User:Amaroq Starwind

Revision as of 10:20, 15 March 2018 by Amaroq Dricaldari (talk | contribs) (Added "Honorable Mentions" section)

Character Birthday: December 22, 3049


Character Place of Birth: Alaska, Terra


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Personnel Profile:

OUT-OF-DATE, NEEDS IMPROVEMENT

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.

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.

Out-of-Character stuff, like contact info

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

Things I’m currently working on

BattleTech: Voyager. A non-canon Star Trek: Voyager and BattleTech crossover, set in the Clan Invasion period. Ask me for details.

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.

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.

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

- 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: Though Inner Sphere militaries have deemed any variant of Laser Heat Sinks unsuitable for combat use, unlike their inventors they actually care about the lives of MechLaborers and the technological innovation in IndustrialMechs. As such, they have reverse-engineered the Laser Heat Sinks produced by the Clans and made a version for IndustrialMechs. Obviously, they are not quite as good as the Clan versions they are based on, and they have several upsides and downsides over Double Heat Sinks, but they are becoming increasingly popular with ArenaMechs and IndustrialMechs alike. Though the Inner Sphere version occupies three Critical Slots and weighs in at 1,500 Kilograms, it is a hell of a lot better than the option for Clan IndustrialMechs.

- Reduced Mass Single Heat Sinks: These are available for all Inner Sphere combat and Industrial units alike. Wishing to mitigate the space occupied by Double Heat Sinks, but still benefit from reduced weight and increased cooling performance, the Inner Sphere created single heat sinks that only occupy two Critical Slots each and weigh 500 kilograms, and single heat sinks that only occupy one critical slot but weigh 750 kilograms. These can be mixed and matched with Double Heat Sinks, and the single slot 750 kilogram versions are practically a drop-in replacement for existing single heat sinks.

- 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 very similar 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), and special polymers within the armor that harden and reconnect themselves to eachother when submerged. 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). Aquatic Industrial Armor occupies the same critical slots as Light Ferro-Fibrous Armo, has the same BAR and Protection Per Ton of Commercial Armor, and imposes similar penalties to Piloting Rolls and Ground MP to Hardened Armor on land, but gains a BAR of 10, loses the various movement-related penalties and otherwise functions as Hardened Armor when underwater. Furthermore, when underwater the armor can actually slowly repair itself, and also improves the mech's heat dissipation by two points for each submerged location with at least one point of armor remaining.

- 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 Compartmentalized Fuel Storage Equipment: A much cheaper (and quite frankly, far inferior) version of CASE, the Industrial CFSE is very similar to its Military-grade counterpart in function, except heavier, less effective and less reliable. It can be mounted anywhere in a Support Vehicle or IndustrialMech, but weighs 1.5 Megagrams per installation, and its Critical Slots are not Roll Again Slots. Each time one of those slots is hit, the system suffers damage, and after only three such hits it is rendered useless. Furthermore, it doesn't completely prevent damage from transferring to other parts of the Mech or Vehicle, it just reduces it by half. It does, however, provide aerogel-based insulation and fire-extinguishing foam, and it pressurizes the compartments which house the volatile fuel, cargo, munitions and other components in Helium. This greatly reduces the chances of an ammunition cook-off from ambient heat (raising the required temperature by 10 heat points until the equipment is destroyed), prevents heat from escaping if flammable or combustible cargo/munitions ignite, and it even has a small chance to extinguish some explosions before they even start (the contents are still destroyed, but everything else is still okay) if the total Critical Hit Roll is the bare minimum value necessary to land a Crit in the first place. Again, it can (currently) only be mounted on Support Vehicles and IndustrialMechs, is considered Experimental Technology (based partly on Lostech from World War II) and is (currently) only available to the Inner Sphere; the insulating and self-extinguishing properties of Industrial CFSE might make their way into future versions of CASE used by Inner Sphere and Clan militaries alike.

- Industrial Lasers: 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 all contribute 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, but they do not have a limited number of uses when powered by a Fusion or Fission Engine, as is to be expected. 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). Concussive LRMs do 2 points of damage to Infantry, Powered Armor and lightly armored targets such as buildings, but they do negligible of any damage to anything protected by armor with a BAR higher than 8. This means BattleMechs will suffer no damage. Concussive SRMs are a similar story, doing 4 points of damage to lightly armored or unarmored targets, but only doing a little bit of damage (1) to BattleMechs. They can be used to knock mechs over though, so if you fire a whole salvo of Concussive Missiles at an Atlas, they're probably going to fall over. It is rumored that some people on low gravity planets have attempted using these to "Rocket Jump", but we've never heard back from them.

- 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 and a lot cheaper, a Fusion Hybrid Engine is actually a Fuel Cell paired with an equivalent rating Fusion Engine, working in tandem. For instance, a 240-rated Fusion Hybrid Engine might actually be a 120-rated Fuel Cell and a 120-rated Fusion Engine in the same package. These tend to be more affordable than purebred Fusion Engines, but more expensive than purebred Fuel Cell engines. A Fusion Hybrid Engine consumes fuel at half the rate of a Fuel Cell alone, only consumes fuel when exceeding Cruise/Walk MP, and can power energy weapons without a problem. In the event that the Fuel Cell runs dry, the Fusion Engine can keep running (reducing the effective rating of the engine by half). Fusion Hybrid Engines are available for all units, Combat and Industrial alike, but only depending on the era. Industrial versions and Military versions were introduced by the Clans during the Golden Century, Industrial Hybrid Engines were introduced by the Inner Sphere just shortly before the FedCom Civil War, and Military Hybrid Engines were introduced by the Inner Sphere during the Jihad. By the time of the Dark Age, they had gotten considerably more advanced by swapping out the Fuel Cell for a HICE / ICFC.

- Advanced Military Internal Combustion Engine: Developed by the Clans during the Dark Age, this version of an Internal Combustion Engine is based on the HICE/ICFC Hybrids first introduced during the FedCom Civil War. It functions similarly to its counterpart, except it is even lighter (the same mass as an equivalent-rated Light Fusion Engine) and far more rugged; the Advanced Military ICE is able to go three times as long without maintenance, withstand an additional Critical Hit, and survive operation at much higher temperatures. Additionally, if has superior overall performance through generous use of Nitrous Oxide, Pulse Plugs, Consistently Variable Transmissions and higher quality overall components; it always operates as if it were using a Supercharger, but without the damaging consequences, and Wheeled and Tracked vehicles can change facing without spending Ground MP on top of gaining the Power Reverse design quirk. Advanced Military ICEs are only available to Clan units, and are more expensive than normal ICEs, and include 5 free Compact Heat Sinks.

- 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.

- Primitive Actuators: Coming Soon.

- Improved Spot Welder: Coming Soon.

- CDD Multi-Tool: Coming Soon.

- XREP Gauss System: Coming Soon.

- Open Cockpit: Coming Soon.

- Civilian Defense Laser: Civilian Defense Lasers are a special type of Laser intended for self defense and nothing else. Each Laser, regardless of size, has a range of 360 meters. The small variant is roughly equivalent to a small laser, except for damage purposes it is treated as a Light Rifle (Civilian use only, yo), though it is able to raise a target's heat levels by 1 point. The Medium and Large Civilian Defense Lasers are very similar, roughly equivalent to their military-grade counterparts except they do considerably less damage in exchange for raising heat levels, with the Medium and Large CDLs becoming equivalent to Medium and Heavy Rifles respectively (while also raising enemy heat levels by 2 and 3 respectively). An Intermediate variety is rumored to be in development by Diverse Optics.

Honorable Mentions Contributiona to Sarna / BTFW that I will probably reference a lot - Intermediate Laser by Onisuzume - Gun, Automatic, Utility, Model 5 (GAU-5) by LRichardson - Anti-Spalling Buffer by LRichardson