Princely Products for your Personal, potential power- Prince's Designs megathread

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  • Last Post 4 weeks ago
Prince posted this 14 May 2018

I'm not a fan of cluttering up the forum with custom designs, so until Skyhigh gets some kind of armory system working I'm going to dump all my concepts into this one thread.

First off, who doesn't love an Atlas? Nobody, that's who! But what could be better than an Atlas? Why, an Atlas that can actually fire past ~270 meters!

I designed this initially to fit the Active Probe onto a command 'mech- outside of fluff reasons, in advanced rulesets it gives your commander bonuses against aircraft. With much further ranges and more overall damage, I really think until the advent of MMLs or experimental tech that this is the better Atlas you can make.

Atlas AS9-D

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 11,218,000 C-Bills
Battle Value: 2,221

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
1 LRM-20
2 PPCs
1 LB 10-X AC
1 SRM-6
2 Medium Lasers
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 152 points 5.00
Internal Locations: 5 LA, 5 RA, 2 LL, 2 RL
Engine: Fusion Engine 300 19.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 13(26) 3.00
Heat Sink Locations: 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 307 19.50
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 31 47
Center Torso (rear) 15
L/R Torso 21 32
L/R Torso (rear) 10
L/R Arm 17 34
L/R Leg 21 42

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(R) Medium Laser HD 3 1 1.00
Beagle Active Probe CT 0 2 1.50
LB 10-X AC RT 2 6 11.00
(R) Medium Laser LT 3 1 1.00
LRM-20 LT 6 5 10.00
SRM-6 LT 4 2 3.00
PPC RA 10 3 7.00
PPC LA 10 3 7.00
@LB 10-X (Cluster) (10) RT - 1 1.00
@LB 10-X (Slug) (10) RT - 1 1.00
@LRM-20 (12) LT - 2 2.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 10 Points: 22
3 4 4 4 0 4 0 Structure: 8
Special Abilities: PRB, RCN, CASE, SRCH, ES, SEAL, SOA, LRM 1/1/1, IF 1, FLK 1/1/1


Order By: Standard | Newest | Votes
icehellion posted this 4 weeks ago

Various impressions.  Feels like a longbow.  Could trade the ER Mediums for extra ammo or make them flamers.  Then again keeping them gives short range punch where the LRM's are not happy.  There is nothing significant I'd want to change about this design.

 

And I would try to have only one missile system (LRM or MML) not both.

This eases the logistics.

Thunder posted this 4 weeks ago

Various impressions.  Feels like a longbow.  Could trade the ER Mediums for extra ammo or make them flamers.  Then again keeping them gives short range punch where the LRM's are not happy.  There is nothing significant I'd want to change about this design.

Prince posted this 5 weeks ago

Here's a design that came up in discussions about the -5S and -5W Archers. Both of these machines fell prey to the 3050 NARC EVERYTHING curse, but this actually means that a well-prepared unit can actually defend itself more than you realize. NARC lights up a target like none-other and allows glass cannon 'mechs like the -5W to be paired with cheap BV support tank like SRM carriers, which when loaded with NARC rounds become terrifying.

This -5Mr takes advantage of this. MMLs are used as support, and you don't need arms or hands- just more missiles, and more ammo combinations. Run tons of NARC-capable and smoke and watch as you suddenly begin to control a map. A couple of these, a -5W for close-in support and maybe a fast light or medium for scouting and LOS duty and you have a hell of a support lance. I've considered dropping a ton of armor just to get another ton of ammo in there.

Archer ARC-5Mr

Mass: 70 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 13,995,533 C-Bills
Battle Value: 1,467

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
2 LRM-20s
2 MML-7s
2 ER Medium Lasers
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
A redesign of the ARC-5S, built after the Word's occupation of Hesperus. This
Archer is made ot pump as much missile damage as possible while retaining it's
strengths. While 11 tons of armor was seen as merely "adequate" and the moving
of the missiles to the fistless arms as odd, the new Archer did not require any
rear-mounted guns; and the idea of 14 SRM's fired behind itself kept would-be
back scratchers away. It is paried up with older ARC-5S units, and uses
NARC-based MML rounds to dissuade opponents.

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 107 points 3.50
Internal Locations: 1 HD, 1 LT, 4 LA, 4 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 280 8.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 184 11.50
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 22 26
Center Torso (rear) 7
L/R Torso 15 22
L/R Torso (rear) 7
L/R Arm 11 20
L/R Leg 15 22

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) CT 0 1 1.00
LRM-20 RT 6 5 10.00
LRM-20 LT 6 5 10.00
MML-7 RA 4 4 4.50
ER Medium Laser RA 5 1 1.00
MML-7 LA 4 4 4.50
ER Medium Laser LA 5 1 1.00
@LRM-20 (12) RT - 2 2.00
@MML-7 (SRM) (14) RT - 1 1.00
@LRM-20 (12) LT - 2 2.00
@MML-7 (LRM) (17) RA - 1 1.00
@MML-7 (LRM) (17) LA - 1 1.00
Free Critical Slots: 1

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 15
4 3 4 3 0 3 0 Structure: 3
Special Abilities: C3S, CASE, MHQ1, SRCH, ES, SEAL, SOA, LRM 1/2/3, IF 3

Prince posted this 14 November 2018

I've been on a kick of emulating one of the new Draconis Combine's design concepts- lightweight XL components with hardened armor. This Thug emulates some of these ideas, carrying 20 tons of hardened armor and a movement of 4/5. I was pleasantly surprised that I could fit 3 MML 5s into it, though I wish I could get a little more ammo. I'd personally use this 'mech to close once big holes have been punched with the Heavy PPCs.

Thug THG-14H

Mass: 80 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 18,749,640 C-Bills
Battle Value: 1,920

Chassis: Unknown Endo-Composite
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h (54.0 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Hardened w/ CASE
Armament:
2 Heavy PPCs
3 MML-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 122 points 6.00
Internal Locations: 1 HD, 1 LA, 1 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 320 11.50
Walking MP: 4
Running MP: 6 (5)
Jumping MP: 0
Heat Sinks: Double Heat Sink 16(32) 6.00
Heat Sink Locations: 1 LT, 1 RT, 1 LA, 1 RA
Gyro: XL 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Hardened AV - 160 20.00
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 8
Center Torso 25 22
Center Torso (rear) 8
L/R Torso 17 20
L/R Torso (rear) 6
L/R Arm 13 15
L/R Leg 17 20

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 MML-5s RT 6 6 6.00
MML-5 LT 3 3 3.00
Heavy PPC RA 15 4 10.00
Heavy PPC LA 15 4 10.00
@MML-5 (LRM) (24) LT - 1 1.00
@MML-5 (SRM) (20) LT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 11 Points: 19
4 4 4 4 0 4 1 Structure: 2
Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1

icehellion posted this 12 November 2018

You'd have to loose 3 tons total to fit that. Maybe a light engine would work, but it wouldn't fit the A S T H E T I C of the Wight.

A Light Engine would fit with you needing only 1 ton free.

Prince posted this 12 November 2018

For this, I did an interesting protomech on the Official Forums here, where I tried to min/max a standard protomech decently well. As I originally wrote, in math the mag clamps are best at ~8 tons, where the small horde of 50-ton omnis like the Nova and Nobori-Nin and 55 tonners like the Stormcrow and Septemecia can carry them with no speed deficit. Much of the loadout comes down to personal preference- I went with an clan ER Medium since... it's the ER medium, however tons of other guns can be fitted for more damage or more range with ~2250KG To work with. As one forumite said, a Medium Chemical laser and SRM 3 pack would fit well and at a 3/5/5 movement with MagClamps would be decently used.

I feel bad for the Xeno426 guy. He tried contacting me right after I had been banned

Mass: 8 Tons 
Chassis: Bipedal
Power Plant: 40 Fusion
Cruising Speed: 3 kph
Maximum Speed: 5 kph
Jump Jets: Extended Jump Jets
    Jump Jet Capacity: 150 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

 
 
 
 
 
Type: New Protomech Extended Jump Jets
Technology Base: Clan (Wars of Reaving)
Tonnage: 8
Battle Value: Incomplete
 
Equipment:                        Mass
Internal Structure:                800 KG
Engine:               40           1000 KG
     Walking MP:      3
     Running MP:      5
     Jumping MP:     
Heat Sinks:           5          1250 KG 
Cockpit:                          500 KG 
Armor Factor:         39          1950 KG 
                Internal       Armor
                Structure      Value
   Head            2             5 
   Torso           8             15 
   R/L Arm         2/2           3/3
   Legs            5             10 
   Main Gun        1             3 


All Weapons and Ammo    Location    Mass(KG)
ER Medium Laser(1)                      MG          1000   
Magnetic Clamps(1)                      T           500   

Prince posted this 12 November 2018

You'd have to loose 3 tons total to fit that. Maybe a light engine would work, but it wouldn't fit the A S T H E T I C of the Wight.

Thunder posted this 12 November 2018

I'd tend towards less medium lasers and more speed.  It seems the best bet with capacitor weapons.

Prince posted this 12 November 2018

Wight WGT-4SC

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3073
Cost: 3,828,510 C-Bills
Battle Value: 1,176

Chassis: Unknown Endo-Steel
Power Plant: Unknown 175 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
2 Light PPC + PPC Capacitors
4 ER Medium Lasers
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
The -4SC Wight was built in the latter period of the Jihad by Starcorps, who
were eventally able to procure a source of standard 175 fusion engines to
replace the Omni compact plant. Used because the origional design gained little
from the small fusion system, the -4SC replaced the heavy PPC for paired Light
cannons with attached capacitors- allowing the 35 ton 'mech to suddenly equal a
Warhammer in ranged firepower at half the mass. For short-range combat, the
-4SC carries 4 ER Medium lasers in over-wrist mounts for wide fields of fire. A
extra double heat pump gives this new Wight the ability to fire off a "group"
of lasers and run for no deficit.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 58 points 2.00
Internal Locations: 2 LT, 2 RT, 4 LA, 4 RA, 1 LL, 1 RL
Engine: Fusion Engine 175 7.00
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Light Ferro-Fibrous AV - 118 7.00
Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 16
Center Torso (rear) 5
L/R Torso 8 12
L/R Torso (rear) 4
L/R Arm 6 12
L/R Leg 8 16

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) HD 0 1 1.00
Light PPC + PPC Capacitor RT 10 2 3.00
Light PPC + PPC Capacitor RT 5* 1 1.00
Light PPC + PPC Capacitor LT 10 2 3.00
Light PPC + PPC Capacitor LT 5* 1 1.00
2 ER Medium Lasers RA 10 2 2.00
2 ER Medium Lasers LA 10 2 2.00
Free Critical Slots: 3

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 12
5 2 2 1 0 1 1 Structure: 3
Special Abilities: C3S, ENE, MHQ1, SRCH, ES, SEAL, SOA

Nightstalker666 posted this 05 September 2018

with how hot light mechs can get jumping 8+ in a turn; I had a couple designs at some point putting the JJ's in the torso and compacts in the legs with endo & an XL engine probly, this was back when I only had rulebooks from '91 back so probly tech lvl 2 only (3050>

Prince posted this 01 September 2018

Yup! It says a LOT about CHS when out of the 2 whole 'mechs that use them, the ONLY one that gets close to using them properly is the -016 Bombard which has to carry twin Light Gauss Rifles and Chameleon LPS.

Nightstalker666 posted this 01 September 2018

I'll take A-pods over coolant pods anyday, if it's a oneshot item I'm usually not a fan, especially if it's not gunna have much impact on any aspect of gameplay. 

I was wondering if you were using the "limited critical space" feature, but you answered that. 

Prince posted this 31 August 2018

*Kinda*. One of the newly added rules in TacOps was a change in the number of compact heat sinks that can be fit into an engine- it's also halved, so once you've mounted a 125 plant every CHS fits. This 'mech was made alongside some brainstorming with anons on /BTG/, whom think that the only *real* use for CHS is in these fast missile carriers who have almost no space for much of anything.

I'd agree with your comment, but in the Dark Ages clantech is amok, and instead of using CHS you likely could mount coolant pods instead which would give you similar benefits.

Nightstalker666 posted this 30 August 2018

I don't see what the point was in using compacts when you only have what's in the engine.. Compact HS are best put in the legs of a high heat mech that keeps access to at least level one water as each HS underwater is doubly effective making a maximum of 16 heat dissipation by using all the extra leg critical slots. or for when you must equip more heatsinks but have little room as I'm sure you intended to show with this recent design..

Prince posted this 25 August 2018

Question: Can you EVER find a use for Compact Heat sinks?

Answer: Actually... kinda, yeah.

Commando COM-9AX

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3132
Cost: 3,432,604 C-Bills
Battle Value: 737

Chassis: Unknown Endo-Steel
Power Plant: Unknown 200 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Heavy Ferro-Fibrous
Armament:
4 SRM-4s
1 ER Small Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL
Engine: XL Fusion Engine 200 4.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: Compact Heat Sink 10 0.00
Heat Sink Locations:
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Heavy Ferro-Fibrous AV - 89 4.50
Armor Locations: 1 HD, 5 LT, 5 RT, 4 LA, 4 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 8 13
Center Torso (rear) 3
L/R Torso 6 10
L/R Torso (rear) 2
L/R Arm 4 8
L/R Leg 6 12

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-4 CT 3 1 2.00
SRM-4 RT 3 1 2.00
SRM-4 LT 3 1 2.00
ER Small Laser RA 2 1 0.50
SRM-4 LA 3 1 2.00
@SRM-4 (25) CT - 1 1.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
8 2 2 0 0 1 0 Structure: 1
Special Abilities: SRCH, ES, SEAL, SOA, SRM 2/2/0

Prince posted this 25 August 2018

For this Commando, I realized- NARC and TAG are absurdly better than Artemis IV. Like, it's kinda nuts.

Commando COM-5N

Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3060
Cost: 2,436,250 C-Bills
Battle Value: 676

Chassis: Unknown Endo-Steel
Power Plant: Unknown 150 Fusion Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h (129.6 km/h)
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
2 Medium Lasers
1 Narc Launcher
1 C3 Computer (Slave)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Based on the -5S, the -5N Commando is an impressive refit for basic
fire-support companies. After dropping the SRMs, the -5N uses a single NARC
launcher with 6 rounds backed up with a C3 module; a second medium laser has
been added to the left arm along with more armor and a MASC system.

The refit was actually highly prized by pilots- the use of only 6 rounds was
intentional, as as scout mechs lack the armor to last in the field. All -5N
pilots are given specific instructions- to take the best shots and to retreat
from battle when their NARC launcher is expended. Because of this, -5N pilots
have very good surrvival rates and plenty are still in use by the Dark Age, and
it found a resurgance with the use of MML Launchers when Artemis IV was not
available for missile accuracy.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 2 CT, 3 LT, 3 RT, 3 LA, 3 RA
Engine: Fusion Engine 150 5.50
Walking MP: 6
Running MP: 9 (12)
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 1 LT, 1 RT, 1 LL, 1 RL
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ferro-Fibrous AV - 89 5.00
Armor Locations: 3 LT, 3 RT, 3 LA, 3 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 8 12
Center Torso (rear) 4
L/R Torso 6 9
L/R Torso (rear) 3
L/R Arm 4 8
L/R Leg 6 12

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
C3 Computer (Slave) HD 0 1 1.00
MASC LT - 1 1.00
Narc Launcher RA 0 2 3.00
2 Medium Lasers LA 6 2 2.00
@Narc (Homing) (6) RT - 1 1.00
Free Critical Slots: 8

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 7
8 1 1 0 0 1 0 Structure: 2
Special Abilities: C3S, SNARC, MHQ1, SRCH, ES, SEAL, SOA

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  • Nightstalker666
Prince posted this 25 August 2018

No NARC? That's just trifling. I'd bring that up in a question on the Official Forums, but I don't want to deal with getting banned from there again for having opinions lmao

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  • Nightstalker666
Captain posted this 21 August 2018

Looking at my copy of TRO: Prototypes, the Incubus II's "Machine Gun Weapon" has 4 machine guns, a half-ton of ammo, and a half-ton of armor, but no array. Similarly, the Quickdraw's Anti-Infantry Weapon has 5 machine guns, but no array.

As for arrays not being allowed to be installed in handheld weapon mounts, it's an extrapolation from the following line in TacOps, page 314: "No items described as 'Other Equipment' (other than Artemis or TAG) may be incorporated into a Handheld Weapon design." as well as Techmanual listing MG arrays under "Special Equipment," which is where TAG can be found (source: Inner Sphere Heavy Weapons and Equipment Table [Cont.], page. 342). In fact, I just realized that that also makes the NARC configuration illegal, as the NARC Missile Beacon is in the same section.

Prince posted this 20 August 2018

1. So we swap 2 RL 10s for a single 15, no problem.

2. Really? The Incubus II has an array for it's MG handheld. If so, we can simply slap a crap-ton of Heavy Machine guns together.

Either way, I checked TacOps and it makes no mention about arrays being illegal. Do you have a page number for that?

Captain posted this 20 August 2018

Amusing, but with two problems (unless errata I don't know about solves them):

1) There are too many weapons in the first handheld weapon mount. Quoth TacOps: "...a Handheld Weapon may be constructed with a maximum of six heavy (vehicular-class) weapons..."

2) Unfortunately, machine gun arrays are illegal to mount in a handheld weapon. Only Artemis IV/V and TAG are eligible.

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