Citadel -- 50-ton mobile bunker

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01/02/23 01:20 PM

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Citadel Mobile Bunker

Battlefield Role: Mass evacuation of civilians. To be deployed in numbers.
Can carry 12 civilians plus provisions, though it will be a cramped ride.

Mass: 50 tons
Chassis: Endo Steel Quad
Power Plant: 150 Fission
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: 0 meters
Armor: Standard
1 RISC Advanced Point Defense System
Manufacturer: KD Heavy Industries
Primary Factory: Unknown
Communication System: Standard suite plus on-board K-Series transmitter
Targeting & Tracking System: None.
Introduction Year: 3137 (Republic of the Sphere)
Tech Rating/Availability: E/X-X-X-X
Cost: 5,064,000 C-bills

Type: Citadel
Technology Base: Inner Sphere (Experimental)
Tonnage: 50
Battle Value: 948

Equipment Mass
Internal Structure Endo Steel 2.5
Engine 150 Fission 10
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink 10 5
Gyro 2
Torso-Mounted Cockpit 4
Armor Factor 176 11

Internal Armor
Structure Value
Head 3 9
Center Torso 16 24
Center Torso (rear) 7
R/L Torso 12 19
R/L Torso (rear) 5
FR/L Leg 12 22
RR/L Leg 12 22

and Ammo Location Critical Heat Tonnage
3 Heat Sink RT 3 - 3.0
RISC Advanced Point Defense System Ammo (24) RT 2 - 2.0
Heat Sink RLL 1 - 1.0
RISC Advanced Point Defense System LT 2 2 3.0
Searchlight LT 1 - 0.5
Lift Hoist/Arresting Hoist LT 3 - 3.0
4 Cargo (1 ton) LT 16 - 4.0
Bloodhound Active Probe HD 3 - 2.0
Armored Cowl HD 1 - 1.0

Design Quirks, and reasons behind them...
1. Finding civilians:
-- Searchlight
-- Directional Torso Mount (lift hoist and searchlight)
-- Improved Sensors
-- Improved Communications

2. Keeping civilians alive:
-- Improved Life Support
-- Cowl
-- Stable

3. Ready to go at a moment's notice:
-- Rugged (2)
-- Easy-to-Maintain
-- Easy-to-Pilot

Note, the Citadel carries a fission engine for a very good reason: These units are meant to be deployed not just within the Inner Sphere, but the Periphery as well, and the fact it carries a fission engine theoretically makes it less of a target of opportunity for scavengers. A single fuel load also lasts longer than a fusion engine in terms of duration. The presence of a fission engine will not be hidden from the public: Attempting to destroy one of these will have very big consequences, acting a s a further deterrent against would-be attackers. In theory.

However, the use of a fission engine is not without it's severe downsides, something which the Republic of the Sphere would have realized had the project not been rushed due to the HPG blackout; despite the haste, deployment of the Citadel was still logistically delayed specifically due to this blackout, and it was feared by its designers that by the time the 'mech made it to worlds in need, it would be too late.


Lead designer: Kat Fennec.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.
01/02/23 03:03 PM

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Yes, that is in fact a K-Series Transmitter on-board.

Won't last for long though.
01/02/23 03:46 PM

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Hard to decide if jump jets would be worth it.
I can see times where they would be 'needed', but it would be a rare case.

I could see this being used to tow some trailers, such as semi trailers, to help more people at one time. If so, I would suggest those units be able to float. Maybe run power to supply life support from the mechs power source.

Infantry bay/compartment
Infantry bays are typically found on large vehicles and vessels such as DropShips. They provide basic sleeping arrangements, a communal waste facility and, in some cases, stowage compartments for food and equipment. Life support is either drawn in from the outside environment through air filters and conditioners or the ship-wide life support system.[1]

Infantry compartments differ in that they are meant to transport infantry over short distances and are typically found on smaller vehicles. Beyond space needed to carry soldiers and their gear to where they are going, compartments lack any of the amenities found in the larger bays.[1]

All infantry bays and compartments takes up either one space slot on vehicles or one slot per ton on 'Mechs. Each bay has a capacity of 28 troopers, except for mechanized infantry (which carries five troopers) and battle armor (which carries one). Foot infantry bays weigh 5/3 tons; jump infantry bays weigh 6/4 tons; motorized infantry bays weigh 7/6 tons; mechanized infantry bays weigh 8/5 tons; battle armor bays weigh 2/1 tons. All infantry bays can be combined into a single, unified infantry bay slot, regardless of tonnage or number of troopers, when used on combat or support vehicles. Infantry compartments can be of any size, fitting within one space, holding one troop for each ton.[1]

This would increase the number of people that can be transported at a time, and maybe free up so weight, if you are looking for it. 28 people with provisions and basic housing should cover the issues.
01/02/23 06:22 PM

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So, if I change out the cargo bay for an infantry bay, I can evacuate more civilians? I can get behind that for the Mk II. Might also use a proper fusion engine. There is just one problem though...

Infantry Bays on BattleMechs are illegal.
01/02/23 08:40 PM

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Mark 2, incoming!
Citadel Mk II 

Mass: 55 tons
Tech Base: Mixed
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 3140
Dry Cost: 10,558,988 C-Bills
Total Cost: 10,562,988 C-Bills
Battle Value: 1,556

Chassis: KDHI Quad, Gen 2 Endo-Steel
Power Plant: Mazda 165 Compact Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Rocinante 6000
Jump Capacity: 90 meters
Armor: Corean Enterprises Standard Armor
Manufacturer: KD Heavy Industries
Primary Factory: CLASSIFIED
Communications System: Achernar Electronics HID-13 Tight Channel
Add-Ons: Angel ECM Suite + K6 Transmitter
Targeting and Tracking System: Shure-Shott CL-541/9

Equipment Type Rating Mass
Internal Structure: Endo-Steel 99 points 3.00
Internal Locations: 1 CT, 6 LT
Engine: (A) Compact Fusion Engine 165 10.50
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT 1.50
Heat Sinks: (CL) Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 FLL, 1 FRL, 1 RLL, 1 RRL
Gyro: (A) 0.00
Cockpit: Interface 4.00
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor: Standard Armor AV - 201 13.00
CASE Locations: LT 0.00
CASE II Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 27
Center Torso (rear) 9
L/R Torso 13 20
L/R Torso (rear) 6
L/R Front Leg 13 26
L/R Rear Leg 13 26

Equipment Location Heat Critical Mass
(A) Searchlight RT 0 1 1.00
Lift Hoist RT 0 3 3.00
Bloodhound Active Probe RT 0 3 2.00
Recon Camera RT 0 1 0.50
Angel ECM RT 0 2 2.00
(A) RISC Advanced Point Defense System LT 2 2 4.00
(A) Infantry Bay (5.0 tons) CT 0 5 7.50
@APDS (24) LT - 2 2.00
(A) Quad Mech Turret RT - 1 0.50
Free Critical Slots: 2

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 16
3j 0 0 0 0 2 0 Structure: 6

Design Quirks:
- Illegal Design (Transport Bay on a BattleMech)
+ Good Reputation
+ Stable
+ Easy-to-Pilot
+ Easy-to-Maintain
+ Rugged (2)
+ Searchlight
+ Improved Life Support
+ Improved Sensors
+ Improved Communications
01/03/23 03:32 AM

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So the wiki is wrong with this statement of rules? All infantry bays and compartments takes up either one space slot on vehicles or one slot per ton on 'Mechs.

Also, I thought this was supposed to be a non battlemech.
I thought this would be an industrial or worker mech, given the parameters given at first.

Ok, I seen the issue with this. There is supposed to be an infantry compartment as well as bay. The bay may be illegal, but the compartment may not be. I don't really know, as I don't have the newer rule books. Please let me know for my own good.

Edited by ghostrider (01/03/23 03:34 AM)
01/03/23 09:42 AM

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Not wrong, just incomplete. Check TechManual.

This thing has to be built as a BattleMech due to going into an active warzone.
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