Battletech BattleTech discussion thread: May the light of Hanse Davion guide us

Doomsought

Well-known member
Continuing from my last post:

Though revolutionary, the Arizona was a deeply flawed vessel. When first launched in late 2568 its engines were horrifically overbuilt. After an initial shake down cruise with dummy modules filled with gravel on its broadsides, it was brought back into dry-dock to have redundant cooling pumps and several unnecessary struts removed to replace the four auxiliary VMI-430 Fusion Torches with the same VMI-630 Fusion Torches used in its main drives, which also simplified maintenance. Do to their placement and its overbuild structure, none of the redundant equipment could be replaced with cargo space, leaving it with a pitiful cargo space just above half a kiloton. Likewise its overbuild structure prevented weapons from being mounted in several key places for full weapons coverage, however its excessive engines ameliorated that problem to a certain extent.

That is before you take the Modular mission pods into account. Even with pods using half the available K-F boom capacity allotted to them, it would have as much cargo capacity as any other warship and room to spare for weapons. During the height of the Reunification war it was equipped with a pair of mission pods simply labeled the Brawler Configuration. These pods gave each of its broadsides 18 NAC/20s, nearly half as many heavy NPPCs and a White shark missile battery supported by 24 fighters and several Large laser batteries. When combined with a maximum thrust of 4 gravities, this impressive weapons array turned terrifying.

While impressed with their new warship, the Taurian admiralty remained well aware of the Arizona's flaws. With the Star League becoming more aggressive, the Taurian Concordat had suffered multiple border skirmishes that each almost resulted in a declaration of war by early 2574. The Taurian Concordat commissioned a new destroyer to be designed utilizing the same technologies as the Arizona but learning from its flaws. This decision was well timed and the first few of the new Colt class destroyers had were just completed at the start of 2577, and the next wave of Colt class Destroyers had their keels laid down before the first had finished their shakedown cruise.

The Colt was designed with the Starleague's Lola class destroyer in mind as an opponent. Lessens well learned, its engines were smaller proportionally compared to the Arizona, and its weapons could cover every firing arc. Knowing that its greatest strength would by in its broadsides, most of its fore and aft weapons were mounted to be able to combine their fire in those directions. It was mostly armed with NAC/20s and lasers, but also mounted several heavy NPPCs. Its primary cargo hold only had a third of the capacity of the Lola, but this was still a vast improvement on the Arizona, and most Module configurations let it match the Lola in cargo capacity while also having a much heavy broadside.

For most of 2577 the Concordat's most advanced ships were kept in the Taurus home fleet waiting for heavier broadside armaments to be completed in the Taurus drop-ship yards. It was during the massed naval combat of 2581 where the Arizona and Colt were able to show their true strength. While the infamous Brawler configuration had not been created yet, the Arizonas' current MMPs were already far equipped more guns than conventional cruiser could carry. More importantly, because they maneuvered keep broadsides bearing on the enemy most of the damage they sustained during the battle was soaked by their MMPs. When the Taurian navy was forced to retreat, the Arizonas and Colts were able to swap out their mission pods and return to harass the Star League navy. Out of position, the SLDF lost another twenty ships, mostly troop transports, and were rendered incapable of pursuing the invasion as fast as was originally intended.

While the Taurian Concordat often had to rely on asymmetrical tactics on the ground, Arizona and Colt class warships made that necessity short lived and solidified the Concordat as a naval power able to match any of the great houses. The success of the Brawler configuration, first deployed in 2582, and the Colt class destroyer also solidified tripple-20 naval auto-cannon battery the standard armament of the Taurian navy.

Through 2583 the Taurian Navy focused on pushing the Star League Navy out of its space, the action peaking with the assassination of General Kincaid in early January and tapering off over the rest of the year as Star league forces when into general retreat. This period of time also saw the next wave of Arizona class cruisers and Colt Destroyers coming out of Taurian shipyards. However, another wave of Arizonas was not laid down. Experience with constructing Modular Mission pods had by this time improved the Taurian's understanding to the technology to the point where they could develop a new standard of Pods capable of carrying nearly 150 kilotons of equipment. With the possibilities too tempting to ignore, the next ships laid down by Taurian Yard workers were battleships rather than cruisers. However this was a gamble, as it required the recycling of older Taurian warships as well as much of their battle salvage in order to supply the necessary resources.

The Houston and sister ships carried 3 MMPs, a vertically oriented 100 kiloton mission module on its nose and two 150 kiloton mission modules for its broadsides. The froward and aft weapon batteries flanking its broadside mission modules were composed of a quartet of Heavy NPPCs and a pair of tripple-20 naval AC bays. The Mission pods constructed to fill its broadsides were based on the Brawler configuration, though heavier with energy weapons with the hope than NPPCs could reduce the range advantage of Hegemony Naval Gauss weaponry. The Taurian admiralty had also noticed how missile damaged had been a disproportionate cause for damage to critical systems to their advanced warships. Because of this the Houston was the first warship class designed to use point defense weapon batteries specifically for missile defense, though several Colts would be refit with prototype point defense batteries before the Houston was completed.

The Taurian Nary skirmished into Liao and Davian territory in 2584, striking at naval supply bases needed for a Star League offensive rather than taking territory. At the same time General Amos Forlough gathered Star League forces for the next wave of attacks. The Star League could not take the humiliation of an upstart periphery state driving them out, and retaliated harshly against the Taurian rally. Battles with the Star League's focused spearheads were especially brutal, and the last of the Taurians pre-war cruisers were destroyed by 2587. At this point pre-war destroyers we also brought out of the Taurians main battle lines and either recycled to build more Colts or sent on harassment missions against SLN supply lines. However the completion of the Houston and Dallas was pushed ahead to January 2588 and, combined with flanking raids on the Star League supply lines, were able halt the Star league advance.

The end of 2588 through 2589 saw few gains for either side. Both the Taurian Concordat and Star League fielded the most advanced ships of the age for large fleet battles, for no other warships were worthy of the fight. Despite the Taurians having the smaller economy, after twenty years of fighting, moral was dwindling on both sides and it was only a question of who would break first. In May 2590, during the sixth assault on New Vandenberg, the Houston was caught out of formation by two Farragut battleships. Facing two on one odds, yet giving as good as it got, the Houston had the attention of the entire battle at this definitive moment.

She won.

Despite both Farraguts being heavily damaged during the beginning of the battle, while the Houston had been deliberately kept from the heat of the fight by Star League maneuvering, these justifications did not dispel the propaganda victory of a Taurian vessel defeating its Terran Hegemony equivalents two on one. Star League moral was broken, and their forces were pushed back out of Taurian territory by late 2592.

Starting in 2593 the Star League and Taurian Concordat entered an uneasy armistice. Thought there were a few border skirmishes using mercenaries or sponsored pirate raids over the next few years, neither side had the will to continue fighting in earnest. Anti-war sentiments began to rise throughout the civilian population of the Star League as losses continued to mount in policing actions in conquered territories, and by 2601 House Cameron decided to officially make peace with the House Calderon to appease the growing protests. By that time the neighboring great houses had already made secret treaties to resume trade with the Taurian Concordat.
 
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UltimatePaladin

Well-known member
Have a 'Mech design that I built based around the idea of using Handheld Weapons.

I came across the rules while I was looking up Null-Sig, and had an idea to try and build a 'Mech around using them.

HTML:
Huskarl HSK-01

Mass: 100 tons
Chassis: Endo Steel Biped
Power Plant: 400 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Improved
     Jump Capacity: 150 meters
Armor: Standard
Armament:
     2 ER Medium Laser
     1 Heavy PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 32,703,333 C-bills

Type: Huskarl
Technology Base: Inner Sphere (Experimental)
Tonnage: 100
Battle Value: 2,341

Equipment                                          Mass
Internal Structure            Endo Steel              5
Engine                        400 XL               26.5
    Walking MP: 4
    Running MP: 6
    Jumping MP: 5
Double Heat Sink              17 [34]                 7
Gyro                                                  4
Torso-Mounted Cockpit                                 4
Armor Factor                  307                  19.5

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


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons and Ammo
                                      Location  Critical   Heat    Tonnage  
Chameleon Light Polarization Shield   RT/LT/RA   1/1/1      -       0.0  
                                      LA/RL/LL   1/1/1
ER Medium Laser                          LL        1        5       1.0  
2 Improved Jump Jets                     RT        4        -       8.0  
Double Heat Sink                         RT        3        -       1.0  
3 Improved Jump Jets                     LT        6        -       12.0
Searchlight                              LT        1        -       0.5  
ER Medium Laser                          RL        1        5       1.0  
Heavy PPC                                HD        4        15      10.0
It ended up being a very strange design. Probably more so with my lack of experience.

First, it ended up being a 100-ton Assault 'Mech. Handheld weapons could be up to 10% of a BattleMech's mass, and if I wanted them to be the primary weapon, bigger would probably be better in this case. Even still, this means that Handheld weapons would be limited to 10 tons total.

To reduce weight, I used endo-steel and an XL engine. It took up some crit slots, but it also gave me more mass to play with for the in-built Weapons Systems (a Heavy PPC and two ER Medium Lasers.)

Since it couldn't field a lot of weapons (even with a Handheld equipped,) I tried to compensate by making the BattleMech a tank/dodger to counteract the heavier fire of other forces. Hence the 19.5 tons of armor, but also the reason why I gave it increased speed, Jump capability (with 5 improved jump jets...) and a Chameleon Light Polarization Shield. Hopefully countering enemy fire - if the Huskarl was shot at, jumping with the Chamelon active would make it harder to hit, while whatever did end up hitting the 'Mech would impact against the heavy armor.

I also ended up using a Torso-mounted cockpit. This was, again, due to the rules that governed Handheld weapons - while holding a weapon, BattleMechs can't use any other weapons on their arms or torsos. However, the head and the legs could still fire, so I added weapons to those instead. Since the torso-cockpit leaves four crits open in the head, I decided to go for that to increase the number of weapons the Mech would have without a Handheld. The Heavy PPC was fitted to the head, and the ER Medium Lasers were attached to the legs.

Some other design decisions stemmed from the torso cockpit. If a MechWarrior loses life support, they're more affected by heat, which is why the design is over-sinked. In the event they lose life support, the Mechwarrior is less likely to suffer heat-related injuries. Torso-mounted mechs also suffered penalties if they lost sensors - I tried to protect against that by armoring them up. I don't see them listed on the printout, but that is why the design as shown above is missing 1.5 tons.

Finally, I put a searchlight in the Left Torso. I had about half a ton left to burn, and an open crit slot. Wasn't sure what else to put there, so I put it there, mainly to take hits in the event of armor penetration.

As for the Handhelds, I ended up generating about 46 combinations (about half of them missile-based.) Here are some of my picks:

HTML:
LB 5-X AC
* LB 5-X AC                     [8 tons]
* @LB 5-X AC AMMO (10)          [0.5 tons]
* @LB 5-X CLUSTER AMMO (10)     [0.5 tons]
* ARMOR (16)                    [1 ton]

Cost: 274,500 C-Bills
BV: 143

HTML:
LIGHT PPC
* LIGHT PPC                  [3 tons]
* 5 HEAT SINKS               [5 tons]
* ARMOR (32)                 [2 tons]

Cost: 187,500 C-Bills
BV: 168

HTML:
STREAK SRM 4(2)
* 2 STREAK SRM 4                [6 tons]
* @STREAM SRM 4 AMMO (75)       [3 tons]
* ARMOR (16)                    [1 ton]

Cost: 354,500 C-Bills
BV: 179

HTML:
THUNDERBOLT 10
* THUNDERBOLT 10                [7 tons]
* @THUNDERBOLT 10 AMMO (12)     [2 tons]
* ARMOR (16)                    [1 ton]
Cost: 287,500 C-Bills
BV: 199

Definitely underwhelming. Of particular note, energy weapons tend to suffer as Handhelds because they need heat sinks equal to the amount of heat an energy weapon could generate. Handhelds can also only use single heat sinks.

So, for the cost of about three Atlas', you get the BV of one and a quarter. I feel this whole thing was from the fevered dreams of a Lyran Social General. Who, in a moment of clarity grasped that a scout mech should be faster, have jump jets, and that a Chameleon Light Polarization Shield would be the icing on top. However, this Social General also dreamed of an Assault Mech to fill that role.
 

UltimatePaladin

Well-known member
That's a lot of tonnage for mobility
Part of the problem was me running out of space, and still having a bunch of mass left over. I couldn't just reduce the BattleMech down to a more reasonable mass, because of the "10% of mass" rule, and I wanted to maximize the weapon weight the Huskarl could carry. Not seeing any other way to use that mass, I ended up making the engines bigger.

More like a lot of weapons for mobility. It's like a jumpier armored version of the Banshee.
Had that thought too: a BattleMech that is over-armored and over-powered, but one that is under-armed. I guess it is a little better than a Banshee in that regard... Though that isn't saying much.
 

Ridli Scott

Well-known member
Part of the problem was me running out of space, and still having a bunch of mass left over. I couldn't just reduce the BattleMech down to a more reasonable mass, because of the "10% of mass" rule, and I wanted to maximize the weapon weight the Huskarl could carry. Not seeing any other way to use that mass, I ended up making the engines bigger.


Had that thought too: a BattleMech that is over-armored and over-powered, but one that is under-armed. I guess it is a little better than a Banshee in that regard... Though that isn't saying much.

Well, IMO is better in certain conditions. Very jumpmobile. But there are fast CQC assaults that could fill the gap faster (pun intended) and harder. An extreme example is the Neanderthal. If you want it fast maybe you should check how to put a TSM or a MASC on it. And the former would help in punch bussiness.
 

UltimatePaladin

Well-known member
Well, IMO is better in certain conditions. Very jumpmobile. But there are fast CQC assaults that could fill the gap faster (pun intended) and harder. An extreme example is the Neanderthal. If you want it fast maybe you should check how to put a TSM or a MASC on it. And the former would help in punch bussiness.
I would go with TSM and make it a hundred ton facepuncher and headkicker.
Thanks for the feedback!

Here is the HSK-02.
HTML:
Huskarl HSK-02

Mass: 100 tons
Chassis: Endo Steel Biped
Power Plant: 300 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Jump Booster
     Jump Capacity: 240 meters
Armor: Standard
Armament:
     1 ER Medium Laser
     1 Medium X-Pulse Laser
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-F
Cost: 16,252,000 C-bills

Type: Huskarl
Technology Base: Inner Sphere (Experimental)
Tonnage: 100
Battle Value: 2,407

Equipment                                          Mass
Internal Structure            Endo Steel              5
Engine                        300 Fusion             19
    Walking MP: 3
    Running MP: 5
    Jumping MP: 8
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Torso-Mounted Cockpit                                 4
Armor Factor                  304                    19

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            31        46   
     Center Torso (rear)               15   
     R/L Torso               21        32   
     R/L Torso (rear)                  10   
     R/L Arm                 17        33   
     R/L Leg                 21        42   


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                        Location  Critical   Heat    Tonnage   
Mech Mechanical Jump Boosters    RL/LL      2/2       -       40.0 
3 Triple Strength Myomers        RT/LT      3/3       -       0.0   
3 Triple Strength Myomers        RT/LT      3/3       -       0.0   
Angel ECM Suite                    LT        2        -       2.0   
ER Large Laser                     HD        2        12      5.0   
Medium X-Pulse Laser               HD        1        6       2.0   
ER Medium Laser                    HD        1        5       1.0
The first major change is that the Fusion Engine has been reduced: from a 400XL to a 300. In addition to greatly reducing cost, another consequence is a reduced movement speed on the ground. However, I compensated by stripping out the Jump Jets and replacing them with Jump Boosters instead, giving it 8 MP in that regard.

To allow the 'Mech to build up to the heat required for TSM, the number of heat sinks has been reduced severely.

Armament has also been changed. The lasers would no longer fit in the legs, courtesy of the new Jump Boosters. All weapons have been moved to the head, with the Heavy PPC and one ER Medium Laser being removed. In its place stands 1 ER Medium Laser, 1 Medium X-Pulse Laser, and an ER Large Laser.

Armor has been reduced slightly, by half a ton. Some of the weight saved has gone into an Angel ECM Suite, which replaced the Chameleon Shield and the Searchlight.

Overall, the role for this thing seems to be more of a super-Grasshopper, meant to chase after and get in range of lighter 'Mechs and vehicles and take them down. In recognition of that role...

HTML:
6 M-POD (7 tons)
* 6 M-POD                        [6 tons]
* ARMOR (16)                    [1 ton]

COST: 46,000 C-BILLS
BV: 32
Handheld weapons have a limit of six items, barring special circumstances. So I could only fit 6 M-Pods onto this one, with a ton of armor to protect against hits to the weapon (before it could be used.)

The concept behind this is that the Huskarl would jump (or use TSM) to get within point-blank range. Until it is in range, it relies on the energy weapons in its head to deal damage. When it does, it uses the weapon above. At the closest possible range, it could inflict up to 90 points of damage if it were to fire off all the M-Pods at once. Once it does so, it discards the weapon, and will either continue using the energy weapons in its head or TSM-enhanced 100-tonner melee.
 

Bear Ribs

Well-known member
Rather than messing with standard TSM you might consider Industrial TSM. It carries a nasty +1 to all attacks but gives you double lift capacity all the time with no need for heat so you can comfortably bring a 20 ton handheld, enough for an AC/20 and a couple tons of ammo, plus some armor and possibly even a machine gun or two in case you don't want to waste an AC shot on infantry. Alternately a pair of LRM 15s so you can have some reach with your handhelds.

Then add in some lift hoists on the torsos to carry spare handheld weapons, and swap them out for other jobs, swapping the LRM 15 launcher for the AC/20 as needed.
 

UltimatePaladin

Well-known member
Rather than messing with standard TSM you might consider Industrial TSM. It carries a nasty +1 to all attacks but gives you double lift capacity all the time with no need for heat so you can comfortably bring a 20 ton handheld, enough for an AC/20 and a couple tons of ammo, plus some armor and possibly even a machine gun or two in case you don't want to waste an AC shot on infantry. Alternately a pair of LRM 15s so you can have some reach with your handhelds.

Then add in some lift hoists on the torsos to carry spare handheld weapons, and swap them out for other jobs, swapping the LRM 15 launcher for the AC/20 as needed.
I... didn't know about this. Going to have to experiment around, thanks! I don't know if I can put it in a BattleMech, but it gives me the idea for a "Poor Man's Omni" version of an IndustrialMech!

Do you have a source for the +1 to all attacks? I saw that they get a +1 penalty to piloting rolls, and +2 penalty to melee attacks, but not the +1 to all attacks.
 

Bear Ribs

Well-known member
Do you have a source for the +1 to all attacks? I saw that they get a +1 penalty to piloting rolls, and +2 penalty to melee attacks, but not the +1 to all attacks.
You're right, I'd misremembered the pilot penalty as a ranged attack penalty. That makes it all the better, strap a few of those massive cannons on your 'mech's back and go Gundam on the enemy then.
 

Bear Ribs

Well-known member
Decided to play with this theme myself a bit. Presenting the Gorgosaurus, a super-cheap miltiamech that can carry up to 5 10-ton handheld weapons at a time, for a cost only slightly higher than a Wasp. It's named for it's forward, theropod like shape, designed to make it easier to balance as it swaps out the handhelds magnetically clasped to it's back. It can also breath fire because apparently oHonest John was drunk and thought it would be cool during the design phase and his handyman didn't think anything of it until it was done. No, it won't kill an Atlas but you can bring a whole company of them for the cost of a typical (for it's time) Atlas with cash left over for beer so it's not all bad.

HTML:
Gorgosaurus Cheap Miltiamech

Mass: 50 tons
Chassis: Industrial Biped
Power Plant: 200 ICE
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     1 Flamer (Vehicle)
Manufacturer: Honest John's Slightly Used Battlemech Emporium
     Primary Factory: Honest John's Salvage Yard and Dog Grooming Boutique
Communication System: A Walkie-Talkie Duct-Taped to the inside of the Cockpit
Targeting & Tracking System: Iron Sights on the Handhelds
Introduction Year: 3050
Tech Rating/Availability: E/X-X-E-D
Cost: 2,218,688 C-bills

Type: New
Technology Base: Inner Sphere (Standard) 
Tonnage: 50
Battle Value: 572

Equipment                                          Mass
Internal Structure            Industrial              10
Engine                        200 ICE                 17
    Walking MP: 4 
    Running MP: 6
    Jumping MP: 0
Heat Sink                      2                       2
Gyro                                                   2
Cockpit                                                3
Armor Factor (Heavy Industrial) 138                   8.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            16        19    
     Center Torso (rear)               6     
     R/L Torso               12        16    
     R/L Torso (rear)                  5     
     R/L Arm                 8         12    
     R/L Leg                 12        19    


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                               Location  Critical   Heat    Tonnage    
Industrial Triple Strength Myomer      CT/RT/LT   1/9/2      -       0.0   
Vehicle Flamer Ammo (20)                  CT        1        -       1.0   
9 Industrial Triple Strength Myomers   CT/RT/LT   1/9/2      -       0.0   
Lift Hoist/Arresting Hoist                RT        3        -       3.0   
2 Industrial Triple Strength Myomers   CT/RT/LT   1/9/2      -       0.0   
Lift Hoist/Arresting Hoist                           LT            3        -       3.0   
Flamer                                    HD        1        3       0.5

Typical handhelds:

AC/2 with 1 ton ammo, and 1 ton Industrial armor. Theoretically for dealing with ASF. Given the pathetic punch, more for dealing with enemy beer cans and rabbits. After the introduction of the Light AC/2 twelve years later, turned into a double-barrel AC/2 cannon without the range of a more useful AC/2. Eventually upgraded to a salvaged Rotary AC/2 with one ton ammo and 1 ton industrial armor, which turned out to be surprisingly useful.

Dual Medium Lasers with 6 heat Sinks and 1 ton industrial armor. Okay for dealing with Bugmechs as long as they hold still, not a popular option to buy new because it costs too much for what you get, but commonly built out of salvage since medium lasers are everywhere. An "Upgrade" consists of replacing one of the medium lasers with two small lasers which is... yeah nobody's sure why it's being marketed as an upgrade.

4 Machine guns with half ton of ammo plus a pair of Thunderbolt 5s with 1 ton of ammo and half a ton of industrial armor. A fairly nice mix that gives decent results at close and far range.

6 Rocket Launcher 20s with 1 ton industrial armor. Yes, the bargain-bin industrial just threw 120 rockets at you and it's going to do it again next turn when it pulls the next one off it's back. Popular for it's low-tech dirt-cheap punch.

LRM-15 with 2 tons Ammo and 1 ton Industrial Armor. Less punch than the rockets but more sustained fire and accuracy.

Mech Mortar 4 with 2 tons Ammo and 1 ton Industrial Armor. Cheaper version of the LRM-15 weapon above. Popular for dealing with fast enemies like Savannah Masters since it erases grid coordinates instead of having to hit anything precisely, great for the half-trained washout pilots this thing usually has.

4 SRM-4 with 1 ton Ammo and 1 Ton Industrial Armor. Close-range smasher that even medium 'mechs try to avoid.

Heavy Rifle Cannon with 1 ton Ammo and no armor at all. We're not sure why you'd want to carry a weapon this
 

Knowledgeispower

Ah I love the smell of missile spam in the morning
Say does Battletech have ETC technology? I can't remember. If nothing else they have the technology for it.
 

UltimatePaladin

Well-known member
Heavy Rifle Cannon with 1 ton Ammo and no armor at all. We're not sure why you'd want to carry a weapon this
Fool the enemy into thinking that you have an AC/20, like the Arbiter?

I did a bunch of weapons when I was creating the Huskarl. Assuming you're going for cost, might these be of use? Keep in mind, these assume Standard Armor.
Code:
AC/5
* AC/5                        [8 tons]
* @AC/5 AMMO (20)                [1 ton]
* ARMOR (16)                    [1 ton]
An AC/5 model. Has limited ammunition, but can be compensated for by using additional AC/5 Handhelds.

Code:
FLAMER
* 2 FLAMER (VEHICLE)                [1 ton]
* @VEHICLE FLAMER AMMO (40)            [2 tons]
* 6 HEAT SINKS                    [6 tons]
* ARMOR (16)                    [1 ton]
In case you want more flamers.

Code:
MML 9
* MML 9                            [6 tons]
* @MML 9 AMMO                    [3 tons]
* ARMOR (16)                    [1 ton]
Rare out in the periphery(?) but would be more versatile, able to mount up to three different types of LRM or SRM Ammo. Of course, you might as well just take an SRM and LRM gun separately...

Still working on a 100 tonner IndustrialMech. Had the idea of "Poor Man's Omnitech," as I said before. Where the 'Mech could field civilian equipment (like mining drills, backhoes, buzzsaws, etc) and act as a cargo mule when it isn't being pressed into service to defend the colony. Any merit to that?

Say does Battletech have ETC technology? I can't remember. If nothing else they have the technology for it.
A quick search online shows nothing. Based on what I see about ETC weapons, I'm half-sure that BattleTech ACs are that - they share characteristics like reduced wear on barrels, have higher performance compared to modern-day weapons (see Rifles) are lower temperature, etc.
 

Knowledgeispower

Ah I love the smell of missile spam in the morning
Hmmm the one problem I see with Battletech ACs being ETCs is there absolutely terrible range when compared to say the 120mm rifle of the Challenger 2 which is the opposite of what a ETC would be in comparison to modern cannons
 

PsihoKekec

Swashbuckling Accountant
To allow the 'Mech to build up to the heat required for TSM, the number of heat sinks has been reduced severely.
You don't necessarily need to strip out heat sinks to run TSM, according to game rules you can declare at the start of the movement phase how many heat sinks will you shut down or turn back on, so you can balance between running cool and running hot. Works in MegaMek as well.
 

Bear Ribs

Well-known member
Fool the enemy into thinking that you have an AC/20, like the Arbiter?
I was really going more for the genuine "Scavenger Lord" attitude with the weapons, the point of the design being to put any piece of scrap you can find on an old battlefield into a handheld so the industrials can use it. The bigger joke is that the Heavy Rifle has no armor and ammo in it so it will probably explode the first time you take a hit to that arm and it hits the weapon.
 

UltimatePaladin

Well-known member
Hmmm the one problem I see with Battletech ACs being ETCs is there absolutely terrible range when compared to say the 120mm rifle of the Challenger 2 which is the opposite of what a ETC would be in comparison to modern cannons
The terrible range of AC's, if I understand you correctly? Keep in mind, BattleTech has shorter engagement ranges than modern/realistic warfare anyway (for a number of reasons: ranging from ECM to LosTech.)

Honestly, hand held equipment makes the most sense as a way to make a modular industrial mech. Then adding some optional hand held weapons for militia use would make sense as a marketing ploy.
Like I thought.

You don't necessarily need to strip out heat sinks to run TSM, according to game rules you can declare at the start of the movement phase how many heat sinks will you shut down or turn back on, so you can balance between running cool and running hot. Works in MegaMek as well.
Yeah, it was a problem with my original design in that it was *way* over-sinked. This was an attempt to fix that, and allow for more tonnage for other things (like the 8 Jump MP.) The idea being that you would alpha-strike with your energy weapons, push you into TSM-activation heat, and then go to town.

I was really going more for the genuine "Scavenger Lord" attitude with the weapons, the point of the design being to put any piece of scrap you can find on an old battlefield into a handheld so the industrials can use it. The bigger joke is that the Heavy Rifle has no armor and ammo in it so it will probably explode the first time you take a hit to that arm and it hits the weapon.
With the rules as they are, they might just explode on their own.

In the meanwhile, I present the Minuteman:
Code:
Minuteman MTN-01

Mass: 100 tons
Chassis: Industrial Industrial Biped
Power Plant: 300 ICE
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 4,235,000 C-bills

Type: Minuteman
Technology Base: Inner Sphere (Standard)
Tonnage: 100
Battle Value: 1,212

Equipment                                          Mass
Internal Structure            Industrial             20
Engine                        300 ICE                38
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sink                     11                     11
Gyro                                                  3
Cockpit                                               3
Armor Factor (Heavy Industrial)304                    19

                          Internal   Armor  
                          Structure  Value  
     Head                    3         9    
     Center Torso            31        46  
     Center Torso (rear)               15  
     R/L Torso               21        32  
     R/L Torso (rear)                  10  
     R/L Arm                 17        33  
     R/L Leg                 21        42  


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo                               Location  Critical   Heat    Tonnage  
2 Industrial Triple Strength Myomers   CT/RT/LT   2/5/5      -       0.0  
5 Industrial Triple Strength Myomers   CT/RT/LT   2/5/5      -       0.0  
Lift Hoist/Arresting Hoist                RT        3        -       3.0  
5 Industrial Triple Strength Myomers   CT/RT/LT   2/5/5      -       0.0  
Lift Hoist/Arresting Hoist                LT        3        -       3.0
Basically ended up being a bigger cousin to @Bear Ribs design. Ended up being more armored (using Heavy Industrial with Assault 'Mech mass) and little under twice the price (and half the price of an Atlas.)

The concept again was a "Weekend Warrior" or, MinuteMech. Its day job is going around doing whatever the colony needed to: mining, construction, logging, farming, even cargo delivery. How it accomplished this was through Handhelds - picking them up and setting them down as needed for a task (though most of the equipment could fit on something with half the mass, with how light it was and the rules governing Handhelds.)

However, should it be needed the 'Mech could be converted into a combat form, it could also accomplish that through the same system. Part of the equipment sold by the manufacturer (or otherwise homebrewed on backwater periphery worlds based on whatever they had on hand,) included various weapon systems that may be equipped on the 'Mech. With the assistance of Industrial TSM and Lift Hoists, it can even carry its own weight in Handheld weapons, if need be. Such systems include:

Ballistic Weapons
Code:
AC/20 w/ MACHINE GUN
* AC/20                         [14 tons]
* MACHINE GUN                       [0.5 tons]
* @AC/20 AMMO (20)                   [4 tons]
* @HALF MACHINE GUN AMMO (100)    [0.5 tons]
* ARMOR (16)                       [1 ton]

AC/10 w/ DUAL MACHINE GUNS
* AC/10                          [12 tons]
* 2 MACHINE GUN                      [1 ton]
* @AC/10 AMMO (50)                  [5 tons]
* @MACHINE GUN AMMO (200)              [1 ton]
* ARMOR (16)                      [1 ton]

THUMPER CANNON w/ AC/2
* THUMPER CANNON                  [10 tons]
* AC/2                          [6 tons]
* @THUMPER CANNON AMMO (40)              [2 tons]
* @AC/2 AMMO (45)                  [1 ton]
* ARMOR (16)                      [1 ton]

DUAL AC/5
* 2 AC/5                      [16 tons]
* MACHINE GUN                      [0.5 tons]
* @AC/5 AMMO (40)                  [2 tons]
* @HALF MACHINE GUN AMMO (100)              [0.5 tons]
* ARMOR (16)                      [1 ton]

AC/5 w/ AC/2 & TRIPLE MACHINE GUNS
* AC/5                          [8 tons]
* AC/2                          [6 tons]
* 3 MACHINE GUN                      [1.5 tons]
* @AC/5 AMMO (40)                  [2 tons]
* @AC/2 AMMO (45)                  [1 ton]
* @HALF MACHINE GUN AMMO (100)              [0.5 tons]
* ARMOR (16)                      [1 ton]

DUAL HEAVY RIFLE
* 2 RIFLE (CANNON, HEAVY)              [16 tons]
* @HEAVY RIFLE AMMO (18)              [3 tons]
* ARMOR (16)                      [1 ton]

TRIPLE AC/2
* 3 AC/2                      [18 tons]
* @AC/2 AMMO (45)                  [1 ton]
* ARMOR (16)                      [1 ton]

DUAL AC/2 w/ QUADRUPLE MACHINE GUNS
* 2 AC/2                      [12 tons]
* 4 MACHINE GUN                      [2 tons]
* @AC/2 AMMO (135)                  [3 tons]
* @MACHINE GUN AMMO (400)              [2 tons]
* ARMOR (16)                      [1 ton]

Energy Weapons
Code:
PPC w/ DUAL MACHINE GUNS
* PPC                          [7 tons]
* 2 MACHINE GUNS                  [1 ton]
* 10 HEAT SINKS                      [10 tons]
* @MACHINE GUN AMMO (200)              [1 ton]
* ARMOR (16)                       [1 ton]

LARGE LASER w/ MEDIUM LASER & DUAL MACHINE GUNS
* LARGE LASER                      [5 tons]
* MEDIUM LASER                      [1 ton]
* 2 MACHINE GUNS                  [1 ton]
* 11 HEAT SINKS                      [11 tons]
* @MACHINE GUN AMMO (200)              [1 ton]
* ARMOR (16)                       [1 ton]

QUADRUPLE MEDIUM LASER w/ DUAL SMALL LASERS
* 4 MEDIUM LASER                  [4 tons]
* 2 SMALL LASER                      [1 ton]
* 12 HEAT SINKS                      [14 tons]
* ARMOR (16)                       [1 ton]

FLAMER
* 4 FLAMER (VEHICLE)                  [2 ton]
* 12 HEAT SINK                      [12 tons]
* VEHICLE FLAMER AMMO (100)              [5 tons]
* ARMOR (16)                       [1 ton]

Missile Weapons
Code:
'MECH MORTAR 8
* 'MECH MORTAR 8                  [10 tons]
* @MORTAR 8 AMMO (36)                  [9 tons]
* ARMOR (16)                      [1 ton]

DUAL LRM/15
* 2 LRM/15                      [14 tons]
* @LRM 15 AMMO (40)                  [5 tons]
* ARMOR (16)                      [1 ton]

DUAL MML/9
* 2 MMML/9                      [12 tons]
* @MML-COMPATIBLE AMMO                  [7 tons]
* ARMOR (16)                      [1 ton]

QUINTUPLE SRM 6
* 5 SRM 6                      [15 tons]
* @SRM 6 AMMO (60)                  [4 tons]
* ARMOR (16)                      [1 ton]

On a side note... Would HandHeld energy weapons require power amplifiers? Honestly not sure, and that would affect weapon design.
 

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