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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 |
# ? Sep 14, 2013 15:08 |
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# ? May 23, 2024 06:34 |
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There, finally submitted something of my own. Not my best effort, but I really wanted to design an obnoxious little fucker.
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# ? Sep 14, 2013 17:18 |
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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.
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# ? Sep 14, 2013 17:25 |
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Always wanted to make something with torpedoes.
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# ? Sep 14, 2013 17:26 |
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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!
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# ? Sep 14, 2013 18:19 |
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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 |
# ? Sep 14, 2013 18:21 |
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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 |
# ? Sep 14, 2013 18:33 |
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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
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# ? Sep 14, 2013 18:42 |
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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.
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# ? Sep 14, 2013 18:45 |
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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.
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# ? Sep 14, 2013 18:49 |
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Sent. Let's hope its specialized enough for the contest.
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# ? Sep 14, 2013 18:50 |
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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
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# ? Sep 14, 2013 18:57 |
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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...
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# ? Sep 14, 2013 19:00 |
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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.
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# ? Sep 14, 2013 19:18 |
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drat, knew I should have went with the toad hunter.
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# ? Sep 14, 2013 19:24 |
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Fluid guns are too advanced
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# ? Sep 14, 2013 20:31 |
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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?
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# ? Sep 14, 2013 22:16 |
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Use Solaris Skunk Works, it's better.goatface posted:Fluid guns are too advanced No they're not. Firestarters have had them since forever.
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# ? Sep 14, 2013 22:17 |
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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. My guns are not small.
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# ? Sep 14, 2013 22:26 |
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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.
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# ? Sep 14, 2013 22:29 |
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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
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# ? Sep 14, 2013 23:33 |
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goatface posted:Well now I am just completely confused as to what is allowed. 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.
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# ? Sep 14, 2013 23:35 |
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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 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.
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# ? Sep 14, 2013 23:44 |
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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.
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# ? Sep 15, 2013 00:01 |
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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
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# ? Sep 15, 2013 03:43 |
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MJ12 posted:I had absolutely no room for big guns and a worthwhile damage output. 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
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# ? Sep 15, 2013 04:42 |
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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.
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# ? Sep 15, 2013 05:40 |
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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 You too? I made a 'scout killer'. 7/11/4 w/ MASC. And a shiv. Combo of and
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# ? Sep 15, 2013 06:00 |
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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 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
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# ? Sep 15, 2013 08:38 |
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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. You said submit only one mech.
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# ? Sep 15, 2013 10:07 |
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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.
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# ? Sep 15, 2013 17:40 |
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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?
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# ? Sep 15, 2013 17:41 |
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Absolutely!
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# ? Sep 15, 2013 17:46 |
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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 |
# ? Sep 15, 2013 17:57 |
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Trying to find the rules for targeting a hex. Anyone know off the top of their head where that is?
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# ? Sep 15, 2013 18:00 |
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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"?
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# ? Sep 15, 2013 18:16 |
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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?
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# ? Sep 15, 2013 18:16 |
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berryjon posted:I seriously considered your offer, but decided that my submission is (theoretically) unique enough to rise above the pack.
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# ? Sep 15, 2013 18:21 |
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What Highlander variants are kicking around right now?
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# ? Sep 15, 2013 18:29 |
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# ? May 23, 2024 06:34 |
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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
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# ? Sep 15, 2013 18:40 |