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

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  • Last Post 3 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


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Nightstalker666 posted this 3 weeks ago

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 3 weeks ago

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 3 weeks ago

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 3 weeks ago

*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 3 weeks ago

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 4 weeks ago

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 4 weeks ago

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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Prince posted this 4 weeks ago

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.

Prince posted this 20 August 2018

WOTS DA GUNZ BOYZ

7 Rocket Launcher 10s duct-taped together 3.5 tons

8 points of armor 0.5 tons

 

2 Medium Chemical Lasers 2.0 tons

1 ton of ammo - 30 rounds - 1.0 ton

1 ton of armor - 16 points - 1.0 ton

 

3 Clan LRM 5 - 3 tons

1 ton of Clan LRM 5 ammo - 24 rounds - 1 ton

 

5 Clan SRM 4s - 2.5 tons

1 ton of clan SRM 4 ammo - 25 rounds - 1.0 ton

8 points of armor - 0.5 tons

 

5 AP Gauss Rifles - 2.5 tons

1 ton of ammo - 40 rounds - 1.0 tons

8 points of armor - 0.5 tons

 

Clan NARC Launcher - 2 tons

1 ton of NARC ammo - Homing, 6 rounds - 1.0 ton

16 points of armor - 1.0 ton

 

6 Small Chemical Lasers - 3.0 tons

0.5 tons of ammo - 30 rounds - 0.5 tons

8 points of armor - 0.5 tons

 

2x Machine Gun Arrays with 4 Machine guns each (a total of 8) - 2.5 tons total

0.5 tons Machine Gun Ammo - 100 rounds - 0.5 tons

16 points of armor - 1.0 tons

(BRRRRRRRRRRRT)

 

And for LOLZ:

Protomech AC/2 - 3.5 tons

Half ton of PAC/2 ammo - 20 rounds - 0.5 tons

 

Fluid Gun - 2.0 tons

2 Half-tons of Fluid gun ammo - 10 rounds each - 1.0 tons

16 points of armor - 1.0 tons

(FYI I would likely do a portion of Oil Slick and the other inferno. Oil Slick can make pavement impossible to move on.)

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Prince posted this 20 August 2018

Who wants more Handhelds?

Incubus X 

Mass: 40 tons
Tech Base: Mixed
Chassis Config: Biped Omnimech
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 0
Cost: 10,418,333 C-Bills
Battle Value: 687

Chassis: Unknown Endo-Steel
Power Plant: Unknown 320 Fusion XL Engine
Walking Speed: 86.4 km/h
Maximum Speed: 129.6 km/h
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Ferro-Fibrous
Armament:
10.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Built as an omni not only to carry handheld weapons, but also to quickly
transport battlearmor and protomechs in light recon and strike stars.


Uses the same handheld combinations as the normal Incubus II along with some
additions like rocket launchers.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.00
Internal Locations: 1 LT, 1 RT, 4 LA, 1 RA
Engine: XL Engine 320 11.50
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks: (CL) Double Heat Sink 10(23) 0.00
Gyro: Standard 4.00
Cockpit: Torso-Mounted 4.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 124 6.50
Armor Locations: 1 LT, 1 RT, 1 LA, 4 RA

Internal Armor
Structure Factor
Head 3 9
Center Torso 12 18
Center Torso (rear) 5
L/R Torso 10 15
L/R Torso (rear) 5
L/R Arm 6 11
L/R Leg 10 15

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) Partial Wing LT/RT - 3/3 2.00
Free Critical Slots: 26

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


================================================================================
Loadout Name: Configuration Prime Cost: 12,050,033
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,399

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 8 (10) (Standard)
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 (CL) Medium Pulse Lasers HD 8 2 4.00
Light TAG HD 0 1 0.50
ECM Suite RT 0 1 1.00
Light Active Probe LT 0 1 0.50
Free Critical Slots: 9

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 14
8/10j 2 2 0 0 2 0 Structure: 2
Special Abilities: OMNI, LTAG, LPRB, RCN, ECM, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration A Cost: 12,330,033
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,834

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 8 (10) (Standard)
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
4 (CL) ER Medium Lasers HD 20 4 4.00
Active Probe RT 0 1 1.00
TAG LT 0 1 1.00
Free Critical Slots: 8

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 18
8/10j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, TAG, PRB, RCN, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration B Cost: 11,819,033
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,884

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 5 (7) (Standard)
Jump Jet Locations: 2 LT, 1 RT, 1 LL, 1 RL 2.50
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) Improved Heavy Large Laser HD 18 3 4.00
(CL) ER Medium Laser HD 5 1 1.00
TAG RT 0 1 1.00
(CL) Targeting Computer RT - 1 1.00
Light Active Probe LT 0 1 0.50
Free Critical Slots: 10

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 19
8/5j 3 3 0 0 2 0 Structure: 2
Special Abilities: OMNI, TAG, LPRB, RCN, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Alternate Configuration C Cost: 11,638,783
Tech Rating/Era Availability: F/X-X-F-A BV2: 1,407

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Jumping MP: 8 (10) (Standard)
Jump Jet Locations: 2 LT, 2 RT, 2 LL, 2 RL 4.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
(CL) Large Pulse Laser HD 10 2 6.00

The Incubus II is neat, but seriously looses out on NOT being an Omni- which, if the Hells Horses can make that POS called the Balius mid-invasion into Falcon space, they can afford to make an omni that's GOOD. The plan for the Incubus X here is "Big Light"- use Omni capability to ferry Protomechs with magclamps (or battle armor) to the front and use the handhelds to carry basic weapons. Being a 40 ton omni, a Roc is considered to "weigh" 4 tons and thus does not affect speed (this changes with a handheld of course) Which in the prime config should allow one of these to still jump 7 hexes, drop it's toddler off, and fly away with it's handheld for shenanigans.

Funny enough, per the math the 40 ton weight is perfect for this- while you free gyro/engine weight if you go 35 tons you loose out on properly carrying protomechs and handhelds, but you can't go heavier without loosing the ability to jump 10 hexes.

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Prince posted this 14 August 2018

I think it was just because RL 15s and 20s are completely outclassed by the 10, and I purposefully wanted to break that a little.

Captain posted this 12 August 2018

My only thought on this one is: why the 15s instead of another four 10s?

Prince posted this 08 August 2018

I'M THE TRASHMAN

I THROW TRASH ALLLLLLL OVER DA RING

THEN, I START EATIN' GARBAGE

Urbanmech UM-R81

Mass: 30 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: 1,961,700 C-Bills
Battle Value: 927

Chassis: Republic-R Standard
Power Plant: Nissan 90 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: ProtecTech 6 Ferro-Fibrous
Armament:
1 Ceres Arms Crusher Plasma Rifle
2 Death Blossom Rocket Launcher 15s
4 Death Blossom Rocket Launcher 10s
1 Kajuka Type 1P Small Pulse Laser
Manufacturer: Hellespont Industrials
Primary Factory: Betelgeuse
Communications System: Dalban Interact
Targeting and Tracking System: Dalban Urban

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 51 points 3.00
Engine: Fusion Engine 90 3.00
Walking MP: 3
Running MP: 5
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LL, 1 RL 1.50
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 3 LT, 3 RT, 1 LA
Gyro: Standard 1.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ferro-Fibrous AV - 98 5.50
Armor Locations: 6 LA, 6 RA, 1 LL, 1 RL

Internal Armor
Structure Factor
Head 3 9
Center Torso 10 15
Center Torso (rear) 4
L/R Torso 7 10
L/R Torso (rear) 4
L/R Arm 5 10
L/R Leg 7 11

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Rocket Launcher 10 HD 3 1 0.50
Rocket Launcher 10 CT 3 1 0.50
Rocket Launcher 15 RT 4 2 1.00
Rocket Launcher 10 RT 3 1 0.50
Rocket Launcher 15 LT 4 2 1.00
Rocket Launcher 10 LT 3 1 0.50
Plasma Rifle RA 10 2 6.00
Small Pulse Laser LA 2 1 1.00
@Plasma Rifle (20) RA - 2 2.00
Free Critical Slots: 0

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
3j 2 2 1 0 1 0 Structure: 3
Special Abilities: SRCH, ES, SEAL, SOA

Prince posted this 08 August 2018

There is backstory there.  I kinda wonder what the context is.

I'm also impressed that you managed to get 300kilotons of explosive out of a 500 tons weapon.

I actually matched current nuclear weapons (at least, what is publicly known) and 'upgraded' them to that- it's a 5-ton missile and only "flies" 5-7 maps, so it's gotta be one hell of a warhead. But I did forget that the firing unit has to get out of the way, so...

Also, this needs almost nothing to be a 'mech used in your games. The 'Liquid' storage is literal- its for more fuel for airmech/aerotech modes and is almost necessary, as are the Improved jump jets. That 5-ton bay can also carry nearly every different missile type. If you use it, you would likely want to use pulse lasers, SNPPCs, or other things to act as a backstabber.

The backstory is focused on a custom faction I made for a game that uses Btech rules as a guide. Think Grey Knights, but more sensible and focused on drones/AI for the heavy lifting. All their designs i'll put into another thread.

Thunder posted this 02 August 2018

There is backstory there.  I kinda wonder what the context is.

I'm also impressed that you managed to get 300kilotons of explosive out of a 500 tons weapon.

Prince posted this 01 August 2018

"The auspex of Castle Brom had long detected the alien warship of the Reclaimers, who had made their intentions known in other systems of the artifacts they were searching for with gunfire. At planetary 0230 hours on the night side, fast drone fighters met our own valiant Interceptors in high orbit and began trading fire, soon devolving into a light show that could be seen from space. Only due to the liftoff and placement of 2 Leopard dropships- the Dawn's Mark and Open Arms- were our aerospace fighters able to continue with fuel resupply and fresh pilots while the Reclaimers continued to disgorge fighters into the fray.

At 0400 their warship maneuvered into a close-orbital plane, and an unknown fighter dropped from the battle area into atmosphere- it was quickly lost on radar due to ECM interference. As our aerofighters broke to regroup on the other side of the planet, at 0455 Reclaimers began combat-dropping on-world against the Castle which readied itself for orbital fire. However, at 0510 the aerofighter was detected again- this time at Nape-of-earth- maneuvering directly at the Castle. With all castle guns pointed at the oncoming invasion, there was little time to prepare for the marauding aerofighter and at 0512 Castle Brom was struck by a nuclear missile rated at over 300 kilotons. The castle was taken by an estimated ~1130 with few survivors. All have since perished due to fallout.

This "technical readout" is merely an approximation based on what data remained after the blast and ROMs uncovered. It's ability as a "land-air" Mech are believed simply due to the fact that the initial fighter landed some ~60 kilometers away at sea, but was able to keep to nape-of-earth movement and cross that quickly. The existence of other weaponry- and it's total speed- is only an approximation. Naturally, if such a unit is seen in-field, it must be treated as a priority target."

Interdictor LAM I-0X-LAM

Mass: 55 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Era Specific
Era: All Eras (non-canon)
Tech Rating/Era Availability: X/X-X-X-A
Production Year: 0
Cost: 7,631,528 C-Bills
Battle Value: 1,532

Chassis: Unknown Composite Structure
Power Plant: Unknown 220 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
Jump Capacity: 180 meters
Armor: Unknown Standard Armor
Armament:
1 (CL) ER PPC
1 Nova CEWS
1 Cargo, Standard (5.0 tons)
1 Cargo, Liquid (1.0 tons)
5 Cargo, Standard (1.0 tons)
1 Cargo, Standard (0.5 tons)
1 Light TAG
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Mobile atmosphere-dropped nukes. The Interdictor is meant to be dropped off in
system using drop tanks, enter atmo, launch a nuclear-tipped missile and be
ready for pickup by dropship.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Composite Structure 91 points 3.00
Engine: Fusion Engine 220 10.00
Walking MP: 4
Running MP: 6
Jumping MP: 6 Improved
Jump Jet Locations: 2 LT, 2 RT, 1 LL, 1 RL 6.00
Heat Sinks: (CL) Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 163 10.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 24
Center Torso (rear) 8
L/R Torso 13 18
L/R Torso (rear) 6
L/R Arm 9 16
L/R Leg 13 21

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Cargo, Standard (0.5 tons) HD 0 1 0.50
Cargo, Liquid (1.0 tons) CT 0 1 1.00
Cargo, Standard (1.0 tons) CT 0 1 1.00
2 Cargo, Standard (1.0 tons)s RT 0 2 2.00
Nova CEWS LT 2 1 1.50
Cargo, Standard (5.0 tons) LT 0 5 5.00
2 Cargo, Standard (1.0 tons)s LT 0 2 2.00
(CL) ER PPC RA 15 2 6.00
Light TAG LA 0 1 0.50
Free Critical Slots: 15

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 15
4/6j 2 2 2 0 2 0 Structure: 2
Special Abilities: LTAG, ENE, SRCH, ES, SEAL, SOA

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Prince posted this 30 June 2018

Indefatigable IN-30D

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-X-A
Production Year: 3132
Cost: 9,850,750 C-Bills
Battle Value: 2,178

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ballistic-Reinf. Armor w/ CASE
Armament:
1 ER PPC
1 LRM-15
5 Medium Lasers
1 Laser Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Built to replace the Götterdämmerung, the Indefatigable has been made to solve
all of the precursor's shortcomings as a heavy including it's false rapport of
massive damage absorption. The Indefatigable uses nearly the same weapons
loadout, however mixes Ballistic-rienforced plating with an expensive Blue
Shield field system and Laser AMS to blunt all attacks except for laser
weapons, physicals and artillery. This combination also makes the Indefatigable
nearly impervious to missle attacks- the rienforced plating already blunts
rocket's by half, after the AMS system has done it's job.


Otherwise, the design follows the Götterdämmerung so closely Blackstone would
sue if they could. It shares the same profile of ER PPC and LRM 15, however
it's heat woes mean the lasers are standard profile. However, while hot the
Indefatigable can manage it easily and the LRM has twice the munitions as it's
progenitor. It's 12 doubles are taxed, but pilots soon learn to rely on the LRM
for cooldown periods and leave the AMS systems on when possible.


Most importantly, the Indefatigable uses a basic cockpit system, giving pilots
the ability to eject if things go wrong. It's chassis is a simple Endo-steel
the likes of which have been made for over 75 years, and the engine is none
other than the venerable VLAR 300; a fusion core that has stood the test of
time like few others.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 114 points 4.00
Internal Locations: 1 HD, 2 LT, 3 RT, 4 LA, 2 RA, 1 LL, 1 RL
Engine: Fusion Engine 300 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Double Heat Sink 12(24) 2.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Ballistic-Reinf. Armor AV - 216 18.00
Armor Locations: 1 LT, 4 RT, 3 LA, 2 RA
CASE Locations: 1 LT 0.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 23 34
Center Torso (rear) 9
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 22
L/R Leg 16 28

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Medium Laser CT 3 1 1.00
Laser Anti-Missile System RT 7 2 1.50
2 Medium Lasers RT 6 2 2.00
LRM-15 LT 5 3 7.00
2 Medium Lasers LT 6 2 2.00
ER PPC RA 15 3 7.00
@LRM-15 (16) LT - 2 2.00
Blue Shield Project * - 7 3.00
Free Critical Slots: 0

* The Blue Shield PFD occupies 1 slot in every location except the HD.

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 7 Points: 22
4 3 4 2 0 3 1 Structure: 6
Special Abilities: AMS, CASE, SRCH, ES, SEAL, SOA, IF 1

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