Protomechs!

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Prince posted this 20 January 2018

Man, ultraheavy protos are complete BS. Allow me to show you why!

Svartalfa 3 Superheavy Protomech 
Mass: 15 Tons
Chassis: Glider
Power Plant: 105 Fusion
Cruising Speed: 6 kph
Maximum Speed: 9 kph
Jump Jets: None
Jump Jet Capacity: 0 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


The Svartalfa 3 is the product of Clan Hell's Horses salvaging and taking back several Sprite protomechs, mainly the Sprite 1 and 2.
The Sprite 2 is fantasticly powerful, but the Hell's Horses knew that such a tainted design would not show well with the clan. The Svartalfa
Came from this problem- origionally, it was merely a Sprite that was visually redesigned.

The Svartalfa 3 took the longest to design, simply because of balancing problems witth flight and the weight of the gun. Hells horses
wanted a glider not only because tthey could use the same chassis- it also made tactical sense, as it allowed fire from all angles without
worry aboutt intervening terrain as well as impressive speed. Notably, it uses a larger engine and very specific armor loads- it can still
fly after some successful hits from flak, and its armor is made to take specific hits from HAG20s which are becoming commonplace.


Type: Svartalfa 3 (Glider)
Technology Base: Clan (Wars of Reaving)
Tonnage: 15
Battle Value: Incomplete

Equipment: Mass
Internal Structure: 1500 KG
Engine: 105 3500 KG
Walking MP: 1
Running MP: 0
WiGE Cruise MP: 6
WiGE Flank MP: 9
Heat Sinks: 12 3000 KG
Cockpit: 750 KG
Armor Factor: 45 2250 KG
Internal Armor
Structure Value
Head 4 5
Torso 15 15
R/L Arm 4/4 5/5
Legs 8 10
Main Gun 2 5


All Weapons and Ammo Location Mass(KG)
ER Large Laser(1) MG 4000

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Thunder posted this 4 weeks ago

Gliders use WiGE movement rules.  Thus they get +1 TMM for being in the air,  but can also be engaged by Flak attacks.  Other things apply like they have to move at least 4 hexes per turn or else land IIRC

Where are you getting the code to post these units?

 

 

Prince posted this 21 January 2018

Locust II-P Superheavy Protomech 
Mass: 14 Tons
Chassis: Bipedal
Power Plant: 170 Fusion
Cruising Speed: 8 kph
Maximum Speed: 12 kph
Jump Jets: None
Jump Jet Capacity: 0 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown






Type: Locust II-P None
Technology Base: Clan (Wars of Reaving)
Tonnage: 14
Battle Value: Incomplete

Equipment: Mass
Internal Structure: 1400 KG
Engine: 170 6000 KG
Walking MP: 8
Running MP: 12
Heat Sinks: 0 KG
Cockpit: 750 KG
Armor Factor: 64 3200 KG
Internal Armor
Structure Value
Head 4 9
Torso 14 27
R/L Arm 4/4 6/6
Legs 8 16


All Weapons and Ammo Location Mass(KG)
Machine Gun(1) LA 250
Machine Gunammo (25) LA 125
Machine Gun(1) RA 250
Machine Gunammo (25) RA 125
Medium Chemical Laser(1) T 1000
Medium Chemical Laserammo (27) T 900

Prince posted this 21 January 2018

Commando II-P Superheavy Protomech 
Mass: 15 Tons
Chassis: Bipedal
Power Plant: 135 Fusion
Cruising Speed: 6 kph
Maximum Speed: 9 kph
Jump Jets: None
Jump Jet Capacity: 0 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown






Type: Commando II-P None
Technology Base: Clan (Wars of Reaving)
Tonnage: 15
Battle Value: Incomplete

Equipment: Mass
Internal Structure: 1500 KG
Engine: 135 4500 KG
Walking MP: 6
Running MP: 9
Heat Sinks: 0 KG
Cockpit: 750 KG
Armor Factor: 64 3200 KG
Internal Armor
Structure Value
Head 4 6
Torso 15 30
R/L Arm 4/4 6/6
Legs 8 16


All Weapons and Ammo Location Mass(KG)
SRM 4 LA 1000
SRM 1ammo (11) LA 440
Medium Chemical Laser(1) RA 1000
Medium Chemical Laserammo(15) RA 500
SRM 6 T 1500
SRM 1ammo (10) T 600

Prince posted this 21 January 2018

Sure!

  • Superheavy Protomechs can replace many canon light 'mechs in the 20-25 ton range.

Outside of extreme speed cases like the Firemoth, the calculations for protomech builds favor heavier weights- and ultraheavies made this even worse. Both the Commando and Locust can be reproduced as protomechs and only "loose" in the sense they have to use chemical lasers instead of broken clan ER.

  • Canonically, ultraheavy protomechs can use any failed warrior.

Ultraheavies use a larger system of control that the Wars of Reaving book directly states can be used by mechwarriors and even smaller elementals- without those artificial height limits imposed a clan can use cast-off warriors from other failed areas and shuffle them into protomechs instead of being forced to use aerotype pilots.

  • Ultraheavy protos have "more" armor than contemporary lights, thanks to near miss rules.

With all 3s and 11s hitting nothing (outside of gliders, which ill get to) and since the torso concentrates all armor in one location, an ultraheavy protomech can take more damage than many common lights.

  • Quad protos and gliders game the movement system.

From the "Wars of Reaving", page 207:

Quadruped and
Glider ProtoMechs receive an efficiency bonus due to their
unique designs, enabling them to get more MPs out of a
given Engine Rating. To reflect this, subtract 2 from the desired Running/WiGE Flank MPs for ProtoMech Quads and
Glider ProtoMechs. (Glider ProtoMechs must also receive
a minimum WiGE Flank MP of 4; ProtoQuads must have a
minimum Running MP of 3.)

  • Gliders- while glass cannons- are balls-out hard to hit.

Gliders are treated as jumping 'mechs when being shot at, and have an additional +1 to-hit at cruise MP and +2 when using flank.

  • The Boggart 2.

A canon design, the 2 runs 5/8/7, can tank a gauss rifle to its torso and legs, and carries a single Clan Medium pulse laser in it's turret. If you can't find a use for that I have no faith in you.

icehellion posted this 21 January 2018

Man, ultraheavy protos are complete BS. Allow me to show you why!

 

Could you elaborate a little more?

Prince posted this 20 January 2018

Minotaur P3 Assualt Protomech 
Mass: 9 Tons
Chassis: Bipedal
Power Plant: 55 Fusion
Cruising Speed: 4 kph
Maximum Speed: 6 kph
Jump Jets: Standard Jump Jets
Jump Jet Capacity: 90 meters
Armor: Standard Proto armor
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown


Built to replace the P2, and considered by pilots to be better than the origional. While the P3 makes some comprimises- largely splitting
the SRM4 into twin-packs where the Improved smalls existed- the use of a single ER medium laser improved range massively. Even better, the
engine was replaced for a larger model with an additional jump pack, allowing the P3 Minotaur the ability to keep up with heavy battlemechs
and scale small buildings.



Type: Minotaur P3 Standard Jump Jets
Technology Base: Clan Advanced
Tonnage: 9
Battle Value: Incomplete

Equipment: Mass
Internal Structure: 900 KG
Engine: 55 1500 KG
Walking MP: 4
Running MP: 6
Jumping MP: 3
Heat Sinks: 5 1250 KG
Cockpit: 500 KG
Armor Factor: 41 1900 KG
Internal Armor
Structure Value
Head 2 5
Torso 9 15
R/L Arm 2/2 4/4
Legs 5 10
Main Gun 1 3


All Weapons and Ammo Location Mass(KG)
ER Medium Laser T1 1000
Magnetic Clamps T2 500
SRM 2 RA 500
SRM 1ammo (8) T 80
SRM 2 RA 500
SRM 1ammo (7) T 70

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