Difference between revisions of "User:Amaroq Starwind"

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I have taken out my frustrations towards certain members of the community in an immature fashion, and though some might disagree with this statement, I can't help but feel I am no longer fit to be a member of this wiki.
  
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For your own sanity, try to stay way from any self-proclaimed "true fans" if you can help it; usually (though obviously not always the case), they only care about broadcasting their own opinions and upholding what they perceive to be the BattleTech status quo, and often cannot be reasoned with as long as your opinion differs from theirs.
Character Birthday: December 22, 3049
 
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Character Place of Birth: Alaska, Terra
 
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//loading_database
 
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== Personnel Profile: ==
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==Name Change==
OUT-OF-DATE, NEEDS IMPROVEMENT
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This user has changed their online name on various websites since they first registered on Sarna, and goes by '''Amaroq Starwind''' now. All signatures will be updated to match.
  
A trueborn warrior from Clan Wolf, he was one of their firsts Elstars (they actually had secretly begun their Elstar project prior to their invasion of the Inner Sphere, long before the Jade Falcons had begun theirs). Shortly after the creation of his sibko, the facility was captured by forces from the Federated Commonwealth in search of equipment, but they found the genetic repositories instead. Consequently, he was to be raised in a Davion family. The year is now 3073, and he is 24 years old.
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== Contact Information ==
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*Telegram Messenger: Lycanphoenix
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*Skype (Unused): ADricaldari
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*Steam (Unused): Lycanphoenix
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*Discord: Amaroq Starwind#1092
  
Despite being raised so far isolated from Clan culture, he managed to develop a fighting style not dissimilar to the honorbound rules of engagement that the Clans use, which has helped him gain popularity in the Solaris games despite not having the upperhand.
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== Frequently Referenced Fanon/Contributions ==
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* [[Intermediate Laser]] by Onisuzume
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* [[Gun, Automatic, Utility, Model 5 (GAU-5)]] by LRichardson
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* [[Anti-Spalling Buffer]] by LRichardson
  
== Out-of-Character stuff, like contact info ==
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== Current Projects ==
Telegram Messenger: Lycanphoenix
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* [[User:Amaroq Dricaldari/House Rules|House Rules]]
Skype (Unused): ADricaldari
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* Apocryphal Archives
Steam (Unused): Lycanphoenix
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* [[User:Amaroq Dricaldari/XTRO:Heavy Industry|XTRO: Heavy Industry]] (fanon)
Discord: Amaroq Starwind#1092
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* [[User:Amaroq Dricaldari/Construction and Tactical Advice|Construction and Tactical Advice]]: A series where I give various bits of advice regarding different builds in BattleTech using existing construction rules.
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* [[User:Amaroq Dricaldari/Fan-Fiction Listing|Fan-Fiction Listing]] (only a list, all of these are going to be on different websites)
  
== Things I’m currently working on ==
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==Awards Board==
''BattleTech: Voyager.'' A non-canon Star Trek: Voyager and BattleTech crossover, set in the Clan Invasion period. Ask me for details.
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<div id="awardsboard"><div id="awardsboardheader">Awards Board</div>
  
''Shattered Veil.'' A non-canon Star Wars and BattleTech crossover. Set in the year 3147, in an alternate history where all of the Clans are still around, the Society and Word of Blake might still be out there, and anthropomorphic totem animals are widespread throughout the Clans, but not much else is different; in the case of Annihilated Clans, their role of in history as of their Canon annihilation date is reduced to that of a background supporting role, where they are much smaller, much weaker, and a pale shadow of their former glory.
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[[File:RAA.jpg|Random Act of Appreciation Award, 1st Ribbon]]
  
''MechLaborer'' (aka ''Experimental Technical Read-Out: Heavy Industry.'') A non-canon BattleTech supplement drilling much, much deeper into the critically underexplored industrial and civilian aspects of the BattleTech universe. If any canonical source ever used the term MechLaborer from this point on, I'll be happy.
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<br> </div>
 
 
On that note, I might be able to get together with some friends and make a MechLaborer fangame using Unreal Engine 1, and try really hard to make it look like it runs on Mechwarrior 4's or Mechwarrior 3's engine. Maybe make a few parody trailers for it as well. On the note of MechLaborer, no. It would not be a combat-focused game instead being a lot closer to the BattleTech equivalent of Train Simulator, Farming Simulator, etc. However, if you did want some combat, then you could always say "To hell with my job!" and go on a rampage, but you'd likely get gunned down by PoliceMechs before you could cause too much collateral damage.
 
 
 
Planned Items in ''MechLaborer / Experimental Technical Read-Out: Heavy Industry'' include but are not limited to:
 
- Industrial Gyro: Roughly half the size and weight of a standard gyro in exchange for not being able to compensate as well for physical attacks and being far more fragile.
 
- Twin Gyroscope: The IndustrialMech analogue of a Heavy-Duty Gyro, this takes the existing Standard Gyro or Industrial Gyro and adds a second one as a back-up, which can be mounted in the center torso, either of the side torsos, or even split between them, though all possible arrangements must be symmetrical if you wish to avoid the dreaded Unbalanced design quirk. Having two symetrically mounted Gyros will instead give you the Stable design quirk.
 
- Industrial Double Heat Sinks: Only available to Clan IndustrialMechs, but even worse than Inner Sphere Double Heat Sinks. Though still lighter than two separate heat sinks, they are roughly 50% heavier than a military grade Double Heat Sink, occupy three Critical Slots, and are exceedingly fragile. They technically take two Critical Hits to destroy, but they receive double damage from Successful Critical Hits caused by weapons and have a chance to take damage every time a mech overheats. Furthermore, any structural damage from a weapon that isn't a Critical Hit will still damage any Industrial Double Heat Sinks in that location, and whenever a mech falls on or suffers a physical attack in that same location, must roll to determine if a heat sink becomes damaged even if no structural damage was suffered..
 
- Industrial Laser Heat Sinks: The Inner Sphere actually cares about their MechLaborers and takes their heavy industry very seriously, so Inner Sphere IndustrialMechs instead get access to Laser Heat Sinks, which ironically are a Clan invention. Inner Sphere BattleMechs rarely ever use them in actual combat for obvious reasons, though they are increasingly popular with ArenaMechs and Hot Climate IndustrialMechs alike. Though the Inner Sphere version occupies three Critical Slots and weighs in at 1,500 Kilograms, it can actually benefit from cold environments (but not water, still) and can withstand a single Critical Hit, being reduced to the effectiveness of a single heat sink. A second hit will destroy it as normal.
 
- Insulation and Reinforcement (IAR): A cheaper, Industrial Grade equivalent to Reflective Armor, which has comparable but slightly reduced Protection Per Ton (still better than Industrial Armor), only 33% Damage Reduction from Energy Weapons, and is no better than Commercial Armor against anything else. It occupies the same critical slots as Light Ferro-Fibrous, and is only available to IndustrialMechs. It also acts as thermal insulation for IndustrialMechs in hot environments, similar to the incorrectly named Heat-Dissipating Armor.
 
- Aquatic Industrial Armor: A recently developed and highly experimental technology. Based on Ferro-Fibrous technology. Functionally identical to existing Commercial Armor, except with a built-in Floatation Hull modification (for any unit types that can utilize it), pockets of HarJel trapped inside the foamed alloy structure (preventing hull breaches automatically without requiring the installation of a separate HarJel system, or making the unit more difficult to maintain), the added bulk of the Ferro-Fibrous Armor it is based on, a slightly lower Protection Per Ton (equivalent to Light Ferro-Fibrous), and special composites within the armor that harden and reconnect itself when submerged (acting as a heat sink, gaining a BAR of 10, and slowly repairing itself). Currently ill suited for combat use given its high cost, and only available to Inner Sphere units (except Aerospace Fighters, OmniMechs and Land Air Mechs), Clan IndustrialMechs and Clan Support Vehicles.
 
- Aquatic Combat Armor: The Clans are currently experimenting with a combat ready version known as Aquatic Combat Armor, exclusive to Clan Combat Vehicles and Clan BattleMechs, which has similar characteristics (even the same Protection Per Ton), except a consistent BAR of 10, gaining 20% Damage Reduction from all sources when underwater, repairing itself even on land (and twice as quickly underwater), and occupying no critical slots. Additionally, it can be mounted on OmniMechs, Land Air Mechs, ProtoMechs and Aerospace Fighters (though it becomes impractical on these units for reasons that I will get into). Due to its experimental nature and very recent introduction, Aquatic Combat Armor is quite expensive and not very widespread, and it also has an unintended design flaw. When simultaneously exposed to air and high temperatures (if the mech or vehicle maintains at least 14 heat for 10 seconds or longer), it becomes stiff, brittle and traps excess heat, taking double damage from impacts, gaining a BAR of only 8 against anything that isn't an energy weapon, reducing the unit’s heat dissipation instead of increasing it, halting armor regenertion, imposing a penalty on all piloting rolls and reducing all Ground MP by 1. These penalties go away if the unit is submerged in water while maintaining less than 13 heat for a whole 10 seconds.
 
- Industrial Impact Tolerant Armor: Similarly to Impact Resistant Armor, but cheaper, bulkier, lower in Protection Per Ton, and BAR 8 against actual weapons. Intended to protect against Industrial Accidents, but not much else. Only available to IndustrialMechs and Support Vehicles. Clan IndustrialMechs and Support Vehicles also get access to the more expensive military-grade version, but Clanners don't really like IndustrialMechs, so it is pretty rare.
 
- Impact Tolerant Internal Skeleton: No increase or decrease in weight or bulk, and functions as a Reinforced Internal Structure against falls, accidental impacts and physical attacks, but instead as a Composite Internal Structure against actual weapons (with a +2 bonus to Critical Hit rolls as well). At first only available to Inner Sphere Support Vehicles and IndustrialMechs, it later sees use on custom BattleMechs intended for Solaris.
 
- Reduced Mass Industrial Composite Skeleton: Weighs two-thirds that of a standard chassis, but all damage received is twice as damaging, and Critical Hits from weapons automatically confirm (unless the armor is not damaged). Often cheaper than a Standard Internal Structure or even an Endo Steel Internal Structure. Only available to Inner Sphere support vehicles and IndustrialMechs.
 
- Reduced Mass Impact Tolerant Skeleton: Combines the two above, functioning as an Impact Tolerant Skeleton except at a reduced weight. Much more expensive, and only available to Clan Support Vehicles and IndustrialMechs (or mixed tech ArenaMechs).
 
- Industrial Lasers: Let me give you the short version: They suck. Intended primarily for drilling and cutting (solely for practical applications), they only do the damage of standard lasers, but produce the heat of ER Lasers, have the range, size and weight of Inner Sphere Pulse Lasers, have a +1 To-Hit Penalty, and if the MechLaborer fumbles on their attack roll when using these, the weapon will overheat and short out for anywhere from 10 to 60 seconds (1d6 turns). These tools have built-in amplifiers, batteries and insulators which is what contributes to their increased size and weight (and their chance to overheat), but do not need additional amplifiers when used on ICE or Fuel Cell-equipped vehicles. When used on such units however, they only have enough power in their battery for a few uses before they need to spend some time to recharge. They do not have a limited number of uses when powered by a Fusion or Fission Engine, however. On the plus side, the Large variant does not need anywhere near as long of a range as its combat-grade counterpart, and as such does not operate in the Gamma Spectrum, consequently producing less heat. Because Industrial Lasers are meant to be cheap to produce, maintain and replace, they are automatically treated as Armored Components and have the Modular Weapon design quirk. Like all other Inner Sphere produced Lasers, they come in the Small, Medium, Intermediate and Large varieties, and it is rumored that Clan Sea Fox sells a Micro version to Inner Sphere customers (whether or not these rumors are true is yet to be confirmed).
 
- Fire-Extinguishing Missiles: Exactly what they say on the tin, and commonly used on FireMechs since their introduction. They use compressed coolant as their propellant and contain a flame-retardant payload, so internal ammunition explosions cause no damage, and launching these actually removes 1 point of heat from the firing mech per salvo. They typically combine Artemis, TAG and Heat-Seeking guidance packages into a single warhead. Use Artemis rules for Direct Fire (when using Artemis-equipped launchers), Semi-Guided rules for Indirect Fire, and Heat Seeking rules when neither guidance system is available. (They also have an unguided firing mode, in which they behave as either MRMs or as Mortars).
 
- Concussive Missiles: They do double the damage of their conventional counterparts, but are treated as Rifles under current canon rules, making them practically worthless against BattleMechs or Combat Units. They are intended primarily for Demolitions (due to being less harmful to equipped mechs) and anti-infantry purposes (self defense only).
 
- Riot Control Munitions: Soft, biodegradable plastic bullets which travel at a lower velocity, flatten out on impact to spread the energy out, and burst open when they do so to spray synthetic capsaicin everywhere. They also release a thin, narrow trail of tear gas as they fly through the air. Ammunition Per Ton is tripled. When fired from a Machine Gun, AC/2 or GAU, they do no damage to anything other than conventional infantry (and by design are meant to temporarily incapacitate rather than kill). When fired from an AC/5, AC/10 or AC/20, they function as LB-X Cluster versions of the Light, Medium and Heavy Rifles respectively (bursting open in mid air to spray large crowds with synthetic capsaicin and pieces of plastic), making them practically useless against BattleMechs and Combat Vehicles. They are available to Machine Guns, GAUs, and any variety of Autocannon.
 
- Hydrogen Internal Combustion Engines / Internal Combustion Fuel Cell Hybrids: An early 21st century  invention which never left the experimental stage and fell into disuse, HICE/ICFC Hybrids function similarly to their older counterparts, with a few important differeces: They can run interchangeably on Fossil Fuels or on Hydrogen, they are electric hybrids and only consume fuel when operating above Cruising/Walk MP, have superior sealing (and internal oxygen tanks) to enable them to function underwater, are 33% lighter than a standard Internal Combustion Engine and are half the size, include a single built-in Double Heat Sink, and are twice as fuel efficient when they are consuming fuel. In addition, the tend to run cooler and quieter, so Mechs and Support Vehicles using these automatically come with the Improved Life Support design quirk to represent both the lower cockpit temperatures, and the ability to divert the extra stored oxygen to Life Support in dire emergencies. These are more expensive than standard Internal Combustion Engines, but as of the introduction of a commercially viable design during the FedCom Civil War, they are available on all units that can already use an ICE or a Fuel Cell. Clan ICE/Fuel Cell-equipped units use them by default from this era onwards, though this does leave some weight and space unused.
 
- Fusion Hybrid Engine: 50% heavier than a standard Fusion Engine, a Fusion Hybrid Engine is actually a HICE/ICFC paired with an equivalent rating Fusion Engine, working in tandem. I'll explain the rules for this in a later update.
 
- BattleMech Cockpit: Though a lot more expensive for obvious reasons, some IndustrialMechs can be fitted with a fully functional BattleMech Cockpit with all the bells and whistles, including a functional Neurohelmet!
 
- Small IndustrialMech Cockpit: Functionally identical to the BattleMech Counterpart, except with all the additional downsides of using an IndustrialMech Cockpit (only Basic Fire Control and lack of an Ejection Mechanism). However, the aftermarket installation of an ejection seat only adds 500 extra kilograms and occupies the same critical slot as the cockpit itself, though it does come with the Difficult Ejection design quirk. Take it or leave it.
 
- Torso-Mounted IndustrialMech Cockpit: Combines the advantages and disadvantages of a Torso-Mounted BattleMech Cockpit, with the added downsides of an IndustrialMech Cockpit (though thankfully, you can still add an ejection mechanism). Typically only used on SecurityMechs or PoliceMechs (where the extra protection is necessary), or on units intended for colder climates (where the extra heat is much more welcome). Can be combined with the Small IndustrialMech Cockpit with its same advantages and disadvantages.
 
- Heavy-Duty Manipulators: Designed with heavier-duty components and materials, advanced gyroscopic counterbalancing, a more robust overall design, and Industrial TSMs, these are a more suitable addition for IndustrialMechs alongside already having hand actuators and/or lift hoists. They can be mounted in any part of a mech where they would make sense, can lift up to 2.5 Megagrams (aka 2.5 Metric Tons, 2.5 Tonnes, or 2,500 Kilograms) in Terran Standard Gravity, can withstand much more punishment (on top of being able to retract to safety), and manipulate objects with greater precision (along with each having space slots to mount additional tools). To give them a better grip, they have a textured, hydrophilic surface (using the water they soak up to cool down their Myomers, classy), variable suction and electromagnetic gripping capabilities.
 
- Industrial Sensors: These sensors, while ill-suited for combat use (until the addition of an Advanced Fire Control System), come standard with all IndustrialMechs and are actually a lot more capable overall than BattleMech sensors when used in their intended applications. For instance, the Magnetic Anomaly Detectors on MiningMechs are capable of detecting the depth, volume, density, composition and precise location of various valuable minerals. These are supported by existing fluff, but don't yet have any rules to represent it.
 
- Industrial Jump Jets: A much cheaper version of Jump Jets designed for industrial applications. They lack the advanced control systems which enable a smooth landing, require fuel, and are larger and heavier. Rumor has it that they were even invented before the modern Jump Jet. Whenever a pilot lands after using them, the Piloting Roll they must make to avoid falling over gains a +1 Target Modifier for every three Jump MP they expended, and these Jump Jets are also twice the size and weight of standard Jump Jets (though they may be mounted in the arms, but only if a mech does not possess Lower Arm Actuators, which is a rarity). Furthermore, each Jump Jet includes half a ton of fuel for free, and this free fuel does not need to be alloted Critical Slots (it's built-in to the Jump Jet); for Light, Medium, Heavy and Assault Mechs, each half-ton of fuel provides 120, 60, 30 and 15 Jump MP respectively. Industrial Jump Jets may be mounted on Primitive or RetroTech units, on modern IndustrialMechs regardless of which type of engine they carry, and on any ground unit using an ICE or Fuel Cell engine.
 

Latest revision as of 12:13, 8 November 2018

I have taken out my frustrations towards certain members of the community in an immature fashion, and though some might disagree with this statement, I can't help but feel I am no longer fit to be a member of this wiki.

For your own sanity, try to stay way from any self-proclaimed "true fans" if you can help it; usually (though obviously not always the case), they only care about broadcasting their own opinions and upholding what they perceive to be the BattleTech status quo, and often cannot be reasoned with as long as your opinion differs from theirs.

Name Change[edit]

This user has changed their online name on various websites since they first registered on Sarna, and goes by Amaroq Starwind now. All signatures will be updated to match.

Contact Information[edit]

  • Telegram Messenger: Lycanphoenix
  • Skype (Unused): ADricaldari
  • Steam (Unused): Lycanphoenix
  • Discord: Amaroq Starwind#1092

Frequently Referenced Fanon/Contributions[edit]

Current Projects[edit]

Awards Board[edit]

Awards Board

Random Act of Appreciation Award, 1st Ribbon