Seaman AM-S2 (Amphibious Mech)

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Zaku
05/05/21 12:24 PM
82.40.9.192

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Seaman AM-S2

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-F-E
Production Year: 3101
Dry Cost: 14,949,900 C-Bills
Total Cost: 15,006,900 C-Bills
Battle Value: 1,534

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Light Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 120 meters / 90 meters
Armor: Unknown Light Ferro-Fibrous w/ CASE
Armament:
1 ER PPC
1 LRT-10
1 SRM-6
1 Lance
1 M.A.S.S.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:

Please be aware this build uses custom Design Quirks, which I would like feedback on. Also yes the name is a joke.

Lore

Built in 3101, as a attempt by Federated Suns to open up a new theatre of mech combat. The Seaman was a experimental design meant to fulfil the role of a amphibious landing mech, to assist maritime naval units, and engage in raids on costal regions, by launching attacks from oceans and waterways, before retreating to the depths.

Made with the risk of hull breaches in mind, the sturdy frame of the Seaman was developed to withstand crush depths and reduce the risk of system failure resulting from hull punctures, in addition it also used a Light fusion engine to lessen the risks from losing a side torso. To facilitate its raider mentality it was made so that it could leap out of the water with a jump booster, and be armed with a potent ER PPC and a SRM 6, while using a LRT and its ER PPC once it had retreated to safer depths. To allow it a competent movement speed in water it used 4 UMU's which while made it slower than the majority of aquatic combat vehicles, made it fast enough to avoid being outflanked, and let it close the distance.

In a bizarre decision the designers of the Seaman equipped it with a Lance to allow it to inflict critical hits to other amphibious units, hopefully flooding their internals and giving the mech the edge. Also given how its claw appendages struggled to grip any equipment for prolonged periods the Seaman could mount the lance beneath the PPC, to allow some pilots a dangerous and focused close range option.

Oddly though the design crew neglected to include any Har Jel system within the mech. The reason given in reports was largely cost cutting, and a confidence in the Seaman's hard and solid design. Still the Federated Suns produced around a 100 of the suits and placing them in storage for specialist missions and testing purposes, a few were stationed on worlds with extensive oceans and river systems as a defensive unit, while most would be used to fulfil specialist mission roles. The design saw from then on around 2 units built a year, plus parts, which were normally sold to local noble's militias, or used to replace the Federated Suns small supply.

Design Quirks


Improved Sealing (1): Increases Hull breach and Crush Depth Target Number by -2 from non-combat sources, and -1 from combat sources.


Aquatic Mech (3): Reduces all pilot penalties from underwater movement by -2 to
a minimum of 0. Also reduces underwater MP cost by -1 to a minimum of +1MP.


Vestigial Hand (0): Left Arm


Weak Head Armour (-1)


Hard to Find Parts (-1)


Poor Cooling Jacket (-1) x2 (-2) SRM 6, LRT 10


After looking at Tactical Operations Page 42-43, I give a estimate that the Seaman can Safely dive to 690 meters before risking crush issues. Depth 23., due to a +8 from its 80 ton chassis, and a +2 from improved sealing.

Hull Breach happens on a 11+ under combat, can reduce to 10+ at depth 21.

I initially wanted the Improved sealing to give a +2 but I felt that would nullify the use of the Har Jel systems. While I realise that there are hard technology like har Jel, I wanted to see if I could make a perk which would cause other drawbacks.

I realise this mech is quite bizarre and is more of a oversized medium, or up gunned heavy, but I have been floating around the concept for a while and it seemed fun.

Also I love the name :P


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 122 points 4.00
Internal Locations: 4 LT, 4 RT, 5 LA, 1 RA
Engine: Light Fusion Engine 320 17.00
Walking MP: 4
Running MP: 6
Jumping MP: 4 / 3 UMU + Jump Booster
Jump Jet Locations: 2 CT, 1 LT, 1 RT 4.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Light Ferro-Fibrous AV - 212 12.50
Armor Locations: 1 LT, 1 RT, 4 LA, 1 RA
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 25 32
Center Torso (rear) 15
L/R Torso 17 24
L/R Torso (rear) 10
L/R Arm 13 20
L/R Leg 17 24

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
M.A.S.S. HD 0 1 1.50
SRM-6 RT 4 2 3.00
LRT-10 LT 4 2 5.00
ER PPC RA 15 3 7.00
Lance RA - 4 4.00
@SRM-6 (15) RT - 1 1.00
@LRT-10 (12) LT - 1 1.00
Jump Booster * - 4 12.00
Free Critical Slots: 0

* The Jump Booster occupies 2 slots in each leg.

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 15
4u 3 3 2 0 4 0 Structure: 4
Special Abilities: UMU, MEL, CASE, SRCH, ES, SEAL, SOA
ghostrider
05/05/21 01:09 PM
45.51.181.83

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There is one issue with 'jumping' out of the water.
Jump jets can not be used underwater, unless they changed that rule since BMR and the wiki entry being last updated.
Not sure if the jump booster changes this, as it is something newer then BMR.

Given all the extra equipment, it still looks a bit under armed for an 80 ton unit. I know the engine is a big chunk of lack of weight. 4/6/4 isn't easy to do and still have weight to play with. It isn't that bad. Just looks odd. Might be the torpedo launcher causing this, as it can't be used outside of the water.

The missile/torpedo combo is very interesting and thought out. One for in the water and one for surface fighting. Given the range limitations underwater for the ERPPC, the LRT system is a good choice.
Karagin
05/06/21 12:38 AM
70.118.172.64

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A niche mech...I have done something similar...though the name...all kinds of jokes abound.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Zaku
05/06/21 06:18 AM
82.40.9.192

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No Jump jets cannot jump out of water, but Jump boosters can, hence the reason I went for the UMU and jump booster combo. So yes the mech is able to leap from shallow water and if necessary under water (though not very far and it would be unnecessary with the UMUs.)

Also thanks for spotting the limitations of the suit. It is sadly one issue I have found with underwater mechs, is that they need a lot of tech just to function, hence why its a niche suit. I wish we has something like a Multi Missile/Torpedo launcher which could function in and out of water. I am unsure if SRM harpoon ammo works under water so it may be a interesting fix. As for the weight the original version I had was at 60 tons, but design needs saw it increase in weight over and over. I settled on 80 tons following finding a rule for deep sea movement which states that crush depth can be mitigated somewhat by every 10 tons of weight giving a +1 to resist it, hence its design as a 80 ton assault.

But yes its in a sense a up weighted medium. But thats its niche roll to fill.

And yes Karigan, jokes abound!


Edited by Zaku (05/06/21 06:24 AM)
happyguy49
05/07/21 07:10 PM
172.98.92.89

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Cool design, fluff is adequate too. IIRC FedSuns have a large number of water-heavy worlds, and they are known to use underwater HQ's. This would be a good guard unit for such a facility.

One minor semantic quibble, OP you are using "suit" and "mech" interchangeably. Mech is short for Battlemech, a walking tank, but 'suit' in this game universe refers to powered armor that a pilot usually 'wears' (excepting the heaviest non-bipedal assault class suits.)
AmaroqStarwind
05/17/21 12:35 AM
8.20.123.59

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You could probably add a BattleMech Harjel system and/or a Harjel Liner (custom equipment mentioned in another thread, though I don't remember which) in order to improve the depth tolerances.

Of course, Harjel systems would probably be really difficult for the Federated Suns to obtain.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
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