Warden WAD-2S

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Zaku
11/18/21 06:15 PM
82.40.9.192

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Warden (Light Marauder)

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3070
Dry Cost: 4,835,000 C-Bills
Total Cost: 4,835,000 C-Bills
Battle Value: 1,507

Chassis: Unknown Endo-Steel
Power Plant: Unknown 250 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Heavy Ferro-Fibrous
Armament:
2 PPCs
1 Light PPC
2 Medium Lasers
1 A-Pod
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:

Based upon a idea after hearing that the Marauder II was essentially a attempt to match the successful Marauder to a assault chassis, and it being a AMAZING machine, which led to me contemplating on putting the design on a lighter chassis. The result (The Warden) is a reasonably fast moving medium mech with excellent armour, (1 point off of max for its tonnage), plenty of direct firepower, with options to cool off with alternating its PPC and Light PPC at long range and supplementing its firepower with its medium lasers at closer range.

Its not a fancy design nor is it a stellar one, but by mapping it with the Marauder's quirks, of low profile and its hyper extending actuators, and also the Compact quirk, its a mech you can bring in bulk to a firefight that can supplement a Marauder lance with decent ground speed, good asking price, and almost identical firepower to a marauder in a medium mech package. It does run hot though, so you need to balance your weaponry. However it is affordable, if weirdly more BV than a standard marauder.

Because with the same type of PPC's used in the base marauder, to quote one mech aficionado "compromise is for losers."

Quirk

Command Mech (Maybe, could leave this one out)


Directional Torso Mount (RT)


Hyper-Extending Actuators


Narrow/Low Profile


Exposed Weapon Linkage (Light PPC)


Compact


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 83 points 2.50
Internal Locations: 2 CT, 1 LT, 1 RT, 4 LA, 4 RA, 1 LL, 1 RL
Engine: Fusion Engine 250 12.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 LT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Heavy Ferro-Fibrous AV - 168 8.50
Armor Locations: 1 HD, 8 LT, 9 RT, 1 LA, 1 RA, 1 LL

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 22
Center Torso (rear) 9
L/R Torso 12 17
L/R Torso (rear) 7
L/R Arm 8 16
L/R Leg 12 24

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC RT 5 2 3.00
Medium Laser RA 3 1 1.00
PPC RA 10 3 7.00
Medium Laser LA 3 1 1.00
PPC LA 10 3 7.00
A-Pod RL 0 1 0.50
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
5 3 3 2 0 2 1 Structure: 4
Special Abilities: ENE, SRCH, ES, SEAL, SOA
Karagin
11/18/21 06:56 PM
70.118.172.64

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Okay, not seeing any point to the quirks, to me they don't add anything that really affects the gameplay, they are cool IF worked into the fluff, but that's it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
11/18/21 10:48 PM
71.47.208.18

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Quirks capture fluff details, like the odd tendency of the Orion's AC/10 to jam or its ease of repair.

All the actuator quirks on the Warden make it an unusually floppy 'Mech.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Zaku
11/18/21 11:32 PM
82.40.9.192

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All the quirks, save compact, are identical to those on the Marauder.Most Canonical Battletechs do not have neutral or negative quirk ratings which are rule legal. With classic battletechs like the wolverine, Atlas, Warhammer and Marauder they are more thematically designed quirk wise and would not be quirk legal.

Still if we were to play into that this is a ‘floppy’ mech weak legs could be a okay negative quirk along with cramped cockpit and prototype to show how it has been reduced in size. Still I left those off as Marauders have a insane number of quirks.


Edited by Zaku (11/18/21 11:45 PM)
Karagin
11/19/21 10:50 AM
70.118.172.64

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Missing my point Zaku, the quirks aren't usable in the game, they are cool for fluff, but pointless beyond that. I have yet to see anyone use them in a game.

Just like the tech ratings, no one really uses them beyond lip service. No one used the old fluff from the Jenner that had it having a +1 to the Pilot roll due to its design being forward heavy, folks ignored it just as majority of us ignore these quirks. Fun to read about, but they don't translate into actual use in the game, you know the one that you roll dice, move the counters/miniatures around, mark off damage bubbles on a printout, etc...the game that already takes two hours to play even at small level games...

The quirks should be a RPG thing only, so if you are playing, I believe we are at what version now Time of Destiny or something like that, a MechWarrior RPG then I can see the quirks being used for that setting, but not in common table top play.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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