Stalker II Competition

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  • Last Post 01 September 2017
Prince posted this 31 July 2017

We haven't had a competition, so how about one?

I hold a special amount of hate for the Stalker II from the Free Worlds League 3145 TRO, because not only does it manage to deal far less damage than the base 3025 model but also fares worse in a fight. See, when the powers that be built the damn thing they forgot about some of the penalties hardened armor and torso cockpits posed- namely, the +1 (each) PSR modifier that they imposed. It's bad enough that the Stalker II is always at a +2 for piloting, but in a game that uses quirks it has the "armless" issue, adding another +2 to all attempts to get up. If a stock Stalker II falls down with a regular IS 4/5 pilot, his skill roll begins at a +9 with no added modifiers. I pointed out that such a 'mech would be easily incapacitated by two light 'mechs kicking the crap out of it when they had initiative until the pilot died from fall damage.

So here's the idea- make a Stalker II that continues the original's legacy. It can be (like mine) one that follows the initial Stalker II and improves it, one that apes the 3025 version, or be like that Lyran one and carry a Heavy Gauss- but make a true Stalker II.

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Thunder posted this 31 August 2017

That is a well designed quad version.  I especially like the ammo in the head.

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Prince posted this 31 July 2017

Stalker II STK-10A

Mass: 85 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: 12,676,200 C-Bills
Battle Value: 2,491

Chassis: Unknown Endo-Composite
Power Plant: Unknown 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Ballistic-Reinf. Armor w/ CASE
Armament:
2 Extended LRM-10s
8 Medium Lasers
1 Laser Anti-Missile System
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
A newer, better version of the Stalker II- replacing the hardened armor and
torso cockpit for a Blue Shield, LAMS, and Ballistic-reinforced traded from the
Combine. I feel like this is a far better design all-around- instead of just
*more* armor, the new Sttalker II is better by avoiding the damage that could
affect it.


Firstly, at range the only guns that affect it competently are lasers and
artillery. At Extended LRM range, it can run full speed and use it's AMS with
impunity and without the awful +2 to-piloting the prior design had. I
considered reactive, but I would be trading damage resistance against ACs for
artillery and some (overblown, but present) problems with crits.


This design also has a pivotal 11th DHS. This heat sink allows the 'mech to
properly and completely use it's short-range barrage of medium lasers. While
it's armor and ancilliaries means it has far less internal space, itt should be
able to soak more damage than a "stock" Stalker II as it lacks the massive PSR
penalties imposed by tthe torso cockpit and hardened plate, making it more
resisttant to being kicked into fucking submission.


It does this all for a ~200BV increase, which makes is usable in games.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite 130 points 6.50
Internal Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine: Fusion Engine 255 13.00
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 LT
Gyro: Compact 4.50
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Ballistic-Reinf. Armor AV - 258 21.50
Armor Locations: 1 HD, 2 LT, 3 RT, 2 LA, 2 RA
CASE Locations: 1 LT, 1 RT 1.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 27 40
Center Torso (rear) 11
L/R Torso 18 26
L/R Torso (rear) 10
L/R Arm 14 28
L/R Leg 18 35

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Laser Anti-Missile System CT 7 2 1.50
2 Medium Lasers RT 6 2 2.00
Targeting Computer RT - 2 2.00
2 Medium Lasers LT 6 2 2.00
Extended LRM-10 RA 6 4 8.00
2 Medium Lasers RA 6 2 2.00
Extended LRM-10 LA 6 4 8.00
2 Medium Lasers LA 6 2 2.00
@ELRM-10 (18) RT - 2 2.00
@ELRM-10 (18) 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: 9 Points: 25
3 4 4 1 0 4 2 Structure: 3
Special Abilities: AMS, CASE, SRCH, ES, SEAL, SOA, IF 1

Questia posted this 04 August 2017

Stalker II STK-10M

Mass: 85 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: 3139
Cost: 10,921,475 C-Bills
Battle Value: 1,844

Chassis: Unknown Endo-Composite
Power Plant: Strand 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Standard Armor
Armament:
    1  Heavy PPC
    4  ER Medium Lasers
    4  MML-5s
    1  Radical Heat Sink
Manufacturer: Irian BattleMechs Unlimited
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
This particular Stalker II is more of a New Tech, New Upgrades style take on 
the STK-3F. Unlike the canon Stalker II (designation STK-9A), which is a 
fortress-like brawler with fire support capability, the STK-10M returns to form 
as a siege machine armed to the gills with weaponry for all ranges.


Let's make this short and quick. Standard fusion engine, compact gyro, 16 tons 
of armor in a 9, 42/11, 28/8, 28, 33 pattern. Not bad, but not excellent either 
- remember, the STK-9A carries 27 tons of Hardened armor along with the compact 
gyro.


What it makes up for, however, is its ability to stay standing. While the 
STK-9A is notorious for toppling over at a stiff breeze and struggling to get 
back on its feet, the STK-10M goes in the other direction, being 
nigh-impossible to force it to the ground thanks to a more physics-compliant 
design. With the gyroscope tucked in tight, it's going to stay upright for a 
long time.


And stay upright it better, for it has a fairly potent and flexible weapons 
array. Its primary weapon is a Heavy PPC, around which the infamous drigible 
torso is built. Four MML-5s replace the SRMs and LRMs of the original, fed by 
five tons of ammo total, split between the CASE-II'd side torsos. Four ER 
medium lasers, each paired to an MML-5, round out its armament.


Oh, and there's 15 double heat sinks, enhanced by a Radical Heat Sink system in 
the right torso. This makes the potential firing patterns... very interesting.


Let's begin. The Heavy PPC plus all four MMLs is actually slightly oversinked 
at a -1 on a run. Adding an ERML - or switching to the full laser armament - 
makes that -1 a +4, still perfectly serviceable. Activate that RHS (and hope it 
doesn't fail), and you get 15 extra heat out of the deal. That's enough to make 
a running alpha strike an easy +4.


How about throw weight? At range, it's actually a little anemic for the Dark 
Age era, though the headcapping Heavy PPC and specialty LRM ammo keep it from 
being entirely helpless. But the Stalker traditonally gets stronger keep 
advancing, and advance it will until the MMLs can begin using SRM ammo.


And that's where this Stalker II shines. A maximum of 20 SRMs is no laughing 
matter, especially when half of that can become Infernos at a whim. Now is the 
time when we recall that an alpha strike is *not* a last resort, unlike many 
other Stalkers. So, not only will it be filling holes with SRMs, it will have 
more holes to fill in to begin with thanks to the Heavy PPC and ERMLs.


What's 2*20 + 5*4 + 15? That's how much damage it can potentially land; a nice 
75 damage maximum. Sure, that's five less than the STK-3F's big red button, but 
the STK-10M can do that and not blow itself up, and in better clusters to boot.


Recap? NTNU Stalker, less armor, less range, more stability, more flexibility, 
more firepower, and the ability to alpha-strike without blowing itself up. Is 
it worth it? Well, the price tag says 1844 BV2 and 10.9 million C-bills. You 
make the call.


================================================================================
Equipment           Type                         Rating                   Mass  
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite               130 points                6.50
    Internal Locations: 2 LT, 1 RT, 2 LL, 2 RL
Engine:             Fusion Engine                255                      13.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0 
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 1 LT, 2 LA, 2 RA
Gyro:               Compact                                                4.50
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 256                 16.00
    CASE II Locations: 1 LT, 1 RT                                          2.00

                                                      Internal       Armor      
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           42        
                                 Center Torso (rear)                  11        
                                           L/R Torso     18           28        
                                    L/R Torso (rear)                  8         
                                             L/R Arm     14           28        
                                             L/R Leg     18           33        

================================================================================
Equipment                                 Location    Heat    Critical    Mass  
--------------------------------------------------------------------------------
ER Medium Laser                              HD        5         1         1.00
Heavy PPC                                    CT        15        4        10.00
MML-5                                        RT        3         3         3.00
ER Medium Laser                              RT        5         1         1.00
Radical Heat Sink                            RT        0         3         4.00
MML-5                                        LT        3         3         3.00
MML-5                                        RA        3         3         3.00
ER Medium Laser                              RA        5         1         1.00
MML-5                                        LA        3         3         3.00
ER Medium Laser                              LA        5         1         1.00
@MML-5 (LRM Semi-G) (24)                     RT        -         1         1.00
@MML-5 (LRM Narc) (24)                       RT        -         1         1.00
@MML-5 (SRM Inferno) (20)                    RT        -         1         1.00
@MML-5 (SRM Narc) (20)                       LT        -         1         1.00
@MML-5 (LRM Semi-G) (24)                     LT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      9    Points: 18
3          4       4       2       0      4     2   Structure:  3
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1

Postscript: yeah, this one's gonna lose horribly to Prince's version. But that's alright.

Snowjeepney posted this 06 August 2017

Stalker II STK-9D

Mass: 85 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: 3140
Cost: 10,699,475 C-Bills
Battle Value: 1,799

Chassis: Titan H2 Endo-Steel
Power Plant: Strand 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Valiant Lamellor Standard Armor
Armament:
    2 Boom-boom PPCs
    4 Ouchinator ER Medium Lasers
    6 Five-shot MML-5s
Manufacturer: Gearheads
    Primary Factory: Somewhere Over the Rainbow
Communications System: Cronol PR
Targeting and Tracking System: Spar 3c Tight Band

Overview:
*****************************************

Challenged accepted...........somewhat.............

*****************************************

"It's not flashy. It's not the cutting edge. It just keeps coming."
-From Triad Technologies marketing campaign.

This version of the Stalker II is more or less an attempt to live up to the
quote above, when the original Stalker was first described, and then some. 
Features some newer technology, while retaining the original Stalker feel.

Let's start with the chassis itself; just like before, the main powerplant is a
Strand rated-255 Fusion Engine;  however, the chassis has been replaced with an
Endo-Steel version, while the gyro has been replaced by a compact version. 
Also, the armor has been increased to 15 tons; not the maximum, but still
respectable.

In terms of weaponry, the main weapons are 6 MML-5's, with two per arm and one
per side torso, supplied by 4 tons of LRM ammo and 2 tons of SRM ammo, in which
are all CASE II - protected.   These are backed up by 2 PPCs, with one per side
torso, for long-range, and 4 ER Medium Lasers for close combat, all of them
placed in the center torso.  Even with an extra double heat sink, bracket
firing must still be employed.


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   130 points                4.50
    Internal Locations: 1 HD, 3 LT, 6 RT, 2 LL, 2 RL
Engine:             Fusion Engine                255                      13.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             11(22)                    1.00
    Heat Sink Locations: 1 LT
Gyro:               Compact                                                4.50
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 240                 15.00
    CASE II Locations: 1 LA, 1 RA                                          2.00

                                                      Internal       Armor     
                                                      Structure      Factor    
                                                Head     3            9        
                                        Center Torso     27           32       
                                 Center Torso (rear)                  15       
                                           L/R Torso     18           25       
                                    L/R Torso (rear)                  11       
                                             L/R Arm     14           26       
                                             L/R Leg     18           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 MML-5s                                     RA        6         6         6.00
2 MML-5s                                     LA        6         6         6.00
MML-5                                        RT        3         3         3.00
PPC                                          RT        10        3         7.00
MML-5                                        LT        3         3         3.00
PPC                                          LT        10        3         7.00
4 ER Medium Lasers                           CT        20        4         4.00
@MML-5 (LRM) (48)                            RA        -         2         2.00
@MML-5 (SRM) (20)                            RA        -         1         1.00
@MML-5 (LRM) (48)                            LA        -         2         2.00
@MML-5 (SRM) (20)                            LA        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 18
3          3       3       2       0      4     4   Structure:  7
Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1

Thunder posted this 09 August 2017

Stalker T T-STK-11R

Rules Level: Experimental Tech

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 0

Extinct By: Never


Chassis: Unknown Endo-Steel

Power Plant: Unknown 255 Light Fusion Engine

Cruising Speed: 32.4 km/h

Maximum Speed: 54.0 km/h (43.2 km/h)

Jump Jets: None

&nbsp&nbsp&nbsp&nbsp Jump Capacity: 0 meters

Armor: Unknown Hardened

Armament:

&nbsp&nbsp&nbsp&nbsp 2 MML-9s

&nbsp&nbsp&nbsp&nbsp 8 Medium Lasers

&nbsp&nbsp&nbsp&nbsp 1 Radical Heat Sink

Manufacturer: Unknown

&nbsp&nbsp&nbsp&nbsp Primary Factory: Unknown

Communications System: Unknown

Targeting and Tracking System: Unknown


Overview
Stalker II. Unstable. Hard to maneuver.

Stalker T. Adds a Third leg and a Dedicated pilot for stability!. And its more maneuverable!

Capabilities
Start with the weapons and armor load out of the Stalker II.

Switch out the ERLRM's for MML's. Slight loss in long range firepower, but significant gains in short.

Keep the Medium laser battery.

Add a radical heat sink.

Add a Third leg. And some More armor.

Armor distributed towards the upper chassis and away from the legs. Having a third leg allows for damage to spread out a bit more on leg hits.

What had to give? Standard Engine replaced with a Light engine. Some slight loss in durability, but still able to lose a torso and keep going. Deemed acceptable.



BV and Cost are wrong but close.


Technology Base: Inner Sphere 85.00 tons

Chassis Config: Biped Cost: 14,325,475 C-Bills

BV2: 2,161 Tech Rating/Era Availability: E/X-X-X-A


Equipment     Mass

Internal Structure: Endo-Steel 5.00

Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL

Engine: 255 Light Fusion Engine 10.00

Walking MP: 3

Running MP: 5 (4)

Jumping MP: 0

Heat Sinks: 11 (22) - Double (10 in engine) 1.00

Heat Sink Locations: 1 RT

Gyro: Standard 3.00

Cockpit: Tripod 4.00

Actuators: L: SH+UA&nbsp&nbsp&nbsp R: SH+UA

Armor: 240 points - Hardened 30.00

CASE II Locations: 1 LA, 1 RA 2.00

 

  Internal Armor

  Structure Factor

Head: 3 8

Center Torso: 27 40

Center Torso (rear):   10

R/L Torso: 18 27

R/L Torso (rear):   9

R/L Arm: 14 25

R/C/L Leg: 18 20

 

Weapons and Ammo Location Heat Criticals Tonnage

Targeting Computer

CT

2 2.00

4 Medium Lasers RT 12 4 4.00

4 Medium Lasers LT 12 4 4.00

Radical Heat Sink LT 0 3 4.00

MML-9 RA 5 5 6.00

MML-9 LA 5 5 6.00

@MML-9 (LRM) (13)

RA

1 1.00

@MML-9 (SRM) (11)

RA

1 1.00

@MML-9 (LRM) (13)

LA

1 1.00

@MML-9 (SRM) (11)

LA

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 16 Points: 22

3 5 5 1 0 4 2 Structure: 5  

Special Abilities: CASEII, SRCH, ES, SEAL, SOA, IF 1

 

Created using Solaris Skunk Werks
Downloadable here

Captain posted this 09 August 2017

Is Mixed Tech allowed?

Thunder posted this 10 August 2017

Yes.  Though in this case, I would personally avoid "I will use Clan ER Medium lasers instead of IS ER medium lasers because they are better.  On the other hand,  "ATM's and Plasma Cannons sounds like a good idea."  sounds like a good Idea.

 

Prince posted this 16 August 2017

Mixed tech is everywhere in the Dark Age, but I'd say keep it interesting. Like "Clan LRM 10s and standard Large Lasers" interesting.

Thunder posted this 22 August 2017

Hmmm it says captain posted... Yet i see no post.

Prince posted this 24 August 2017

The phantom post.

Luxan posted this 31 August 2017

Stalker II STK-10Q

Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-A
Production Year: 3137
Cost: 9,339,725 C-Bills
Battle Value: 2,253

Chassis: Irian Chassis Class 44 Endo-Composite
Power Plant: Strand 255 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h (43.2 km/h)
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Riese-675 Hardened
Armament:
    2 Irian Weapon Works Extended LRM-10s
    8 Magna Mk II Medium Lasers
Manufacturer: Irian Battlemechs Unlimited
    Primary Factory: Irian
Communications System: Irian E.A.R.
Targeting and Tracking System: Wasat Aggressor

Overview:
It seems the real objection here was with the stability issue and not the 
weapon loadout. So, if stability is an issue, my go-to solution is make it a 
quad. This compensates for the Hardended Armor and Torso Cockpit penalties and 
avoids the Armless quirk entirely. Trying to keep everything else the same we 
do run just short of being able to fit everything in. So, drop down to an Endo 
Composite chassis and go with a standard gyro to reclaim most of that tonnage. 
Still a half-ton too heavy though, hmmm...

Okay, controversial idea: drop the CASE II's and cram the ammo in the empty 
head space. It's a naturally hard to hit location, and the Hardened armor makes 
it much harder to breach. And, most likely, even if the armor is breached you 
pretty much get at most one chance to pop off the ammo (if the armor was 
breached without destroying the head, a subsquent head hit will probably just 
finish it off). And, even if the ammo does explode, the Head has a built-in 
CASE anyway, since excess damage doesn't transfer from the Head. Granted, if 
that does happen, you'll be pretty well blind and will want to withdraw but 
it's survivable and making repairs is relatively easy.

Now we've got a ton and a half to play with. So, let's cram that laser battery 
into a turret! Now we're dangerous in a knife fight. Odd half-ton left here, so 
throw on a little more leg armor and be done with it.


================================================================================
Equipment           Type                         Rating                   Mass  
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite               138 points                6.50
    Internal Locations: 3 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine:             Fusion Engine                255                      13.00
    Walking MP: 3
    Running MP: 5 (4)
    Jumping MP: 0 
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Torso-Mounted                                          4.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Hardened                     AV - 220                 27.50

                                                      Internal       Armor      
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     27           40        
                                 Center Torso (rear)                  11        
                                           L/R Torso     18           26        
                                    L/R Torso (rear)                  10        
                                       L/R Front Leg     18           22        
                                        L/R Rear Leg     18           22        

================================================================================
Equipment                                 Location    Heat    Critical    Mass  
--------------------------------------------------------------------------------
2 Extended LRM-10s                           RT        12        8        16.00
8 (T) Medium Lasers                          LT        24        8         8.00
Targeting Computer                           LT        -         2         2.00
@ELRM-10 (36)                                HD        -         4         4.00
Quad Mech Turret                             LT        -         1         1.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     15    Points: 23
3          3       4       1       0      4     2   Structure:  3
Special Abilities: SRCH, ES, SEAL, SOA, IF 1

Captain posted this 31 August 2017

Stalker...turned into a quad?! WHAT ARE YOU THINKING?!

Luxan posted this 31 August 2017

I'm thinking it would look a little less like a walking dildo that way.

Prince posted this 01 September 2017

Yeah, that's actually really friggin' good; ammo explosions in the head don't transfer, and the turret makes it able to project that "bubble of doom" far better than the stock.

I really want to steal it for my games now. It's a fantastic gatekeeper.

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