there was one variation. This version of the Benevolent removed the long range missiles in favor of a single SRM4 launcher and one ton of ammo.


One by one, the rabbits are stealing my sanity.....


Edited by Fang (04/25/08 12:55 PM)
Dester
04/25/08 11:19 AM
216.57.96.1

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9.5 Internal Structure Standard
16.5 Engine 285
14 Heat Sinks 24
3 Gyro
3 Cockpit
18 Armor Factor 288
H - 9
CT - 44
CTR - 15
RT/LT - 28
RTR/LTR -12
RA/LA - 32
RL/LL - 38

10 LRM-20 - RA
1 Ammo(LRM-20) - RA
1 Ammo(LRM-20) - RA
7 PPC - RT
7 PPC - LT
1 med. Laser - CT
1 med. Laser - CT
1 med. Laser - H
1 med. Laser - RT(R)
1 med. Laser - LT(R)
- Heatsink x 2 RL
- Heatsink x 2 LL
- Heatsink x 1 RA
- Heatsink X 4 RT
- Heatsink X 4 LT

This can be considered a customized variant of the banshee primarly focused on long range fire power. In the advent that an enemy gets to close to use its LRM and PPCs, It relies on its massive structure to batter down its opponet. The Rear facing med lasers are considered token resistance in the event that a light mech manages to skirt around behind it.
KitK
04/25/08 12:42 PM
69.11.32.73

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Thanks Fang, I'll look forward to the fluff, along with the rest of the board readers.
If I get a 'Mech from two other people have to ask you to chose which design you want me to use.
KitK
04/25/08 12:47 PM
69.11.32.73

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Thanks Dester, I got interested in the 95 tonners because I didn't like the Banshee as the only option at that weight. So, I am glad to see an alternative
Fang
04/25/08 12:56 PM
151.193.203.13

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Added fluff for the benevolent. I like them both, but since that one is more complete, I would go with that one if you get at least two more entrants. The Siren was a bit of a Banshee rework, I guess. The fluff at this point is a work in progress. Let me know if you want fluff for the Siren as well.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (04/25/08 12:59 PM)
Dester
04/25/08 04:12 PM
216.57.96.1

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While the orginal model number from the tech read out BNC-3E was way over engined, the BNC-3S model aluded to in the fluff (and made offical in the record sheet reinforcements i believe) becomes a true assest to a force. It slows down the mech and retains the orignal armor but changes its weapon load out to 2 PPCs, 1 AC-10, 4 med lasers, 2 small lasers and an SRM-6. It also ups the heat sinks to 21. It has some serious heat issues, but a smart pilot can easily manage it and do some massive damage.

While the original BNC-3E was under gunned, it did have some advanates in that it ran cool and still moved fast enough to get in close where its weight gave a devistating attack against mechs in a lighter weight class. All this and it was reasonably well armored. Not as effective as it could be, but far from useless. I would take this mech long before I picked an original rifleman or jagermech.
coldwave
04/27/08 10:51 PM
216.67.75.140

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BattleMech Technical Readout

Type/Model: Agamemnon AGA-PX
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 95 tons
Chassis: Standard
Power Plant: 285 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Standard
Armament:
2 Large Lasers
2 LRM 15s
4 Medium Lasers
2 SRM 4s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
"Like it's acient Greek namesake, the Agamemnon is destined to be the leader
of armies. An imposing mech, its massive frame towers over all but the
venerable Atlas. As a ralying point, its appearance on the battlefield
guarantees victory. Now the real question is, how many do you want?" *End
Promo*

Produced by Peissner Industries, the Agamemnon is among the heaviest of mechs
built. Armed with a variety of long, medium, and short range weaponry, the
Agamemnon can target any enemy that enters the battle field.

Unfortunately, Peissner Industries was destroyed during the third succession
war, and with it, production of the Agamemnon came to halt. Today, only one
Agamemnon remains in existence and is owned by a private collector. That is
the mech entered in the competition today.

==Capabilities:==
Front line bruiser, mid range sniper, long range fire support; the Agamemnon
wa designed to be the master all ranges.

Long range encompasses a pair of LRM-15 missiles.

Medium range is filled with a brace of Large Lasers.

Finally, short range is comprised of two braces of Medium Lasers, and a brace
of SRM-4's.

In addition to its massive weapons payload, the Agamemnon is surprisingly
agile. Capable of running up to 54Km/h, the massive mech is further enhanced
with jumpjets. An unusal sight on a mech this size, its sure to surprise the
unwary.

--------------------------------------------------------
Type/Model: Agamemnon AGA-PX
Mass: 95 tons

Equipment: Crits Mass
Int. Struct.: 145 pts Standard 0 9.50
Engine: 285 Fusion 6 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 15 Single 4 5.00
(Heat Sink Loc: 2 LL, 2 RL)
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: 272 pts Standard 0 17.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 43
Center Torso (Rear): 12
L/R Side Torso: 20 30/30
L/R Side Torso (Rear): 7/7
L/R Arm: 16 30/30
L/R Leg: 20 37/37

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Large Laser LA 8 2 5.00
1 LRM 15 RT 5 16 5 9.00
(Ammo Locations: 1 LT, 1 RT)
2 Medium Lasers RT 6 2 2.00
1 SRM 4 RT 3 25 2 3.00
(Ammo Locations: 1 CT)
1 LRM 15 LT 5 3 7.00
2 Medium Lasers LT 6 2 2.00
1 SRM 4 LT 3 1 2.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 44 57 95.00
Crits & Tons Left: 21 .00

Calculated Factors:
Total Cost: 9,264,840 C-Bills
Battle Value 2: 1,975 (old BV = 1,504)
Cost per BV2: 4,691.06
Weapon Value: 1,346 / 1,346 (Ratio = .68 / .68)
Damage Factors: SRDmg = 18; MRDmg = 13; LRDmg = 8
BattleForce2: MP: 3J, Armor/Structure: 7/7
Damage PB/M/L: 3/2/-, Overheat: 4
Class: MA; Point Value: 20
Specials: if

***************************************
Spendy old girl, but she's sure to cause some havok on the battlefield. Definitely runs hot if you fire everything, so alpha strikes should be kept to a minimum, or really, none at all unless you eject the ammo (got to love them ammo explosions). Slightly less armor compared to the other mechs entered (17 tons), but I figured the extra mobility provided by the jump jets should offset that. The lack of PPC's will put it at a slight disadvantage compared to the other two entered, but hey, variety is the spice of life! Besides, if it makes it to close range....
Lafeel
04/27/08 10:51 PM
157.157.107.255

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Is there still room for one more? If so, I might take a toss at it, although I haven't designed a 3025 era mech before..
KitK
04/28/08 11:57 AM
69.11.32.73

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Yes, there is room for one more.
KitK
04/28/08 12:13 PM
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Looks good coldwave. Thanks for the entry. Good luck!
KitK
04/29/08 03:46 PM
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I guess it is time to state a deadline for entries. If I don't have Lafeel's or someone else's entry by Thursday (May 1, 2008) morning when I check the web, Fang's second entry, the Siren, will get the go-ahead. That will fill the competition roster and no other entrants will be taken.

Thanks
Lafeel
04/29/08 05:04 PM
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Fair enough. Trying to break through a writer's block, currently, so I might not make it in time.
rider
05/01/08 10:22 AM
198.212.99.11

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A quick submission if you're interested.
A support 'mech in an assault 'mech's body.

Name: BNC-5E Banshee
Class: Assault

Walk MP 4
Run MP 6
Jump MP 0 Extra Heat Sinks 5 (15)

Total Mass 95
Engine Rating 380
Engine Mass 38.5
Jump Jet Mass 0
Weapons

Type Mass Crit Loc
M-Laser 1 1 C Torso
M-Laser 1 1 R Torso
M-Laser 1 1 R Torso
M-Laser 1 1 L Torso
M-Laser 1 1 L Torso
LRM-5 2 1 C Torso
LRM-5 2 1 R Torso
LRM-5 2 1 R Torso
LRM-5 2 1 L Torso
LRM-5 2 1 L Torso
LRM(24) 1 1 L Torso
LRM(12) 0.5 1 R Torso
Location Points Int. Str.
Head 9.000 Head 3
R Torso 38.000 R Torso 20
L Torso 31.000 L Torso 20
R Torso (R) 9.000 C Torso 30
L Torso (R) 9.000 R Arm 16
C Torso 31.000 L Arm 16
CTorso (R) 13.000 R Leg 20
R Arm 25.000 L Leg 20
L Arm 25.000
R Leg 33.000
L Leg 33.000
Total 16.5 256

Let me know what you think...
Thanks
Fang
05/01/08 11:03 AM
151.193.203.13

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I can just see the opposing pilots face when going against that LRM5 variant. *plink* *plink* *plink* 'What the heck is that? Hail?" *Plink**Plunk* *plink*
One by one, the rabbits are stealing my sanity.....
Lafeel
05/01/08 12:09 PM
157.157.107.255

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Lol. Plus, at 40+kph walking speed it is surprisingly fast for a ninety five ton assault mech.
KitK
05/01/08 02:01 PM
69.11.32.73

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Hi rider. I am definately interested and thanks for the submission. However, I am going to have to decline and take Fang's Siren. Your mech has a couple of technical problems to work out.

1. You have allocated more armor to the left torso than it can carry. 38 front + 9rear = 47. Max = 40

2. You have allocated a 1/2 ton of LRM ammo to the right torso. The Drawing board 2.0.23 doesn't allow this under level 1 construction. This results in your 'Mech being 1/2 ton over weight.
rider
05/01/08 04:30 PM
198.212.99.11

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Sorry, copy and paste error. 38 CT 13 (R), 31 Rt/Lt 9 (R). The jumble of other numbers was the internal structure, but thanks for looking at it. I guess I'll have to look at the site a little more. I have no clue what the Drawing board 2.0.23 is.

Thanks anyway
KitK
05/01/08 04:45 PM
69.11.32.73

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The good news is that I began working on round one as soon as I had a couple of 'Mechs to run. Thus, I am looking much more time efficient that I really am. I finished the round this morning. Here are the results.

The current score is:
Agamemnon - 1
Banshee - 3
Benevolent - 2
Siren - 1

.
.

The rays of the rising sun had finally reached the floor of the steep-sided box canyon. Lurking in the morning shadows stood a Panther battlemech, menacingly blocking the convoy’s escape through the five mile tunnel to the open valley on the opposite side.

“0600 in the blessed A.M. and we’re out here shooting dumbbell drone trucks!” screamed the lance leader over the radio. “You have got to be kidding me! Who in Mission-Ops makes this crap up! When we get back I’m gonna . . .”

Lancer 3 pipes in, interrupting her commander, “Sorry to cut in, sir, but I’m reading a lone assault ‘Mech closing in on our position, but I’m not picking up any lancemates or support vehicles”

“An ambush! Lancer 3, are you telling me we’re being ambushed”, asked the lance leader with a clear tone of annoyance in his voice.

“Yes, sir,” replied Lancer 3.

“And, this fool has come alone?” inquired the lance leader, his face brightening.

“Yes, sir,” replied Lancer 3.

“Well then, maybe we’ll get to ‘pick a cherry’ this morning after all,” sneered the Lance leader. “Sic ‘em boys!” he commanded over the radio, firing his PPC down the long canyon corridor and sending his lance’s Mongoose and Locust off the blocks like a pair of Olympic sprinters.

Banshee

The lance leader’s opening shot missed, but so did the shots from Dester’s 95 ton, modified Banshee battlemech. The Panther held back, looking for cover and elevation from which to send in support fire from its PPC. The Flea cut the distance between the Banshee and itself in half, getting its large laser just into medium range, while the Locust and Mongoose closed for the brawl. The Banshee fired its LRMs and PPC at the slower moving Flea, destroying its right hip and stripping the armor off both arms and legs. Meanwhile, the Panther scored its first PPC hit, and the Locust and Mongoose combined for a lucky critical hit to the Banshee’s engine when they accidentally hit a weak spot in the center torso armor.

Out numbered and slightly hampered by heat build-up, the Banshee was taking more hurt than it was giving. Its only consistently effective weapon seemed to be its LRM-20. After a minute of fighting off it swarming attackers, the Banshee’s LRM fire finally destroyed the Flea. The Flea lost an arm, leg, the gyroscope, and most of its engine shielding as the last salvo peppered the ‘Mech with missiles. The loss of the Flea created a break down in the lance’s formation, exposing the Panther. The lance leader paid for it too, taking a hit to the head and engine, as well as losing a heat sink.

Disorganized and overheating, the light lance disengaged the Banshee to regroup. The Panther jumped to cover and the Locust and Mongoose used their speed to mitigate the damage being thrown at them while everyone cooled down. The Banshee needed the break too. By this point it had taken a lot of forward armor damage, and had lost all of its rear armor. Reunited the three battlemechs pounced on the Banshee again, trying to get into its rear arc. The Mongoose and Locust succeed but the wounded Panther crumbled under LRM and laser fire, crashing to the ground with its PPC and engine destroyed.

Finally, with only two forward facing medium lasers intact, one rear facing medium laser, and no front armor to speak of, the Banshee backed up to the canyon wall to face its assailers. Both light battlemechs closed to make full use of their short range weapons. The maneuver was a fatal mistake for the Mongoose, which had its head flattened by the Banshee’s remaining, unarmored fist. However, the Banshee’s torso was so badly damaged that that the Locust easily destroyed the torso and engine as it made one final pass.

Dester’s modified Banshee scores 3 points over 17 rounds, failing the mission.

Benevolent

The lance leader’s opening shot missed. But, the shots from Fang’s 95 ton Benevolent battlemech did not miss, melting all the armor off of the Panther’s left arm and most of its left leg. The Panther quickly began looking for cover and elevation from which to send in support fire from its PPC. The Flea cut the distance between the Benevolent and itself in half, getting its large laser just into medium range, while the Locust and Mongoose closed for the brawl. The Benevolent focused its attention on the Flea next. Twenty seconds of sustained fire ripped off the Flea’s left torso, right arm and the armor from the right leg and torso. The Flea would have to fight the rest of this battle with only its rear-mounted flamer. Meanwhile, the Locust and Mongoose were tearing into the Benevolent’s rear armor. A minute after the first shot was fired the pair had stripped away half the rear armor and destroyed the left torso’s PPC and three heatsinks.

Despite the loss of the heatsinks and PPC, the Benevolent proved resilient and very capable of heat management. It ripped into all four ‘Mechs, exacting revenge for the rear attacks. The Flea lost the rest of its right torso and was hamstrung by upper-leg actuator damage. The Locust lost its right torso and arm when a PPC clipped it in the back. And, both the Panther and Mongoose lost a torso too. The Panther bore most of the Benevolent’s wraith, losing lots of armor and it cherished PPC. Its center torso structure was evaporated in just over two minutes.

Taking cover in a slightly elevated section of heavy woods the Benevolent held the advantage over the three remaining ‘Mechs as it forced them to use the short dimension of the canyon, keeping them ever in range of its PPCs and LRMs. The Locust and Mongoose darted around trying to get shots into the rear and avoid the Benevolent’s big guns. Their tactic was somewhat successful, but their actions left the Flea exposed and vulnerable as it desperately tried to put its rear-flamer to some use. The Flea’s pilot had to bail out as the Flea smashed to the ground. The Benevolent had ripped of the Flea’s right leg and severely damaged the gyroscope and engine.

Holding its perch in the heavy woods the Benevolent began to successfully split is fire between the Locust and Mongoose. It looked as though the tables had turned against the light lance as the Mongoose took a hard hit that stripped its remaining arm of armor and destroyed its upper arm actuator. But the Mongoose retaliated with a lucky long-range medium laser hit that managed to cut through the woods and strike the Benvolent’s damaged head. The Mongoose has struck the head two other times earlier in the battle.

Fang’s Benevolent scores 2 points over 18 rounds, failing the mission.

Agamemnon

The lance leader’s opening shot missed. But, the shots from coldwave’s 95 ton Agamemnon battlemech did not miss, showering the Panther with LRMs. The Panther quickly began looking for cover and elevation from which to send in support fire from its PPC. The Flea cut the distance between the Agamemnon and itself in half, getting its large laser just into medium range, while the Locust and Mongoose closed for the brawl. The Agamemnon focused its attention on the Flea next. The Agamemnon’s LRM barrage destroyed the Flea’s left torso and stripped the right torso of armor and a heatsink.

It took the Locust-Mongoose team a mere thirty seconds to streak into the Agamemnon’s rear arc where they scoured away the right torso’s armor. They also found a weak spot in the rear center torso through which to damage the engine. And, as if that were not enough, the Agamemnon’s right arm had taken most of the enemy fire in those thirty seconds, which the Mongoose finished off with a shot to the Agamemnon’s triceps, clipping the limb off at mid-humerus. Shook by the sudden wave of heat and the speed of the attack, the Agamemnon’s pilot jumped the ‘Mech into a slightly elevated tree stand near the canyon wall. The tree stand provided some protection from the swarming Locust and Mongoose and gave the Agamemnon’s LRMs a slight range advantage against the positions taken up by the Panther and wounded Flea.

The Agamemnon exchanged fire, primarily with the Panther for the next 50 seconds. The Agamemnon managed to weather away the Panther’s right arm and torso armor and clip the left leg off the Flea. The Flea fell to its chest damaging its engine and destroying it flamer. For its efforts, the Agamemnon lost its left arm armor and a medium laser. Frustrated by the heat and out of LRM’s the Agamemnon’s pilot finally caught a break from the Locust, which was out of position, and seized the opportunity to move in toward the Panther and Flea. What started out as a good maneuver ended in a nightmare as a rear shot from the Mongoose hit both the engine and the gyroscope. What the Mongoose hadn’t expected was for the Agamemnon to torso twist and exact revenge. The assault ‘Mech’s large and medium laser tore through the Mongoose’s chest and obliterated its gyroscope. The Agamemnon’s pilot managed to keep the ‘Mech upright despite the new wave of heat and gyroscope hit. It moved forward and used SRMs to finally destroy the pesky Flea, which had actually had gained its feet and was continuing to fire its large laser.

The Panther and Locust drove in close to finish what the Mongoose had started in the Agamemnon’s rear. The Agamemnon tried to maneuver its back into the canyon’s wall, but the Panther beat it there. The lance leader flashed his PPC into the Agamemnon’s back one last time. The blue lightning bolt, chased by four SRMs, destroyed the Agamemnon’s gyroscope and the last of the center torso’s internal structure.

coldwave’s Agamemnon scores 1 point over 13 rounds, failing the mission.

Siren

The lance leader’s opening shot missed. But, the shots from Fang’s 95 ton Siren battlemech did not miss, melting all the armor off of the Panther’s left arm. Undaunted by the blast the Panther pressed forward as the Flea cut the distance between the Siren and itself in half, getting its large laser just into medium range Meanwhile the Locust and Mongoose closed for the brawl. The Siren focused its attention on the slower moving Flea next, ripping of its right torso to silence the Flea’s large laser. Seconds later, another flash of lightning from the Siren’s PPCs ripped the right torso off of the Locust; thereby removing one of its machine guns.

The Siren’s ferocity and speed kept the light lance off balance for the first thirty seconds of the skirmish. But then a medium laser lanced through the center torso damaging the gyroscope and two engine shields, which spiked the heat to twice the ‘Mech’s heatsink capacity. However, all was not lost. The pilot managed to keep the Siren on its feet. And, he had maneuvered the Siren between the canyon wall and a large outcropping, which gave it some protection while it cooled down. Plus the outcropping hindered the lance’s attack angles and slowed them down.

The Siren weathered the lance’s initial barrage as it cooled and was finally able to step forward and partially out of the line of fire. The Siren beamed a laser into the Flea’s chest, damaging the gyroscope and coring the center torso. Carefully balancing the heat, the pilot began targeting the Locust. Just as the targeting radar locked on the Locust, the Siren shook violently and fell face forward to the ground. The lancer leader’s SRM rack had sent a full salvo into the Siren’s back, utterly destroying the engine and gyroscope.

Fang’s Siren scores 1 point over 10 rounds, failing the mission.

Round One Facilitator’s Notes

Holy smoke! What happened? By my numbers this should have been a fair enough fight that could easily swing either way. All but the Siren had a higher battle value that the test ‘Mechs I sent through the scenario. Normally, I wouldn’t have thought 5 tons would make such a big difference.

Your ‘Mech vs. Lance
Weight: 95 vs. 100
Battle Value: 1506, 1555, 1569, 1294 vs. 1992
Point System: 475 vs. 500

During testing, the Thunderstroke beat the light lance, though by the skin of its teeth. So I expected the competition entrants would do well as long as nothing really bad and unusual happened. I was wrong. Not only did they struggle, but bad things happened too. So, ¾ of the way through I decided I had better send another one of my ‘Mechs through the scenario. I was beginning to worry I had flawed something in the scenario or had not handled the ‘Mechs properly. So, I sent the Ripper through to see what would happen with a short-range mech. The ripper destroyed the light lance in 10 turns, four of which it had no target to shoot at in range or in line-of-sight.

I have come to a couple of conclusions. First, all the entrants follow a support ‘Mech design theory with a long-range weapons focus. They have range and accuracy. But from the Ripper test, I would hypothesize that what is needed is some stopping power. Scattered hits from a few medium lasers didn’t get that job done. (It is also worth noting that the map favored long-range support designs. Despite a few outcroppings and trees, long-range weapons almost always had a shot.)

Second, failure to quickly destroy the Flea spelled doom. I chose the Flea for two reasons. One, the large laser made it dangerous enough that it could not be ignored. And two, it has very light armor and should be easily destroyed. Yet, it often absormed a PPC blast or a few LRM salvos. It especially caused problems when it stayed in tact with the large laser. It also made a tempting target when maybe one should be risking higher to-hit numbers against the Mongoose.

Third, the Mongoose performed well beyond my expectations. Frankly, it kicked the crap out of your ‘Mechs. If there was one single stroke of bad luck that affected all of the entrants, it was that the Mongoose was on the roster.

So, based on this experience, my predictions for the second round are grim. The Shadow Cat Prime decimated my Thunderstroke on a densely light-wooded map. I suspect the same will happen to you most of your ‘Mechs. However, all your ‘Mechs should hold a distinct upper hand against the Atlas in round three.

Good Luck!
Dester
05/01/08 06:43 PM
216.57.96.1

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I have always liked and respected the mongoose design.

4 mechs totaling the weight of one heavier mech always have the advanate because one can chew at the weak rear armor vs pounding out on the front armor. There is also the fact of the mech construction rules that gives 10 free heat sinks, Light lance had 40 free heat sinks of weapon use vs. 10 for the assult mech in the trial.

If there was any bad handleing of the heavier mechs it was manvering into a point where all 4 mechs would be able to pound on it at the same time and or letting mechs get into its rear arc. Some times that can't be helped but something to consider when your piloting a slow heavy mech vs a lighter faster numericaly supeiriour force. That it did as well as it did considering the circumstances, im quite pleased.

Most of us designed our mechs in such a way as to not be vulnerable from lighter faster mechs with a long range weapon. If any of these mechs would have met the light lance and had its max range weapon shorter then a PPC the panther could have jumped all over creation and eventually killed the Assult mech solo, with out a scratch recieved in return.

It looks like your light lance got a few lucky crits/ head hits that can make all the difference early on to the solo mech, not as much to a single mech in a lance. In all fairness each match should be run 10+ times to rule out the luck factor, but that would take to long.

I would be interested in the stats of your Thunderstroke and Ripper mechs, especially the ripper because if its all short range weapons, the light mechs should have used their speed to keep out of range untill they could all pounce in where it would have little effective weapon use (think rear arcs).

I'll be very interested to see how the mech preform vs the shadowcat, i dont' think it will be near as dire as you think. So we shall see. Thanks for running this.
KitK
05/01/08 11:33 PM
69.11.32.73

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I appreciate your comments. I hadn't thought of it in terms of free heatsinks. I make the assumption that access to the rear arc gives the lights an even chance. Though they also got more than their fair share of lucky breaks. The Ripper might not have been a fair test to compare against, but I also wanted to see how a different type of 'Mech handled the situation too.

Ripper
3/5/[3 (correction from above)]
82% Armor (H9; CT37/10; RT-LT27/7; A27 L31)
2AC20 (RA/LA) (4 tons ammo) (Flippable, ie no hand or lower arm actuators)
1SRM6 (LT) (1 ton ammo)
Max weapon heat 18, heat dissipation 16.
BV:1407
Cost:8,850,075

Thunderstroke
3/5/0
98% Armor H9; CT44/45 RT-LT30/10; A31 L39)
1LL (RA/LA)
2AC10, (RT/LT) (4 Tons Ammo)
7ML (RA2/LA1/CT2/RTR1/LTR1)
Max weapon heat 35, heat dissipation 15.
BV:1399
Cost:8,730,540
Fang
05/02/08 06:07 AM
151.193.203.13

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Hrmm....me thinks perhaps a few tweaks are needed for me mechs. Perhaps replacing the LRM5 with an SRM4 would have helped a bit in this situation, or maybe a rear mounted weapon or two. I could drop the LRM all together in favor of more medium lasers ( that would add 3 extra lasers). Very interesting round. I am actually not too disappointed in either design.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (05/02/08 08:12 AM)
KitK
05/07/08 04:51 PM
69.11.32.73

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“Ceti Lead to Command, we have engaged primary target epsilon. I repeat, ‘we have engaged epsilon.’”

“Roger Ceti Lead, epsilon engaged. Command to Rogue Striker, you are cleared to sack the quarterback in grid queen fourteen. Over.”

“Roger Command, Queen One Four. Rogue Striker is breaking huddle.”

Rogue Striker barely had fifteen seconds to pick his way through the flat, lightly wooded terrain before the Clan Shadow Cat blipped up on his radar. The pilot was recklessly crashing through the woods toward the skirmish occurring only a few hundred yards behind Rogue Striker. He flipped his radio to broadcast on an open frequency. “Hold it right there you Shadow Cat tube baby! rasped Rogue Striker into the mic. You and I are gonna’ have a little dance. I challenge you to single combat.”

Freebirth surat! I am Star Commander Raqel. And, you will address me properly if you want me to honor you with single combat,” barked the Shadow Cat’s pilot. “Not that I would honor such low-life, freebirth, surat scum,” she added with a tone of contempt.

Rogue Striker pushed his 95 ton assault ‘Mech into run. He was going to have to crash some trees himself to intercept the fast moving Shadow Cat. He swung his ‘Mech around a grove of trees and continued his taunting. “Well, well, you can almost trash talk as good as that low-paid mercenary I killed last month. But can you fight as well as he did?”

The radio stayed dead. The ploy wasn’t working. Rogue Striker was still out of position and Raqel had adjusted her vector to avoid him. Rogue Striker eased his ‘Mech to a standstill and keyed the mic. “You know Raqel, I’m glad to be here fighting you Clanners today. My great, great granddaddy helped force the whelp Kerensky and his pitiful Star League Defense Force out beyond the rim back in 2784. What a proud day that was! Say Raqel, who’s your blood heritage?”

Rogue Striker’s radar showed that the Shadow Cat had suddenly stopped. His little lie had finally gotten Raqel’s attention. Raqel’s voice suddenly growled across the airwaves, “I am Star Commander Raqel of Bloodhouse Kerensky. I killed this Shadow Cat’s pilot with my bare hands and took his ‘Mech as isorla for making light of my Bloodhouse. You are unworthy of single combat and the honor of Zellbrigen, and I grant you neither. But I will kill you nonetheless. Look to the sky Rogue Striker! This is the last day you will see the sun.”

Raqel sprung her Shadow Cat toward Rogue Striker at full speed. He flicked his radio back to a secure channel. “Rogue Striker to command, the quarterback has scrambled. I sure hope this was a good idea. Over.”

“Copy that Rogue Striker,” responded Command. “We heard her message. Good luck. Command out.”

Siren

The Siren and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. The Siren’s pilot had overheated slightly but had it under control until the Shadow Cat’s second volley slipped through a front armor imperfection and damaging the Siren’s engine shielding. What followed was fifty long seconds of jockeying for position and brutal fighting. The Shadow Cat stripped tons of armor of the Siren’s right arm and torso. But, it was the Siren that struck the first blow that that started the domino effect of events to the end. Carefully balancing heat and risk, the Siren flashed its PPC into the Shadow Cat’s right arm, destroying its devastating Gauss rifle.

Within seconds of losing its Gauss rifle, the Shadow Cat retaliated by lancing off the Siren’s left arm and removing another ton of armor. But the maneuver had left the Shadow Cat out of position, so it jumped out to safety. At the same time the Siren backed up, preventing the Clan ‘Mech for jumping into its rear armor when it came back. Although the Shadow Cat couldn’t jump to the Siren’s rear it could run there by engaging its MASC again. The pilot engaged the MASC, but instead of a burst of speed the ‘Mechs actuators erupted in arcing electricity as the system shorted out. Plagued by heat and still unable to avoid the medium laser fire, the Siren was about to move forward to deliver a punch and kick when its right torso was suddenly sliced off.

The Siren backed through some trees and turned its back to the Shadow Cat. At least from this angle it had some torso armor and could shoot back with the rear mounted medium laser while it cooled down from his right arm’s last desperate shot. Even with the trees the Shadow Cat was easily melting off the rear armor. The Siren’s only hope was to get behind the Shadow Cat and kick it to death, and fast! With its engine cooled, the Siren quickly closed with the Shadow Cat, weathering medium laser fire every step of the way. The high risk paid of as the Siren delivered a kick to the Shadow Cat’s shin. As the Shadow Cat struggled to keep from falling the Siren moved into the Shadow Cat’s right rear sector lining up for a second kick. But the Shadow Cat torso twisted and blew off the Siren’s right leg causing it to crash to its back instead. The crash completely smashed the Siren’s gyroscope in three places. The Siren’s pilot squirmed the ‘Mech around without the aid of the arms and a leg, desperately trying to line up the rear laser. Meanwhile, the Shadow cat stood there mercilessly firing medium lasers into its fallen opponent.

Fang’s Siren scores 0 points and fails the mission.

Agamemnon

The Agamemnon and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. Immediately seizing an opportunity, the Shadow Cat jumped to cover and took an unopposed shot, burying a Gauss slug deep into the Agamemnon’s right torso. But the Agamemnon returned the favor, taking its own unopposed shot, using its massive large lasers to melt off the Shadow Cat’s left leg armor and destroy a jump jet.

The Agamemnon’s pilot proved to be wily and seasoned as he carefully maneuvered his ‘Mech to keep the Shadow Cat in his forward arc and force the Clanner to react rather than act. The two ‘Mechs exchanged fire for well over a minute, battering at each other’s armor. Rarely did the Shadow cat find a firing position where the Agamemnon couldn’t sneak in an LRM or medium laser. However, the Shadow Cat’s deadly Gauss rifle finally smashed the Agamemnon’s right torso destroying an LRM in the process.

Taking a risk, the Shadow Cat moved in close, tearing at the Agamemnon’s armor. But the Agamemnon’s pilot drove the Shadow Cat back with an alpha strike of its remaining weapons. Both ‘Mechs again moved into cover, firing through the light brush at each other. Time of Death 2 minutes 10 seconds (13th round if you are superstitious). A gauss rifle slug zipped through the leafy canopy, decapitating the Agamemnon and killing its pilot.

coldwave’s Agamemnon scores 0 points and fails the mission.

Benevolent

The Benevolent and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. The Shadow Cat pummeled the Benevolent with its Gauss rifle for a full minute in a half without a miss. Twice the rifle sliced through the rear armor, narrowly missing critical components. The medium lasers did their share of damage too, ventilating the ‘Mech’ head. The three weapons combined to tear off tons of armor, damaging the gyroscope and engine.

But the Benevolent was not going silently into the night. The pilots tactical ingenuity and heat management skills kept the Clanner off balance (aided of course by a trio of PPCs). Though not as efficient and the Clan ‘Mech’s weapons, the PPCs were taking their toll on the Shadow Cat, particularly to the left leg and right torso. The Shadow Cat’s Gauss rifle finally missed, which became an omen of doom when a PPC responded by cutting through the right torso armor. It fused together a full ton of Gauss ammunition. The Shadow Cat moved in, making its final Gauss shot an easy one to the right leg. But, the Benevolent landed two of three PPC and a medium laser to finish off the right torso, strip the left of its armor, and blow off the left leg. The Shadow Cat slammed to the ground destroying its active probe.

The Clanner was magnificent! Engine ¾ gone, one leg, only three jump jets, and against the odds, she stood her ‘Mech up. Massively overheated from the last strike the Benevolent was barely able to fire its medium lasers as the Shadow Cat jumped for cover, gracefully alighting the first of four incredible landings. The Benevolent began carefully moving in to finish the target and prevent the Shadow Cat from getting too deep into the woods while maintain line-of-sight. Medium lasers and PPCs lanced between the trees as the two ‘Mechs continued to batter each other. The Benevolent marched through the trees as the Shadow Cat jumped from tree stand to tree stand.

The Shadow Cat landed its last two shots. One sliced a couple of ribs out of the Benevolent’s left torso structure, and the other scored across the left thigh. But the Benevolent beamed a medium laser and PPC into the Shadow Cat’s center torso, finishing off the engine and destroying the MASC as they cored the torso.

Fang’s Benevolent scores 4 points and accomplishes the mission.

Banshee

The Banshee and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. From the start the Banshee and Shadow Cat both found a sweet spot in each other left torsos. Within 40 seconds the Shadow Cat had destroyed three heatsinks in the Banshees left torso, and the Banshee had destroyed the Shadow Cat’s left torso jump jet and active probe.

The Shadow Cat slipped a Gauss slug through the trees ripping off the Benevolent’s left torso. Fortunately, most of the Banshee’s weapons were center to right. The Benevolent retaliated with three medium lasers giving the Shadow Cat’s pilot an engine hit to worry about. The Benevolent backed into a grove of trees as the Shadow Cat maneuvered to the Benevolent’s right rear side to take advantage of its first good opportunity at a rear shot. But the Shadow Cat missed, landing only one medium laser. The Banshee’s medium lasers did not miss as it torso twisted to face its enemy, smashing its armored fist into the Shadow Cat’s right torso too.

The Shadow Cat needed to land some hits and get some control over the tempo of the battle, but the Clanner couldn’t take the pressure, missing all of her shots. The Banshee was able to close to range again, lancing two of its three medium lasers into the center torso, further damaging the engine and coring the medium ‘Mech’s light frame.

Dester’s Banshee scores 4 points and accomplishes the mission.

Round 2 Facilitators Notes

This round didn’t start well. The first shots fired hit the Siren’s engine and gyro. The Shadow Cat also lost its Gauss rifle ammo so I thought it might be fair still. But I did such a terrible job of protecting the rear armor that I declared a fault at the end and reran the round. But there it was again, an engine hit in the second round. If you ever write fluff on the Siren again you might have write about its weak engine shielding or center torso armor flaws. When the heat was down, the Siren’s speed definitely helped keep the rear torso safe.

Out of curiosity and for the sake of argument I reallocated the Agamemnon’s fatal head hit and played out the scenario. It was brutal. But the Agamemnon did well even with an engine hit and eventually two engine hits. It came down to one of those firing rounds where, if one or the other hits the center torso, the game is over. The Shadow Cat gave killing hit again. The Agamemnon’s jump jets were a huge asset. Also, it won, perhaps, ¾ of the initiative roles, which helped it a lot.

I did the last two ‘Mechs about five days after the first two, and it was like a whole different scenario. It was very decisive. I have learned to appreciate the Benevolent’s heatsinks. It can take and engine hit and still keep up serious weapons fire without massive overheat. Also, congratulations for being the first ‘Mech to survive one of my scenarios (though the Banshee wasn’t far behind).

I doubt I'll get to start "To Crumble Atlas' Pillars" (a.k.a. Round 3) until next week. And I expect it to take 2 weeks.

Standings after round 2

Agamemnon 1
Banshee 7
Benevolent 6
Siren 1
Fang
05/07/08 08:34 PM
151.193.203.12

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Hmmm....second is not so bad, and the competition is already half over.
One by one, the rabbits are stealing my sanity.....
Lafeel
05/07/08 08:44 PM
157.157.105.255

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It would seem it's a two horse race now, but then again..The ole AS-7D is one tough mother, especially in level 1
Fang
05/07/08 09:02 PM
151.193.203.12

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Seems so. nvr know, though. I always tried to take down the ASD first thing everytime I saw one. Those things scare me.... Actually, I am a bit more concerned about facing the lance of customs in the following round.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (05/07/08 09:13 PM)
Lafeel
05/07/08 09:25 PM
157.157.105.255

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If you can get a hit to those big ammo supplies (like say the ac-20 ammo) before it can actually use it, the Atlas is easy prey..

But yea, I think that those customs could be a pain in the posterior, especially if their designer is the one using them (after all the designer would be the one to know their strengths and weaknesses best, no?)
Fang
05/08/08 11:17 AM
12.47.205.126

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Fluff for the Siren. Typed it up kinda quicl so please excuse any mistaes or omissions.

Stonkin Mechs Inc was in a need of a heavier mech to supplement its thinly dispersed garrison forces. The 3rd (?I am VERY poor at remembering timelines, so please forgive me if this is not consistant actual CBT canon.) succession war was well under way, mech production was almost at a standstill, and the Great Houses were not about to share any of their machines with an unpredictable mercenary unit such as the SMI. Stonkin leader Bob Stonkin contacted his uncle Fenway Stonkin who was in charge of supply and procurement for Ground Zero Salvage and Technology with his dilemma. Uncle Fen interceded for Bob with the young man’s estranged father and was able to get a new mech designed and into production for the struggling mercenary group.
The Siren is a 95 ton assault mech. When compared on a one to one basis with other assaults its own weight or even lighter, most feel it comes up lacking. It has an above average speed for its size, but the weight of its gigantic fusion engine comes at the cost of weapons and armor. The weapons payload is akin to that of a lighter heavy mech, say an under armed Marauder. Each arm carries particle cannons with backup provided by the torso mounted medium lasers. The 15 and half tons of standard armor provide mediocre protection, while the 15 heatsinks appear to be inadequate to dissipate the heat of weapons fire by today’s standards. One problematic flaw that plagued the Siren in early production was sub par engine shielding. For some reason the machine was prone to reactor failure and shield breaches. A glancing blow could pierce the reactor easily. Ground Zero took measures and replaced the GZT produced engine with the more common General Motors 380 rated engine. Designers hoped this may alleviate the poor shielding issue. Still, it is not prudent to discount a 95 ton mountain of metal, no matter its flaws. In the hands of a competent pilot and in conjunction with supporting units, the Siren can be a force to be reckoned with.
The Siren saw production for a period of time until around 3030 when the facilities came under attack. While repairs were made successfully, the line was never brought back on line due to costs and lack of materials.
There are still a limited number of Sirens in use today. Most are in storage at the main Ground Zero facility while a few are in active use with Stonkin Mechs Inc and various other mercenary units.
A possible upgrade has been proposed. It involves upgrading the existing standard engine to an XL version, adding an additional Large Laser and two arm mounted medium lasers. Armor coverage is brought up to 18 tons standard armor. 18 double heatsinks handle the job of dissipating heat. The newer version has been made more mobile by mounting four huge jumpjets in the mechs legs.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (05/08/08 11:23 AM)
KitK
05/31/08 12:36 PM
142.165.27.247

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I have finally started round 3 and have the fluff written. Hope to have the round done mid to late next week.
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