Perun
Mass: 30 tons
Tech Base: Clan
Motive Type: Wheeled OmniVehicle
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 445,625 C-Bills
Battle Value: 269
Power Plant: 100 Fusion Engine
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor: Standard Armor
Armament:
14.0 tons of pod space.
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
Omni Vehicles with 14 tons of pod space
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- Last Post 09 November 2017
Overview:
In only 35 years the clan war-machine wrecked itself. Early successes in the
inner sphere prompted the home clans to over extend their resources in an
attempt to match the invading clan's new found wealth in territory and
resources. The practice of staging trials for needed materials slowly began to
escalate as resources became scarce. One example being a trial between Clan
Cloud Cobra and Clan Coyote over a star of newly produced battlemechs. A
Trinary of mechs were lost between both sides for the gain of only a Star. And
then new trials would be declared in an attempt to find the parts needed to
repair damaged mechs. This viscous cycle is the root cause of the wars of
reaving.
One of the results of the lost of their manufacturing base was a need to be as
efficient and frugal as possible when building up new forces. Which is where
the Perun comes in. A Light Omnivehicle capable of covering the roles of a
majority of older clan vehicles without breaking the budget.
Capabilities:
Making their new light tank a wheeled vehicle strikes many an analyst as odd.
But to be fair it is a choice that works for the clans. A by product of their
ritualized combat is giving the defender the choice of location in which to
fight. By selecting an appropriate venue in which to fight, a wheeled vehicle
is rarely inconvenienced. Alternatively if honorable combat is not offered it
is more then likely that combat will be occurring on the clan's grounds
directly which implies cultivated lands and roads. Its this rational that
explains the wider use of wheeled vehicles of all sized within their toumans.
Its a choice that also helps in making the vehicle cheaper to produce and
easier to operate.
The tendency for minimized costs follows through most of the design. A smaller
then average engine gives adequate mobility without even trying to match the
speed of higher end Clan vehicles. Though initially more expensive the use of
Fusion power eliminates a host of maintenance and refueling problems.
Defensively the Perun uses Standard plate armor, not offering the best
protection per ton, but costing less then half as much as more advanced armor
types. Six tons of armor are enough to allow the Perun to stand up to direct
fire briefly. Even the decision to make the Perun 30 tons rather then the more
typical 35 tons of Clan light tanks is intended to reduce the logistical tail
of a unit of these tanks by reducing crew needs by 33%.
Offensively, the Perun has 14 tons of Omnipod space. Astute observers may
notice that this weapons payload matches that of the Badb Omni-Vtol being used
in the Raven-Alliance. Also in line with the Badb is the method of naming
configurations. Prime for Energy weapon primary configurations, A for
Missiles, B for ballistic weapons, C for Cargo and equipment Configurations,
and D for configurations that focus on electronics. As per usual
configurations can very wildly and the "Official" variants should only be
considered as starting points from which to build off of.
For the Prime configurations the starting recommended point begins with an
ERPPC backed by twin LRM-5's. This weapons mix offers high hitting power and
excellent range. Variants of this concept usually will downgrade the main
energy mount in favor of larger missile racks. Large pulse lasers are
especially popular given the general lackluster training most crews receive.
The next variation within the prime range focus's on massed Medium weight
weapons. Once again pulse lasers are the preferred weapon for Clan crews. On
average 4 Medium Pulse lasers fill this role, though more affluent or desperate
units may find alternatives to this configuration. Insulated lasers or
captured Inner Sphere Medium lasers have all been seen at one time or another.
The A configurations missile based power are the rock on which most Perun based
formations are based. No other weapon in the clan arsenal can pack so much
Bang in such a small package. The first variation on the theme of missile
power is a SRM carrier. 6 SRM's provide a crushing volume of fire. Ammo is
somewhat limited offering only 5 Salvo's of fire. Though this may seem limited
its really more of a statement of a Perun's expected life span in close contact
with a presumably heavier foe. A volley of small lasers add to the missiles
power efficiently utilizing the Fusion engine's integral heat sinks.
The second missile based configuration is somewhat less efficient with the heat
sinks. A Heavy Medium laser serves as an adequate back up weapon to the twin
LRM-15's. A Quad of AP Gauss rifles tends to keep even the most fool hardy
infantry and other light units at bay. Assuming they're still installed.
Heavier launchers, more ammo, bigger secondary weapons, even a fairly decent
copy of the Ares has been seen. And of course there is a variant with an Arrow
IV, listed presumably to remind commanders that it is an option.
In the Ballistics section there tends to be a list of primary 10 ton guns. 2
tons of ammo and 2 spare ER Medium lasers mounted in the forward Demi-turret.
The most preferred gun is the Clan RAC-5, offering the highest rate of damage
output. Next up is the HAG-20, followed by the UAC-10, and finally the LB-10
as a last resort. Officially the HAG-20 is listed as the main gun, with
RAC-5's being rare still. In reality older UAC-10's seem to be relegated to
these second line forces with disturbing frequency.
A second alternative is the use of even larger Cannons. Nothing says "Die!" to
a light foe like encountering a UAC-20 where it wasn't expected. Even heavier
targets tend to respect, if respect means concentrate fire on, units carrying
UAC-20's. On the other hand, Gauss rifles and HAG-30's are almost never seen
as options. One is too easily matched by the Prime configuration's ERPPC. the
other is just too heavy to be really effective.
Another rarely seen configuration mounts Ten Medium Chemical Lasers. It may
seem like such a configuration is miss placed under the "Ballistics" heading,
the actual operating nature of Chemical lasers is much closer to that of
ballistic weapons rather then energy weapons for Vehicles. Other weapons also
appear in the B configurations. One of the early iterations of the Perun
mounted a LB-5x and a LRM-10 demonstrating it's ability to replace the Zorya
Light tank. This is also where the Perun's name comes from, Zorya being
closely associated with Perun in the pantheon of gods they come from.
Uncertainty abounds within the C configurations. The first recommended
configuration covers combat engineering duties, while the second is an Infantry
transport. Just to be efficient there is even a firetruck set of Omni
equipment so that the Perun can help in civilian duties. After all, combat is
rare. The need for Civil services is constant.
Though the C configurations are wildly varied, they also tend to be somewhat
mundane. Less so for D configurations. Using advanced electronics these
configurations tend to be rare, save for when Peruns are actually being used in
front line combat, Or perhaps a particularly affluent Star Colonel found some
spare gear for his vehicular forces.
First up is an ECM equipped "Battlefield Management" configuration. It's
practically a Prime configuration with some tweaks, but the use of ECM and the
targeting computer move it around in the current description scheme. The
"Battlefield management" portion of its job description comes from the ECM and
the extended ammo bins intended for Smoke rounds. Disrupting electronics, and
controlling line of sight to cover it's Star can help achieve miraculous things.
On the flip side is a "Scout" variant. Active probes, NARC, and even an ATM
with it's integral Artemis systems all place this configuration well within the
D category. Spare flamers, and a medium pulse laser help deal with the hidden
attackers and infantry which tend to be a scouts first and occasionally last
contact with the enemy.
The most common Unusual variant of the electronics configurations mounts an
Inner Sphere produced C3 master. Though Clan mechwarriors may disdain such
systems as dishonorable, their vehicle crews hardly agree. Freed from the
constraints of Zelbriggen and more accustomed to using teamwork to bring down
more powerful foes, integrating a Star as a C3 Network just makes sense. For a
full star a truncated Type 1 communications link is employed. a Central master
links 3 other masters, each of which controls 2 additional slaves for a total
of 10 units. Though rare for now, if such formations are sufficiently enhanced
to justify the cost, there is a possibility that the Clans just might apply
their superior technology to large scale C3 networks.
Variants:
Despite being relatively new, there is a major production level variation on
the Perun. Referred to as a Perun (T). A Slower tracked version of this tank
is otherwise identical to the more common wheeled chassis. Once again this
makes sense from a cost effectiveness standpoint. Reusing the hull allows a
streamlining of production, while the availability of a tracked version of the
tank allows them to be used in harsher terrain then they normally can handle.
Then there are armor upgrades. Though standard armor was chosen for it's low
price, some units have found the resources to upgrade their tanks.
Ferro-Fibrous armor upgrades are somewhat common, though the upgrade
occasionally forces a reworking of a tank's weapons configuration. If they can
find it, Ferro-Lamelor armor is of course the armor of choice. Most tanks will
never see such an upgrade though. The vast majority of Perun's produced are
spread through the Clan's second an third tier holdings, preforming the ever
important duty of holding ground, showing the flag, and promising to increase
the butcher's bill for any raider dumb enough to tangle with them on their own
ground.
Additional:
Not 100% sure where this design came from. I decided the clans needed a cheap
vehicle to fill up their territory with. I decided on 30 tons as an optimized
tonnage without needing that 3rd crewmen. As usual the balancing act of
weapons, armor, and mobility took agonizing hours of indecision to resolve.
Eventually though I decided that the tank had to have 14 tons of pod space to
match one of my other Clan Omni vehicles the Badb. I find it amusing when
different omni units can cross swap configurations. (Kit fox, Adder, Nova...
16 tons of pod space. It gets hilarious when you put 12 ERMedium laser on the
Kit fox...) The next major decision was to make it wheeled, for reasons which
are explained in the fluff. Admittedly those reasons showed while I was
writing said fluff...
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 15 points 3.00
Engine: Fusion Engine 100 4.50
Cruise MP: 4
Flank MP: 6
Heat Sinks: Single Heat Sink 10 0.00
Control Equipment: 1.50
Lift Equipment: 0.00
Turret: 1.00
Armor: Standard Armor AV - 96 6.00
Armor
Factor
Front 24
Left/Right 19/19
Turret 19
Rear 15
================================================================================
Loadout Name: Prime Cost: 977,500
Tech Rating/Era Availability: F/X-X-E-A BV2: 861
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Single Heat Sink 15 5.00
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
ER PPC T 15 1 6.00
2 LRM-5s T 4 2 2.00
@LRM-5 (24) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
4w 3 3 3 0 1 0 Structure: 2
Special Abilities: OMNI, TUR(3/3/3), IF 1
================================================================================
Loadout Name: Prime 2 Cost: 807,875
Tech Rating/Era Availability: F/X-X-E-A BV2: 766
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Single Heat Sink 16 6.00
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
4 Medium Pulse Lasers T 16 4 8.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
4w 4 4 0 0 1 0 Structure: 2
Special Abilities: OMNI, ENE, TUR(4/4/0)
================================================================================
Loadout Name: A Cost: 1,223,313
Tech Rating/Era Availability: F/X-X-E-A BV2: 847
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
4 ER Small Lasers FR 8 4 2.00
6 SRM-6s T 24 6 9.00
Small Pulse Laser T 2 1 1.00
@SRM-6 (30) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
4w 6 6 0 0 1 0 Structure: 2
Special Abilities: OMNI, TUR(4/4/0, SRM 4/4/0), SRM 4/4/0
================================================================================
Loadout Name: A2 Cost: 1,150,000
Tech Rating/Era Availability: F/X-X-E-A BV2: 889
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
2 LRM-15s T 10 2 7.00
4 AP Gauss Rifles T 4 4 2.00
Heavy Medium Laser T 7 1 1.00
@LRM-15 (24) BD - 0 3.00
@AP Gauss Rifle (40) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
4w 4 4 2 0 1 0 Structure: 2
Special Abilities: OMNI, TUR(4/4/2, LRM 2/2/2, IF 2/2/2), LRM 2/2/2, IF 2
================================================================================
Loadout Name: B Cost: 1,250,625
Tech Rating/Era Availability: F/X-X-E-A BV2: 884
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
2 ER Medium Lasers FR 10 2 2.00
HAG-20 T 4 1 10.00
@HAG-20 (12) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
4w 3 3 2 0 1 0 Structure: 2
Special Abilities: OMNI, TUR(2/2/2, FLK 1/1/1), FLK 1/1/1
================================================================================
Loadout Name: B2 Cost: 1,135,625
Tech Rating/Era Availability: F/X-X-E-A BV2: 738
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Ultra AC/20 FR 7 1 12.00
@Ultra AC/20 (10) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
4w 3 3 0 0 1 0 Structure: 2
Special Abilities: OMNI, TUR()
================================================================================
Loadout Name: C Cost: 977,500
Tech Rating/Era Availability: F/X-X-E-A BV2: 551
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Bulldozer FR 0 1 2.00
Lift Hoist FR 0 1 3.00
(R) Bridgelayer, Heavy RR 0 1 6.00
2 ER Medium Lasers T 10 2 2.00
2 Machine Guns T 0 2 0.50
@MG (1/2) (100) BD - 0 0.50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
4w 2 2 0 0 1 0 Structure: 2
Special Abilities: OMNI, ENG, TUR(2/2/0)
================================================================================
Loadout Name: C2 Cost: 769,062
Tech Rating/Era Availability: F/X-X-E-A BV2: 587
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
2 Micro Pulse Lasers T 2 2 1.00
2 LRM-10s T 8 2 5.00
Infantry Compartment (5.0 tons) BD 0 1 5.00
@LRM-10 (36) BD - 0 3.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
4w 2 2 2 0 1 0 Structure: 2
Special Abilities: OMNI, TUR(2/2/2, LRM 1/1/1, IF 1/1/1), LRM 1/1/1, IF 1
================================================================================
Loadout Name: D Cost: 1,243,438
Tech Rating/Era Availability: F/X-X-E-A BV2: 846
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Large Pulse Laser T 10 1 6.00
2 SRM-6s T 8 2 3.00
ECM Suite BD 0 1 1.00
Targeting Computer BD - 1 2.00
@SRM-6 (30) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 8
4w 3 3 2 0 1 0 Structure: 2
Special Abilities: OMNI, ECM, TUR(3/3/2, SRM 2/2/0), SRM 2/2/0
================================================================================
Loadout Name: D2 Cost: 1,308,125
Tech Rating/Era Availability: F/X-X-E-A BV2: 697
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Narc Launcher T 0 1 2.00
2 Flamers T 6 2 1.00
ATM-9 T 6 1 5.00
Medium Pulse Laser T 4 1 2.00
Active Probe BD 0 1 1.00
@Narc (Homing) (6) BD - 0 1.00
@ATM-9 (HE) (7) BD - 0 1.00
@ATM-9 (7) BD - 0 1.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
4w 4 3 1 0 1 0 Structure: 2
Special Abilities: OMNI, SNARC, PRB, RCN, TUR(4/3/1)
================================================================================
Loadout Name: B3 Cost: 876,875
Tech Rating/Era Availability: E/X-X-E-A BV2: 706
Rules Level: Experimental Tech
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
10 Medium Chem Lasers T 20 10 10.00
@Medium Chem Laser (120) BD - 0 4.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
4w 5 5 0 0 1 0 Structure: 2
Special Abilities: OMNI, ENE, TUR(5/5/0)
================================================================================
Loadout Name: D3 Cost: 2,952,625
Tech Rating/Era Availability: X/X-X-X-A BV2: 628
Rules Level: Experimental Tech Tech Base: Mixed
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Single Heat Sink 12 2.00
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
2 Light Machine Guns FR 0 2 0.50
C3 Computer (Master) T 0 1 5.00
ER Large Laser T 12 1 4.00
LRM-5 T 2 1 1.00
@LRM-5 (24) BD - 0 1.00
@LMG (1/2) (100) BD - 0 0.50
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
4w 2 2 2 0 1 0 Structure: 2
Special Abilities: OMNI, C3M, TAG, MHQ5, TUR(2/2/2)
================================================================================
Loadout Name: A3 Cost: 1,092,500
Tech Rating/Era Availability: E/X-X-E-A BV2: 605
Rules Level: Advanced Rules
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Arrow IV Missile FR 10 1 12.00
@Arrow IV (Homing) (10) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 6
4w 2 0 0 0 1 0 Structure: 2
Special Abilities: OMNI, ARTAC, TUR()
================================================================================
Loadout Name: C3 Cost: 589,088
Tech Rating/Era Availability: E/X-X-E-A BV2: 282
Rules Level: Advanced Rules
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Searchlight FR 0 1 0.50
(R) Fluid Suction System, Standard RR 0 1 1.00
Searchlight T 0 1 0.50
2 Fluid Guns T 0 2 4.00
Cargo, Liquid (8.0 tons) BD 0 1 8.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 3
4w 0 0 0 0 1 0 Structure: 2
Special Abilities: OMNI, SRCH, TUR()
BattleTech Vehicle Technical Readout
VALIDATED
Type/Model: Badb
Tech: Clan / 3075
Config: V.T.O.L. Omni
Rules: Level 3, Custom design
Mass: 30 tons
Power Plant: 100 XL Fusion with Jet Boosters
Cruise Speed: 86.4 km/h
Maximum Speed: 129.6 [172.8] km/h
Armor Type: Standard
Armament: None
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
==Overview:==
As Clan Snow Raven assimilated with the Outworlds alliance they discovered a
pressing need for ground forces. Admittedly they had long known that their
non aerospace forces were lacking, but given the straight forward method of
warfare within clan space they were able to economize on their forces. This
state of affairs came to an end when they took responsibility for the defense
of nearly 3 dozen Alliance worlds. Faced with Nearly a 10 fold increase in
the territory they needed to protect, and opponents who habitually neglect to
send a Batchal, the Snow Ravens were desperately short on equipment. The
local forces within the Outworlds alliance helped to a degree, but even before
the Ravens showed up there were little better then a joke on the ground. With
no other choice the Snow ravens began manufacturing everything from Mechs to
Battle Armor. Such was their investment in this build up that resources were
diverted from Warship upkeep. Over a Star of those mighty vessels had to be
put in mothballs less a lack of upkeep gut them.
==Capabilities:==
While conventional ground forces are useful they do lack the one skill that
the Snow Ravens and Outworld alliance specialize in, Flying. For a Brief
period the Ravens compensated by producing more Donar Assault helicopters, but
found the craft to be unsuited for a number of fast response missions such as
dealing with rebellious citizens. Increased use of the Anhur helped somewhat,
but the lighter weapons package made it vulnerable against raids more involved
then just a few angry farmers.
The low grade griping about the clan's VTOL assets came to an end with the
introduction of the Badb. Concerns about versatility are answered in spades
by the use of Omnitechnologies. With 14 tons of pod carrying capacity
available the Badb can be configured for a wide variety of missions.
Historically Omnitechnology would be considered wasted on a Vehicle.
Pragmatic reality suggests other wise, From the hell horses Epona which has
proven itself so well; to the simple need to kill as many birds with one stone
as possible, Snow Ravens are above all Pragmatists. Once one advanced
technology was authorized it followed that using other expensive features made
sense, if only to insure the Badb was the biggest stone possible. The use of
an XL engine raises costs somewhat, it's small size and the clans expertise
with the manufacture of that brand of technology make it nearly incidental.
There was more emotional baggage involved with the decision to go XL then
there was financial. The structural item that does cause bean counters to
blanch is the Jet booster. Negative side effects from the price tag, to the
difficulty in controlling the when maneuvering abound, But in the end were
deemed worthwhile sacrifices. With the best pilots in the universe, loss of
control is not an issue, and speed can be priceless at times. The final Item
that gives the Badb an edge never seen before in a VTOL is the Ferro-Lamellor
Armor. Enhanced Resilience and hardness allows this armor to shrug off light
hits, such as from a traditional Anti-VTOL weapon, the LBx AutoCannon using
cluster munitions.
==Variants:==
Given the versatility of Omnitechnology, having set configurations is
something of a misnomer. Still for logistical purposes it helps to have a
standard set of tools suggested and available. As such configurations are
broken down by archetype with the traditional Clan Alphabetical designation
added later.
The First Archetype is the Direct fire energy weapon. Designated the Prime
configuration, the stock weapon Selection is a clan ERPPC set to the center
line with Twin SRM-4's under slung on the wings. The basis for this
configuration seems to be the Yellow Jacket Gunship with a Trace of the old
Warrior H-7 showing through. Actual usage of this configuration tends to
vary. A common Modification is replacing the SRM's with LRM's. More extreme
versions of this configuration have seen every form of Large laser used as
well as the full range of missles. A popular example is an Insulated ER Large
Pulse laser paired with an ATM-6 with a full range of Ammo types, or as is
actually more common, Double ER ammo bins and a single Standard ammo bin.
The second archetype is Missile based Fire support. Designated the A
configuration, Twin LRM-20's with 360 missiles between them form the core of
this configuration, a lone Improved heavy Medium laser gives the only non
ammo dependent covering fire for this configuration. As can be expected the
official configuration is almost never seen. More commonly seen are
configurations with lighter LRM launchers, more ammo, and a bit more close in
firepower in reserve. Another Popular load out involves Streak LRM's. Their
use is a toss up though given that they may only be used for direct fire,
negating much of the advantage of LRM's. On the far end of the spectrum is a
configuration armed with a Narc Missile Beacon, and a bevy of Streak
launchers. Though almost completely counter intuitive the use of such a
strong missile armament does technically place that configuration within the A
configuration archetype.
The Third archetype is defined by direct fire ballistic weapons.
Appropriately enough this class of configurations are designated by a B. On
the books, the recommended configuration is a Clan RAC-5 backed by Twin ER
medium lasers. In practice anything can happen. The most common Variant
replaces the RAC with a HAG. Following close behind is the Ultra series of
Autocannon. Less popular unless there is expected to be significant vehicular
opposition is the LB-10x. In more extreme cases Gauss Rifles and UAC-20's
have been known to be mounted on the Badb. Another line of configurations
makes use of lighter Autocannons to increase the presence of secondary
armaments. A rare example of this is a particularly nasty configuration
mounting an Inner Sphere Plasma Rifle and a multitude of Inferno SRM's.
Alternatively in a configuration that blends the lines between the Prime and
the B configurations, an LB-5x paired with a large pulse laser. One thing
that nearly all B configurations have in common is reduced total prolonged
firepower and duration compared to the prime configurations This is
absolutely true, until other exotic armors started showing up. Laser
reflective and reactive armors are the bane of the Prime and A configurations.
The B configurations don't even notice the difference.
While the first three configuration archetypes fufill the needs of mainline
combat and effectively replaced the Donar Assault Helicopter, the Cargo moving
archetype that replaces the need for the Anhur has yet to be addressed. In a
fit of giving in to the inevitable there are two standard combat
configurations. The first uses a 5 ton infantry bay pod to facilitate in
quickly positioning battle armor on the battlefield. Remaining tonnage is
usually allocated towards long range direct fire weapons, or LRM's though as
can be expected shorter ranged configurations have been used. The second
recommended configuration doubles the infantry carrying capacity making it a
dedicated troop transport with only limited battlefield utility. The pure
cargo carrying configuration was not a surprise when it appeared. The
introduction of a lift hoist equipped Badb did cause some eyebrows to be
raised. Though initially used to help in building construction, combat use is
not unknown. Most common is working in conjunction with the Raven's R-teams
to recover salvage even as a battle rages on.
The final Recognized archetype for the Badb is dedicated electronic warfare.
The recommended configuration includes Active probes, Angle ECM, TAG, and
acknowledging the short engagement range caused by actively using it's
electronics a Tri-packed Medium Pulse laser pod backed by an SRM pod. On the
field proliferation takes off. Pilots tend to ignore the electronics that are
suppose to be the goal of this archetype and instead focus on short range
assault units. For example one configuration uses double Medium Pulse lasers,
Double ER Medium lasers, and thanks to Laser Insulation on the ER mediums
there is enough tonnage to shoehorn in an ECM suite. This variant at least
has some Electronics on it. A more extreme configuration Mounts 6 ER Small
lasers lead by an improved Heavy medium laser. A Targeting computer
technically qualifies it as a D configuration, but that detail was only
thought of after the fact according to the Crew that pilots that Badb.
==Notable Vehicles & Crew:==
Hitchcock's Yellow Birds Cluster.
A Predominantly Freebirth combat unit, the Yellow Birds specialize in fighting
against Kuritian raids into the alliance. One of the Key features of the
Badb's they fly is the addition of ECM at the expense of other secondary
weapons. Given the Draconis Combines mastery of C3 networks this addition is
almost a must. Even when not activly working to Jam ECM the Yellow Bird
cluster has gained extensive skill in the art of projecting sensor ghosts with
their ECM's making them even harder to target. In their history against the
Dragon both sides have been engaged in an arms race trying to gain an
advantage over the other. One such incident gave us a Gauss Rifle based B
configuration. The Kuritian forces had equipped several of their mechs with
both Glazed armor and Blue Shield generators. The predictable result was the
near total ineffectiveness of the Badb's primary configuration and extremely
hampered effectiveness of it's allotropes. Disgusted with this turn of
events, Future Star Colonel Hitchcock withdrew from the battle, Staged a quick
unarmed trial of possession with a True Born for his Mech's Gauss rifle
Omnipod, and had it mounted on his Badb. Though he had to reload twice before
the Kuritians withdrew, he was credited with 2 personal Kills and Numerous
assists.
The "Lollipop Guild" Super Nova.
Early on in the formation of the Raven alliance the citizens of the Outworld
alliance were prone to express their displeasure. In order to curtail this
behavior intervention forces of Badb's configured to transport Battle armor
were used to quickly overwhelm their usually under armed opposition. A
popular configuration to instill the proper respect that the new protectors of
the people deserve was the "Reaper;" a plasma cannon backed by a Quad of
Anti-Personnel Gauss Rifles. When the Badb actually had to unleash this
weapons configuration, the results were publicized as quickly as possible.
Armed resistance within the Alliance dropped off considerably thereafter.
Another common use for the Intervention units was pirate hunting. Though
sharply reduced once the Snow Raven navy took over the space ways, it still
occurred to a limited extent. Often such pirates would be hard pressed to
match even light infantry, but they were more then adept at terrorizing small
communities. Rarer were Pirates with actual combat units seen. In one such
incident involving Battlemech equipped pirates the "Lollipop guild" received
their moniker when some wiseguy commented that the Battle Armor points were
like Munchkins going up against Titans.
--------------------------------------------------------
Type/Model: Badb
Mass: 30 tons
Equipment: Items Mass
Int. Struct.: 15 pts Standard 0 3.00
Engine: 100 XL Fusion 1 1.50
Shielding & Transmission Equipment: 0 1.00
Jet Boosters: 1 .50
Cruise MP: 8
Flank MP: 12 [16]
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 1.50
Crew: 2 Members 0 .00
Rotor Equipment: Main/Tail Rotors 0 3.00
Armor Factor: 77 pts Standard 0 5.00
Internal Armor
Structure Value
Front: 3 23
Left / Right Sides: 3 20/20
Rear: 3 12
Rotor: 3 2
Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 C.A.S.E. Equipment Body 0 .00
Lamoner Ferro armor corection Body 1 .50
--------------------------------------------------------
TOTALS: 0 3 16.00
Items & Tons Left: 8 14.00
Calculated Factors:
Total Cost: 5,162,500 C-Bills
Battle Value: 51
Cost per BV: 101,225.49
Weapon Value: 0 / 0 (Ratio = .00 / .00)
Damage Factors: SRDmg = 0; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 8V, Armor/Structure: 0 / 3
Damage PB/M/L: -/-/-, Overheat: 0
Class: VA; Point Value: 1
Specials: omni
So honestly... I posted these (Again, nothing new here...) so I can look up the fluff and stats on my phone...
Important note. Posting fluff as text instead of code is good for word wrap on my phone.
Its annoying having to scoll sideways on every line when trying to read fluff.
An UrbanMech?
In a most eloquent turn of phrase, "Huh?"
Best guess as to what you meant involves some form of game of Jeapordy.
In a most eloquent turn of phrase, "Huh?"
Best guess as to what you meant involves some form of game of Jeapordy.
I wanted to know if this was the vehicle equivalent of an UrbanMech.
Possibly. I like Urbanmechs, but I don't think they are as common as the tank is supposed to be in the long run. The Perun was intended to replace most clan light and medium wheeled and tracked vehicles. Sure a bunch of them pull off tricks that the Perun can't quite match, but it can come close, and its cheap. Cheap is good for clans recovering from the wars of reaving.
The cheapness and slowness were what make me think of the UrbanMech, even if your Omni design is much more flexible.