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Octavion
Apr 5, 2009
Well I designed this piece of crap so I though I'd share it with the thread. The Marauder MAD-X1, (un)affectionately know as the Beehive.

Design History:

As is customary in the Lyran Commonwealth, a vastly under-qualified noble managed to work his way into a position where he was responsible for commissioning new mechs to fight the clans. His name was Marcus von Grünigen and he was an idiot. He quickly established that the best way to deal with clan mechs would be to disable their advanced weaponry and systems so they could be either captured or destroyed piecemeal. Due to its shotgun like spread, the LB-10X would be the perfect weapon for finding weaknesses in the clans armour and damaging their vulnerable sub-systems. At no point did he think about how these weaknesses would be created in the first place, but that was probably for someone else to worry about anyway.

He next decided that four autocannons would be the perfect number to mount on the mech, to this day no one has any idea how this number was arrived at. The only problem was finding a chassis that could mount such a large amount of weaponry and still be able to move. As all of the assault class chassis were being used for sensible projects, von Grünigen turned his eye to the venerable Marauder being produced by Bowie Industries. Much to the designers' chagrin, a deal was made to make the necessary modifications to 10 Marauders so their performance could be assessed. To mount the weapons, the designers had to downsize the mechs engine, install an extra-light model and fit an endo steel structure. The only plus side of this process was the freeing up of a halt ton which allowed a small amount of extra armour to be fitted. Four tons of ammo were provided and installed in the mech's already vulnerable side torso ammo bins.

Combat Performance:
The mechs were quickly rushed to the front line to both test their performance and replace some of the losses the LCAF had sustained. Pilots were, at first, happy to see the heavily armed mechs arrived. Their joy quickly turned to astonishment when they realised that the mechs only came with cluster munitions and that loading slugs would require the ammo bin assemblies to be replaced.

The first combat trials of the mech earned it the nickname "The Beehive". This was firstly due to the large amount of projectiles that flew out of it during combat and secondly, due to its tendency to explode into a flurry of angry shrapnel if it was poked in the wrong place. Reports came back that the mech's armament was about as effective as sandpaper against the clans' armour. It was also poor at manoeuvring due to the downsized engine, which meant the mech was relegated to city defence duties. The only positive feedback was that the mech was indeed capable of destroying any equipment exposed by allies' fire.

Designers Notes:
I made the ultimate support mech, incapable of any form of precision but a threat to anything with armour missing. Crit seeking is a good idea, right? Also, auto-shotguns are pretty overpowered in most games so I strapped 4 to this mech.


Marauder MAD-X1
75 tons
BV: 1,395
Cost: 13,903,750 C-bills

Movement: 3/5
Engine: 225 XL
Heat Sinks: 10
Gyro: Standard Gyro

Internal: 114 (Endo Steel)
Armor: 192/231
Internal Armor
--------------------------------------
Head 3 9
Center Torso 23 30
Center Torso (rear) 9
Right Torso 16 20
Right Torso (rear) 7
Left Torso 16 20
Left Torso (rear) 7
Right Arm 12 20
Left Arm 12 20
Right Leg 16 25
Left Leg 16 25

Weapon Loc Heat
----------------------------------------
LB 10-X AC RA 2
LB 10-X AC LA 2
LB 10-X AC RT 2
LB 10-X AC LT 2

Ammo Loc Shots
----------------------------------------
LB 10-X Cluster Ammo RT 10
LB 10-X Cluster Ammo LT 10
LB 10-X Cluster Ammo LT 10
LB 10-X Cluster Ammo RT 10

Octavion fucked around with this message at 15:21 on Sep 14, 2013

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KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
There, finally submitted something of my own. Not my best effort, but I really wanted to design an obnoxious little fucker.

Readingaccount
Jan 6, 2013

Law of the jungle
I love these designs so far. :)

I've never designed a mech before, but I'm going to make a heavy that runs and jumps like a fast medium and can do nothing but melee (with a weapon of course)! Or maybe something else I dunno yet.

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Always wanted to make something with torpedoes.

Wales Grey
Jun 20, 2012

PoptartsNinja posted:

Field support's fine. If you want to make a `Mech bridgelayer; or a walking APC that carries 3 squads of jumptroops; go for it!

Nothing so fanciful or whimsical as those, but I did make a (theoretically) useful Shadow Hawk!

fool of sound
Oct 10, 2012
Do you know what's better than a Hunchback? A better Hunchback. Particularly one that makes PTN roll far, far too many dice every time it fires.

Edit: My first choice was going to be the CLNT-EST-WD; a Clint armed with only an AC/20. It didn't quite work.

fool of sound fucked around with this message at 18:24 on Sep 14, 2013

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
Is there anything against attacking with two weapons, such as say two hatchets, in melee?

edit: I should be asking, is there any rule against it? I know that you can punch with both hands so long as neither arm has fired anything, so does the same apply to melee weapons?

Trundel fucked around with this message at 18:36 on Sep 14, 2013

Rivensteel
Mar 30, 2010

fool_of_sound posted:

Edit: My first choice was going to be the CLNT-EST-WD; a Clint armed with only an AC/20. It didn't quite work.

It's almost perfect, except that there's only five AC/20 ammo per ton. Maybe you could get a rules modification for a combat-loaded AC/20 for a total of six shots.

Dirty Clint posted:

"I know what you're thinking, punk. You're thinking "did he fire six shots or only five?" Now to tell you the truth I forgot myself in all this excitement. But being this is a .44 MagnumAC/20, the most powerful handgun in the world and will blow you head clean off, you've gotta ask yourself a question: "Do I feel lucky?" Well, do ya, punk?"

:clint:

landcollector
Feb 28, 2011
As much as I want to enter a design for this contest, I think I'm going to sit this one out and see what everyone else thinks up.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Trundel posted:

Is there anything against attacking with two weapons, such as say two hatchets, in melee?

Yup, you can't do it. Punching with both arms is still considered a single melee attack. Every melee weapon has its own unique or semi-unique gimmick, which helps make them all interesting.

Technowolf
Nov 4, 2009




Sent. Let's hope its specialized enough for the contest.

dis astranagant
Dec 14, 2006

PoptartsNinja posted:

Yup, you can't do it. Punching with both arms is still considered a single melee attack. Every melee weapon has its own unique or semi-unique gimmick, which helps make them all interesting.

And no one thinks to make better punching equipment til the 3060s :v:

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!

PoptartsNinja posted:

Yup, you can't do it. Punching with both arms is still considered a single melee attack. Every melee weapon has its own unique or semi-unique gimmick, which helps make them all interesting.

Rats, there goes my idea. Maybe something with an absurd amount of small lasers...

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Everyone's doing "absurd amounts of small weapons." That doesn't always make an effective specialist. You can mix weapons or even weapon types and still make an effective specialist for many roles.

I don't give bonus points, but if I did I'd totally give special consideration to anyone who designed a `Mech with an Arrow IV Torpedo.

dis astranagant
Dec 14, 2006

drat, knew I should have went with the toad hunter.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Fluid guns are too advanced :(

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
Well rather than design one by hand, which I don't trust my Battletech knowledge to do at this point, would using REMLAB to construct a mech work for this contest?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Use Solaris Skunk Works, it's better.



goatface posted:

Fluid guns are too advanced :(

No they're not. Firestarters have had them since forever.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

Everyone's doing "absurd amounts of small weapons." That doesn't always make an effective specialist. You can mix weapons or even weapon types and still make an effective specialist for many roles.

I don't give bonus points, but if I did I'd totally give special consideration to anyone who designed a `Mech with an Arrow IV Torpedo.

:colbert: My guns are not small.

dis astranagant
Dec 14, 2006

Going by dates, not rules levels. "Tournament legal" and "Level 2" aren't the same thing (Level 2 being more or less obsolete). A lot of stuff that's legal now used to be level 3 and most advanced items are just things that involve excessive bookkeeping or optional rules.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer

PoptartsNinja posted:

No they're not. Firestarters have had them since forever.

Well now I am just completely confused as to what is allowed.

My lack of real battletech experience is showing :(

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

goatface posted:

Well now I am just completely confused as to what is allowed.

My lack of real battletech experience is showing :(

Oh, wait, no, you're right. I thought you meant chemical/vehicle flamers; which can be used to spray water or coolant or nacho cheese.

MJ12
Apr 8, 2009

PoptartsNinja posted:

Everyone's doing "absurd amounts of small weapons." That doesn't always make an effective specialist. You can mix weapons or even weapon types and still make an effective specialist for many roles.

I don't give bonus points, but if I did I'd totally give special consideration to anyone who designed a `Mech with an Arrow IV Torpedo.

I had absolutely no room for big guns and a worthwhile damage output. :(

Look, you try making a 95 tonner go 4/6[8]/4 with a worthwhile weapons and armor loadout without relying on small weapons.

dis astranagant
Dec 14, 2006

PoptartsNinja posted:

Oh, wait, no, you're right. I thought you meant chemical/vehicle flamers; which can be used to spray water or coolant or nacho cheese.

The Star League had fluid guns. Hell, we have fluid guns now and have had for decades. They're advanced rules because they can do all kinds of nonstandard poo poo if you put dumb things in them. You can't shoot nacho cheese out of a vehicle flamer, you can out of a fluid gun.

Boogle
Sep 1, 2004

Nap Ghost

dis astranagant posted:

The Star League had fluid guns. Hell, we have fluid guns now and have had for decades. They're advanced rules because they can do all kinds of nonstandard poo poo if you put dumb things in them. You can't shoot nacho cheese out of a vehicle flamer, you can out of a fluid gun.

http://www.sarna.net/wiki/Coolant_Truck

I'm sure I can make a joke about Doritos and Mountain Dew but ehhhh :effort:

Q_res
Oct 29, 2005

We're fucking built for this shit!

MJ12 posted:

I had absolutely no room for big guns and a worthwhile damage output. :(

Look, you try making a 95 tonner go 4/6[8]/4 with a worthwhile weapons and armor loadout without relying on small weapons.

I figured the NRWR needed a dedicated anti-clan Brawler. So I ended up with a 5/8 with 3 ER Mediums, 3 SSRM6s and a :ese:

GenericServices
Apr 28, 2010

PoptartsNinja posted:

I don't give bonus points, but if I did I'd totally give special consideration to anyone who designed a `Mech with an Arrow IV Torpedo.

Does the Arrow IV even have a torp variant? ...I guess it does if you say it does, in this circumstance, but I mean in the more general sense.

Paingod556
Nov 8, 2011

Not a problem, sir

Q_res posted:

I figured the NRWR needed a dedicated anti-clan Brawler. So I ended up with a 5/8 with 3 ER Mediums, 3 SSRM6s and a :ese:

You too? I made a 'scout killer'.

7/11/4 w/ MASC. And a shiv. Combo of :black101: and :ese:

MJ12
Apr 8, 2009

Q_res posted:

I figured the NRWR needed a dedicated anti-clan Brawler. So I ended up with a 5/8 with 3 ER Mediums, 3 SSRM6s and a :ese:

I made a huge boondoggle cityfighter. A 95 tonner with MASC, 4 JJs, and like 6 SSRM4s + 2 MPLs.

Oh, and a retractable blade. Here's the full writeup for everyone who wants to laugh at it:

Rampage II RMP-6X

Mass: 95 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-F
Production Year: 3070
Cost: 30,566,770 C-Bills
Battle Value: 2,143

Chassis: Stanwhich 950 Endo-Steel
Power Plant: AMC (Overcharged) 380 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (86.4 km/h)
Jump Jets: Gerard Special X
Jump Capacity: 120 meters
Armor: Panzerslab Type 9 Standard Armor w/ CASE
Armament:
6 Marklin Multi-4 Smart Streak SRM-4s
2 Maxell Rapid Medium Pulse Lasers
1 X-Acto Mono Retractable Blade
1 Vex/Holden EW Suite Angel ECM
Manufacturer: Weigel Armory & Munitions
Primary Factory: Unknown
Communications System: TransCom Alpha w/ Electronic Warfare Support
Targeting and Tracking System: KBC Starsight Model 3

Overview:
The Rampage II is a dedicated city combat design based off of the old Rampage.
Entered as one of the designs for the New Rim Worlds Republic's Advanced Close
Combat Battlemech competition, a healthy dose of backroom corporate dealing and
high-stakes espionage (including several cases of sabotage, and in at least
once case, an outright assassination attempt) meant that the design that won
the contest would not have gotten there by fair play.


The Rampage II is designed for two purposes. The first is to milk every C-Bill
out of a lucrative military contract, and the second is to impress generals who
think 'advanced technology' is something that, if slathered willy-nilly on a
machine, automatically makes it better. In both cases it succeeds with flying
colors. The fact that it is a serviceable infighter in cities is just icing on
the cake.


Capabilities:
Built to be as expensive as possible, the Rampage II is based off of the
original Rampage's chassis, but reinforced for its new, 95 ton mass. Similarly,
its engine is merely an upscaled version of the original's engine to save on
design costs. This massive 380-rating engine allows the Rampage II to run at 64
km/h, a speed equivalent to many modern medium 'Mechs.


Its weapons are entirely dedicated to close-range combat, mounting no less than
24 Streak SRM tubes and a pair of Medium Pulse Lasers, mated to a cutting-edge
targeting system which performs exceptionally well in short-range engagements.
To ensure that it can successfully bring this armament to bear (and to further
pad the costs), no expense was spared to add to the Rampage II's mobility and
ambush ability.


Mounting a prototype MASC system, the Rampage II can achieve short bursts of up
to 86.4 kph, and it also has 4 enormous jumpjets that provide it the ability to
jump up to 120 meters, an invaluable asset in urban warfare. Finally, a
powerful Angel ECM suite allows it to disrupt enemy electronics, giving it a
powerful ambush capability and surprising stealth characteristics for a 95-ton
behemoth.


Should the Rampage II come under significant fire, 17.5 tons of heavy armor
provide excellent protection, and Cellular Ammunition Storage Equipment means
that even if its ammunition explodes, the mech itself can be salvaged and
returned to service, although the damage from such an event will cause a
mission-kill.


All this comes at a cost, as Weigel Armory was uninterested in any feature that
wouldn't wow generals in an advertisement. The Rampage II costs over 30 million
C-Bills, more than 3 times the cost of an Atlas. Its gyro is poorly tuned, and
combined with the nature of the Rampage II's chassis, the mech is difficult to
pilot and prone to falling at inconvenient times. Many of its components are
notoriously difficult to maintain: The Marklin Multi-4 Smart Streak SRMs are
notorious for refusing to accept any but factory-standard replacements for
their targeting sensors, and the relatively fragile ECM emitters for the
prototype Angel ECM suite are expensive and hard to source.


Furthermore, to cut costs on CASE implementation, the rear armor of the Rampage
II is extremely weak around the ammunition bins. Although this makes the
blowout panels for CASE much cheaper to implement, it also means that any
attacker which manages to successfully outflank the Rampage II is a significant
threat, as the right rear torso's armor protection will only stop a small laser
strike. Even a lone Wasp in the Rampage's rear arc is capable of incapacitating
this 30 million C-Bill battlemech with a little luck.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 145 points 5.00
Internal Locations: 1 HD, 2 LA, 7 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 380 20.50
Walking MP: 4
Running MP: 6 (8)
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT 8.00
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA
Armor: Standard Armor AV - 280 17.50
CASE Locations: 1 RT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 30 50
Center Torso (rear) 10
L/R Torso 20 30
Left Torso (rear) 10
Right Torso (rear) 3
L/R Arm 16 32
L/R Leg 20 37

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Angel ECM CT 0 2 2.00
4 Streak SRM-4s RT 12 4 12.00
2 Streak SRM-4s LT 6 2 6.00
MASC LT - 5 5.00
2 Medium Pulse Lasers RA 8 2 4.00
Retractable Blade LA - 6 5.50
@Streak SRM-4 (50) RT - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 21
5/4j 5 5 0 0 4 2 Structure: 4
Special Abilities: AECM, MEL, SAW, CASE, SRCH, ES, SEAL, SOA

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

PoptartsNinja posted:

Everyone's doing "absurd amounts of small weapons." That doesn't always make an effective specialist. You can mix weapons or even weapon types and still make an effective specialist for many roles.

I don't give bonus points, but if I did I'd totally give special consideration to anyone who designed a `Mech with an Arrow IV Torpedo.

:argh: You said submit only one mech.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
And I still mean it! I have gotten a lot of "city fighters" though, so if anyone wants to quietly send me a replacement I'd be happy to pretend I never got your first design.

Also: I prefer the `Mech in text format rather than something I have to load into SSW. The SSW files aren't bad, they just create extra work for me when voting time rolls around.



Fake Edit: And another reminder, the contest specifies pre-existing chassis so completely new designs are going to be disqualified whether I like them or not.

apostateCourier
Oct 9, 2012


PoptartsNinja posted:

Fake Edit: And another reminder, the contest specifies pre-existing chassis so completely new designs are going to be disqualified whether I like them or not.

Oh. Whoops. Can I send in a new one then?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Absolutely!

Paingod556
Nov 8, 2011

Not a problem, sir

Question- does the Super Griffin exist in this timeline? I'm thinking of resubmitting something based on that.


EDIT- gently caress it, Sapper Griffin sent.

Paingod556 fucked around with this message at 18:31 on Sep 15, 2013

fool of sound
Oct 10, 2012
Trying to find the rules for targeting a hex. Anyone know off the top of their head where that is?

Shoeless
Sep 2, 2011

PoptartsNinja posted:

Also: I prefer the `Mech in text format rather than something I have to load into SSW. The SSW files aren't bad, they just create extra work for me when voting time rolls around.

So basically, don't send you just the saved SSW file, or if we do, make sure to also include the info that you can get from clicking Tools and then from the dropdown menu that will appear, click "Show Text TRO Format"?

berryjon
May 30, 2011

I have an invasion to go to.

PoptartsNinja posted:

And I still mean it! I have gotten a lot of "city fighters" though, so if anyone wants to quietly send me a replacement I'd be happy to pretend I never got your first design.

I seriously considered your offer, but decided that my submission is (theoretically) unique enough to rise above the pack.

Although I have to wonder; with the preponderance of 'Urban Combat' submissions, can a future battle take place on a city map?

JT Jag
Aug 30, 2009

#1 Jaguars Sunk Cost Fallacy-Haver

berryjon posted:

I seriously considered your offer, but decided that my submission is (theoretically) unique enough to rise above the pack.

Although I have to wonder; with the preponderance of 'Urban Combat' submissions, can a future battle take place on a city map?
Several previous battles have taken place on city maps, so I don't see why not.

Remora
Aug 15, 2010

What Highlander variants are kicking around right now?

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goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Right, I can't work out what is and isn't legal, and so I present you with the Trignis (Thermal Rescue Ignis), a modified Ignis anti-infantry support tank:

------

Designed primarily to assist in the rescue and recovery of pilots trapped in overheating mechs during training, the Thermal Rescue Ignis has a variety of features originally intended for roles in the training environment. The engine was upgraded from I.C.E. to a standard fusion for increased response time, pushing power while reducing weight. The front face of the tank features a bulldozer blade to assist in the movement of debris and fallen mechs that may impede the recovery of the trainee pilot, aid in the construction of temporary fortifications and help in any other landscaping desired for training to happen around. The four side mounted vehicle flamers of the Ignis are retained, and a fifth is added in place of the turret mounted machine gun. Inside are four large, insulated storage tanks capable of carrying four tons of liquid. While one tank normally contains standard flamer fuel for fire-starting duties, the primary fluid on-board is 'mech coolant to be sprayed across any dangerously overheated mechs and put out any fires encroaching on a rescue situation.

Amidst the pressures of encroaching warfare, this rescue vehicle found itself an active role in combat assisting at fortified positions from which battlemechs would lay down heavy fire, picking up the nickname of the Alphassist from the 'mech pilots who recieved its aid. Beyond assisting with the construction of a fortified position, when required the Alphassist can dig itself in at the rear of a fortified position and spray down the battlemechs around and on top of it with coolant to allow them to keep on firing for as long as possible. Most retain the single tank of flamer fuel for anti-infantry duties and as a last ditch defensive option. The 8 tons of armour allow it to survive the splash damage it receives while remaining stationary, with the improved engine allowing for easy repositioning around the battlefield.

This combination has, however, led to a number of units being lost to their drivers taking desperate risks. The crews have been known to put themselves on the front lines, shadowing a single key 'mech around the battlefield in a vain attempt to stop it overheating and keep it in the fight as long as possible.

pre:
The "Alphassist" thermal support tank

Mass: 30 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Advanced Rules
Era: Succession Wars
Tech Rating/Era Availability: D/X-C-D
Production Year: 0
Cost: 773,500 C-Bills
Battle Value: 473

Power Plant: RWA 150 Fusion Engine
Cruise Speed: 54.0 km/h
Flanking Speed: 86.4 km/h
Armor: Garbonne Crystal-Plate 9 Standard Armor
Armament:
    5  Vehicle Flamers
    1  Bulldozer
Manufacturer: United Mechanics, LLC
    Primary Factory: Apollo
Communications System: FR-es Special-II
Targeting and Tracking System: Lester ATR

================================================================================
Equipment           Type                         Rating                   Mass  
--------------------------------------------------------------------------------
Internal Structure: Standard                      15 points                3.00
Engine:             Fusion Engine                150                       8.50
    Cruise MP:  5
    Flank MP:   8
Heat Sinks:         Single Heat Sink             10                        0.00
Control Equipment:                                                         1.50
Lift Equipment:                                                            0.00
Turret:                                                                    0.50
Armor:              Standard Armor               AV - 128                  8.00

                                                      Armor      
                                                      Factor     
                                               Front     26        
                                          Left/Right   26/26        
                                              Turret     26        
                                                Rear     24        

================================================================================
Equipment                                 Location    Heat     Spaces     Mass  
--------------------------------------------------------------------------------
Bulldozer                                    FR        0         1         2.00
2 Vehicle Flamers                            LS        6         2         1.00
2 Vehicle Flamers                            RS        6         2         1.00
Vehicle Flamer                               T         3         1         0.50
@Vehicle Flamer (Coolant) (60)               BD        -         0         3.00
@Vehicle Flamer (20)                         BD        -         0         1.00
This entirely comes from the previous discussions about tanks and mechs being allowed to occupy the same space, and mechs that can't fire all their guns without overheating.

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