Project Knight [Mecha Design Bureau]

[X] [Style] Direct Back Mounted
[X] [Style] Indirect Back Mounted

[X] [Modularity] Simple Modular Mount

[X] [Weapon] 152mm Battle Cannon (In-House Build)
[X] [Weapon] 148mm Rifled Cannon (Sahel Alliance)
 
[X] [Style] Direct Back Mounted
[X] [Style] Spine Mounted

[X] [Modularity] Simple Modular Mount

[X] [Weapon] 152mm Battle Cannon (In-House Build)
[X] [Weapon] 148mm Rifled Cannon (Sahel Alliance)

Simple modular mount gives some flexiblity with no downsides to our main metrics of operation. The more complex modular mounts are nice but would tank our main goals of operation for the core sales as well as 2 of our buyers. Want, but not that much. Frankly would prefer spinal or direct back mount to indirect as we want something that isn't artillery for a gunboat mech as oppossed to a fire support mech IMO, and both spine and direct back are giving us points in heat which we need, as well as either power control or logistics which we need. Good either way.

I'd prefer the in house gun as it's projected to be slightly better than the Sahel one, with a more versatile shell load compared to the older model, but frankly they're near enough it's not a huge deal, and Sahel being a guaranteed buyer is enough to make me ambivalent.
 
[X] [Style] Direct Back Mounted
[X] [Style] Indirect Back Mounted

[X] [Modularity] Simple Modular Mount

[X] [Weapon] 152mm Battle Cannon (In-House Build)
[X] [Weapon] 148mm Rifled Cannon (Sahel Alliance)
 
so a bit early, should we do the front turret as an under-the-chin deal to avoid any risk of blocking the main gun?
If it was the smaller turret that would just mount an anti infantry MG id go for it but we picked the next size up so its going to be a more substantial weapon that we wont want its sight lines blocked by being too close to the ground.

We do need to wait and see though, might not have any choice.
 
[X] [Style] Direct Back Mounted
[X] [Style] Spine Mounted

[X] [Modularity] Simple Modular Mount

[X] [Weapon] 152mm Battle Cannon (In-House Build)
[X] [Weapon] 148mm Rifled Cannon (Sahel Alliance)
 
[X] [Style] Direct Back Mounted
[X] [Style] Spine Mounted

[X] [Modularity] Simple Modular Mount

[X] [Weapon] 152mm Battle Cannon (In-House Build)
[X] [Weapon] 148mm Rifled Cannon (Sahel Alliance)
 
[X] [Style] Indirect Back Mounted
[X] [Style] Spine Mounted
[X] [Modularity] Simple Modular Mount
[X] [Weapon] 148mm Rifled Cannon (Sahel Alliance)
 
Vote closed New
Scheduled vote count started by Verisaimilitude on Jan 21, 2025 at 12:53 AM, finished with 44 posts and 25 votes.
 
Turn 9: Year 4 of Project Knight (Codename: Bushfire) New
Project Knight - Mecha Design Bureau
Turn 9: Year 4 of Project Knight



[X] [Style] Direct Back Mounted
[X] [Modularity] Simple Modular Mount
[X] [Weapon] 152mm Battle Cannon (In-House Build)

Rolls for Chosen Upgrades:
Delayed. Rolls for implementing weapons will be done once all weapons are implemented.

We settled on the main weapon system for our Mech - a homebrewed 152mm Battle Cannon, featuring a smoothbore barrel with a simple auto-loader. We weren't experienced weapons engineers, but the tech required to make this kind of stuff had existed for a millennia. The optics would be integrated closely into the Electro-Neural system, and a series of blowout panels would be provided near the ammo store to reduce the risk of explosions.

The system was big and heavy, and it wasn't fancy - but it suited the role of the Mech and the needs of your customers. It was cheap, durable, easy to produce, and it was effective against many types of targets at many ranges in a forward-facing cone. After centuries of developments, weapons development still liked to stick a big gun on something and pointing it at the enemy - it was crude, yes, but very effective.



Sub-Project 'Heavy Fireside Crawler' (Codename: Bushfire):

Current Prototype (Rough Draft, Slice View w/o Outer Hull):

Displayed above is a Rough Draft Profile of your Heavy Fireside Crawler standing at full height (maximum line of sight for weaponry.) A slice view is used to expose the internals as you outfit it, the exterior hull will be displayed later.


Project Requirements & Ratings:
Basic Requirements:
  1. ❌ Combat Potential: average D or higher
  2. ✅ Logistical Values: average D or higher
  3. ✅ Material Affordability: C or higher
  4. ✅ Build & Repair Speeds: D or higher
  5. ✅ Ease of Maintenance: D or higher
Customer Requirements:
  • Kingdom of Kadiri:
    • ✅ Build & Repair Speeds: C- or higher
    • ✅ Ease of Maintenance: C- or higher
  • Bethnar Republic:
    • ✅ Tech Simplicity C+ or lower
    • ✅ Material Affordability B- or higher
    • ✅ Ease of Maintenance C- or higher
  • Sahel Alliance:
    • ✅ Skeletal Agility E- or higher
    • ❌ Heat Management C- or higher
  • Sagittarian Colonial Coalition:
    • ✅ Weapon Hardpoints C- or higher
    • ❌ Power Control C- or higher
    • ❌ Armour Plating C- or higher

NOTE: I made an unnoticed copypaste error in the previous customer requirements page - you don't have enough Heat Management for the Sahel Alliance requirements to be met yet.

Tech Specs & Ratings:
Dimensions:
Height:
~3.67m
Length: ~6.72m
Breadth: ~2.96m

Tonnage:
Max Tonnage:
71 tons
Chassis Weight: 38 tons (base estimates for cockpit and engine included)
Usable Tonnage: 22 tons (no weapons, subsystems, or external armour plates equipped)

Technical Specifications:

Weapon Mounts:

Heavy Embedded Mount (Size 6, ICT)
Light Auto Turret Mount (Size 2, FCT)
Light External Mount (Size 2, RCT)

Skeletal Design (E+)
  • D | S-EFF Structural Efficiency
  • E+ | S-DUR - Skeletal Durability
  • E | S-AGI - Skeletal Agility
  • D+ | S-STB - Skeletal Stability
  • F+ | S-ACT - Actuator Precision
Combat Potential (E+)
  • C- | C-WPN - Weapons Hardpoints
  • E- | C-ARM - Armour Plating
  • F | C-PTP - Pilot Protection
  • E+ | C-PTJ - Joint Protection
  • D | C-PTC - Component Protection
Weapon Effectiveness (X)
  • X | T-WPN - Armour Penetration
  • X | T-ARM - Damage Output
  • X | T-PTP - Effective Range
  • E- | T-PTJ - Rate of Fire
  • F+ | T-PTC - Weapons Control
Power and Drive Effectiveness (D+)
  • D | P-PWC - Power Control
  • C- | P-LMB - Limb Drive Speed
  • D | P-HTM - Heat Management
Logistical Values (C)
  • B- | L-CST - Material Affordability
  • C- | L-TCH - Tech Simplicity
  • C | L-BNR - Build & Repair Speeds
  • C- | L-EOM - Ease of Maintenance



With our Heavy weapon settled, that would make decision making on the front and rear weapons easier. Since the auto turret up front was the more complex of the two, we'd start with that.

First of all, we had to decide where to mount it. The length of the main gun barrel was expected to extend at least a meter and a half beyond the nose of the mech's hull, so that ruled out placing it on top of the mech. That left the nose cone, the chin, or perhaps to either side of the nose, depending on what you wanted out of it - there were pros and cons to each spot. Not to mention we hadn't even settled on what weapon system we'd be mounting there…

Weapon Option Details:

Weapon Mount Style:

The core of your weapon will be located in the central hull, but you will need to decide exactly where it will emerge from the hull, which will impact both the design of your mech's internals and its combat style. The impact of this weapon may be less significant due to the weapon's small size.

[Nose Mounted]
A turret placed on the Mech's nose will be optimally positioned for accurate fire on the forward arc. Additionally, it should have the greatest arc of fire both vertically and horizontally of our options, and allow for greater air cooling. On the flipside, it will take up the most space in the frontal hull, which may become problematic if we decide to place the cockpit there later.​
[+0.33] Rate of Fire, [+0.33] Weapons Control, [+0.33] Heat Management
[-1] Penalty on rolls for building cockpit in frontal hull.​

[Chin Mounted]
By mounting the turret underneath the chin, we'll have a sheltered and comfortable position for the weapon system to lay down fire across a wide horizontal arc. The turret also provides some additional protection for the underside of the hull, reducing the threat of Unfortunately, its vertical arc will be very limited by comparison.​
[+0.33] Rate of Fire, [+0.33] Weapons Control. [+0.33] Component Protection
[Turret Flaw] Weapon Blind Spot (Vertical)​

[Side Mounted]
A little less conventional, but mounting the turret to the side of the nose it loses much of its horizontal arc as it can't aim to the other side of the nose. It makes up for this with vertical flexibility - the barrel of the main gun won't be in its way, it can easily rotate up to target airborne threats or fire indirectly.​
[+0.33] Rate of Fire, [+0.33] Weapons Control, [+0.33] Effective Range (non-energy weapons only)
[Turret Flaw] Weapon Blind Spot (Horizontal)[/I]​

Weapon Mount Modularity:
You can customize the configuration of your weapon mounts, making them more or less restrictive to allow for customizable loadouts in the field. While it does not directly impact the effectiveness of the weapon, it will improve the number of reconfiguration options available to them, which may make them more appealing to customers.
[Fully Integrated Mount]
This system is built entirely as part of the chassis and cannot be removed or replaced without a complete overhaul. This is the simplest type of mount to implement, but makes it completely impractical to change the weapon in the mount.​
[+0.33] Material Affordability, [+0.33] Tech Simplicity, [+0.33] Build & Repair Speeds
[-0.33] Weapon Hardpoints
[No Weapon Swaps Allowed]

[Simple Modular Mount]
This system is set up to enable easy removal and replacement of the weapons system with other weapon systems of the same type (e.g. rockets with rockets, missiles with missiles). Adds a small amount of customizability and makes maintenance easier.​
[+0.33] Ease of Maintenance
[Same Type Weapon Swaps Allowed]

[Complex Modular Mount]
This system goes a step further, allowing for easy module swaps for weapons of the same category (e.g. rockets with missiles, missiles with rockets). Adds greater customizability at a premium price.​
[+0.33] Weapon Hardpoints, [+0.33] Ease of Maintenance
[-0.33] Tech Simplicity, [-0.33] Material Affordability
[Same Category Weapon Swaps Allowed]

[Universal Modular Mount]
This complex system is designed to allow for the easy replacement and install of any weapon type. This is a very difficult and complex system to implement, so while it provides great flexibility, it also comes at great cost.​
[+0.66] Weapon Hardpoints, [+0.33] Ease of Maintenance
[-0.66] Tech Simplicity, [-0.33] Material Affordability, [-0.33] Build & Repair Speeds
[Any Weapon Swaps Allowed]

Light Weapon Systems:
Your choice of light weapons is limited by your weapons engineers' experience, current tech levels, the demands of the project, and the potential vendors willing to supply you with off-the-shelf solutions.
[75mm Battle Cannon]
[In-House Build]

Our engineers are already building a 152mm cannon, it shouldn't be too hard to design a scaled down 75mm system to complement that. It won't easily penetrate heavy armour, but it's still perfectly capable of doing damage - with the right munitions it can devastate softer targets at a lighter cost.​
[2 tons, size 2. 1x Attack. Average range. Average accuracy. Average damage. Average reload. 40 ammo capacity).]
[+0.66] Armour Penetration, [+0.66] Damage Output, [+0.66] Effective Range, [+0.33] Rate of Fire, [+0.33] Weapons Control
[+0.33] Heat Management, [+0.33] Build & Repair Speeds, [+0.33] Ease of Maintenance
[40mm Autocannon]
[In-House Build]

Building a traditional cannon is probably overkill on top of the 152mm main gun. A 40mm rapid-fire autocannon on the other hand provides a different weapon profile with greater flexibility in target selection.​
[2 tons, size 1.5. 2x Attacks. Average range. Average accuracy. Average damage. Average reload. Versatile ammo types. 300 ammo capacity).]
[+0.33] Armour Penetration, [+0.33] Damage Output, [+0.66] Effective Range, [+0.66] Rate of Fire, [+0.33] Weapons Control
[+0.33] Heat Management, [+0.33] Build & Repair Speeds, [+0.33] Ease of Maintenance
[70mm Multiple Rocket Pod Array]
[In-House Build]

Our engineers are still confident they can build a set of mid-range rocket pods. Once fired, rockets are unable to alter their trajectory mid-flight, making them inaccurate. On the flipside, they are extremely cheap and easy to build - the whole system is idiot-proof and basically any industrialized state should be able to produce, customize, and maintain these with ease. Their ability to penetrate armour and damage hard targets is poor individually, but volume of fire can saturate a target area or overwhelm targets at close range.​
[1.5 tons, size 2. 7x Attacks. Average range. Low accuracy. Low damage. Very Slow reload. 25 ammo capacity). Weak vs. Point Defence.]
[+0.33] Armour Penetration, [+1] Damage Output, [+0.66] Effective Range
[-0.33] Rate of Fire
[+0.33] Material Affordability, [+0.33] Tech Simplicity, [+0.33] Build & Repair Speeds, [+0.33] Ease of Maintenance
[Saturation] Lays suppressive fire over a small area, devastating exposed soft targets.​

[20mm Rotary Autocannon]
[Built By: Stahlschmiede Metalworks, Rheinehafen, Europa]

A more complex system to build than our other cannon options, our ballistics specialists would prefer not to build this by themselves while also managing the 155 main gun. Thankfully, we have a readily available off-the-shelf option being offered to us by Stahlschmiede Metalworks at a competitive price..​
[2 tons, size 2. 3x Attacks. Average range. Average accuracy. Average damage. Average reload. 1000 ammo capacity).]
[+0.33] Armour Penetration, [+1] Damage Output, [+0.66] Effective Range, [+1] Rate of Fire
[-0.33] Tech Simplicity
[Saturation] Lays suppressive fire over a medium area, devastating exposed soft targets.​

[Surface-to-Ground Missile Launcher]
[Built By: Vanderbright Unlimited, Posoga, North Atlantea]

The Atlanteans haven't given up on selling us missiles, but they're not as enthused now that it's just a support system. They'll sell weapons to just about anyone who isn't closely allied with the Chinese - and to their credit, they're good at it. Vanderbright is the leading weapons developer in the Federation, and their SGMs are accurate and deadly. Unfortunately, they also charge a premium for their systems - and the Atlanteans will place restrictive export controls on who we can sell to. They might find alternative clients for us - but will they?​
[0.5 tons, size 1. 1x Attack. High range. High accuracy. Average damage. Slow reload. 8 ammo capacity). Weak vs. Point Defence & EWS. Must be at least Short Range to fire.]
[+1] Armour Penetration, [+0.66] Damage Output, [+1] Effective Range, [+0.33] Weapons Control
[-0.33] Material Affordability
[If chosen, you cannot sell this weapon system to the Kingdom of Kadiri. Given this is now a support weapon, the NAF cannot promise they will find us a replacement customer - but will put a good word in for us, which might help.]​

[High Energy Laser Cannon, Light]
[Built By: Excalibur Systems, Logria, Brythonic Commonwealth]

When it comes to Laser Cannons, the Commonwealth offers a good deal. This compact and lightweight weapons system is the perfect complement to an Auto Turret, combining its advanced targeting systems with the exceptional accuracy of the lasers.​
[1 ton, size 1. 1x Attack. Average range. High accuracy. Average damage. Average recharge. High power draw.]
[+0.66] Armour Penetration, [+0.66] Damage Output, [+0.66] Effective Range, [+0.33] Rate of Fire, [+0.66] Weapons Control
[-0.33] Heat Management (additional -0.33 if two are equipped to the same turret).​

[Point Defence System]
[In-House Build]

One of the most reliable ways of knocking out enemy drones and missiles is simply to put enough metal in the air that you shred them before they become dangerous. The proposed system will autonomously track and acquire incoming threats while active and rapidly fire 12mm rounds on intercept trajectories to divert or destroy the threat. In a pinch this gun can be turned against nearby soft targets as well.​
[1.5 tons, size 1. 1x Attack. Average range. High accuracy. Average damage. Average recharge. High power draw. 2000 ammo capacity.]
[+0.33] Armour Penetration, [+0.33] Damage Output, [+0.66] Effective Range, [+1] Rate of Fire, [+0.33] Weapons Control
[-0.33] Tech Simplicity
[Point Defence] Autonomously targets and fires at drones/projectiles entering arc of fire.​

[Laser Defence Array]
[Built By: Wuhan Armouries, Hubei, Ning Dynasty]

The Imperials have an interesting alternative to the ballistics-based point defence system: more lasers. Specifically, this is an array of multiple miniature laser cannons scattered across the turret. They can aim and fire individually, or coordinate fire against a single target. This makes them a flexible and powerful form of point defence, and can be used against softer targets in a pinch.​
[1 ton, size 1. 1x Attack. Average range. High accuracy. Average damage. Average recharge. High power draw.]
[+0.33] Armour Penetration, [+0.33] Damage Output, [+0.66] Effective Range, [+0.66] Rate of Fire, [+0.66] Weapons Control
[-0.33] Heat Management, [-0.33] Tech Simplicity
[Point Defence] Autonomously targets and fires at drones/projectiles entering arc of fire.​

Mini Weapon Systems:
Turrets can mount multiple weapons, and some of the Mini Weapon Systems may make useful additions. Note that rating adjustments marked with 0* may attempt a roll in that rating, but they are unlikely to move ratings without an extreme roll or significant numbers..
[12mm Heavy Machine Gun]
[In-House Build]

Simple and effective, the Machine Gun has withstood the test of time and is a great way of keeping infantry units at bay.​
[0.5 ton, size 0.5. 2x Attacks. Average range. Average accuracy. Very Low damage. Average reload. 1000 round capacity.]
[+0*] Damage Output, [+0*] Rate of Fire, [+0*] Weapons Control
[Suppression] Lays suppressive fire over a small area, suppressing exposed soft targets.​

[70mm Rocket Pod]
[In-House Build]

Cheap and easy, mounting a couple of 70mm gives our turret a little extra punch against hard targets.​
[0.5 ton, size 0.5. 2x Attacks. Average range. Low accuracy. Low damage. Very Slow reload. 10 ammo capacity.]
[+0*] Damage Output
[-0*] Rate of Fire
[+0*] Material Affordability, [+0*] Tech Simplicity, [+0*] Build & Repair Speeds, [+0*] Ease of Maintenance
[40mm Grenade Launcher]
[In-House Build]

An automatic grenade launcher provides flexible direct and indirect fire support against soft targets.​
[0.5 ton, size 0.5. 2x Attack. Average range. Average accuracy. Low damage. Average reload. 50 ammo capacity.]
[+0.33] Damage Output, [+0.33] Effective Range
[Flamethrower]
[In-House Build]

Cheap and easy, mounting a couple of 70mm gives our turret a little extra punch against hard targets.​
[0.5 ton, size 0.5. 1x Attack. Average range. Average accuracy. Very Low damage. No reload. 10 shot ammo capacity.]
[+0*] Damage Output, [+0*] Rate of Fire
[-0*] Effective Range
[+0*] Tech Simplicity
[Overheat] Targets hit by the Flamethrower suffer additional heat.



New Vote: How are we configuring and outfitting the Auto Turret
Because turrets have more potential components thanks to their multiple weapon components, we'll be using a plan vote for selecting the full weapon loadout of the turret.
Usable Tonnage: 22 tons (no weapons, subsystems, or external armour plates equipped)

TURRET PLANS: When voting for turrets, you can end up placing multiple weapon systems. The combined size of all weapon systems cannot exceed the max size of the turret.

Approval Vote:
[] [Style] Nose Mounted
[] [Style] Chin Mounted
[] [Style] Side Mounted

[] [Modularity] Fully Integrated Mount
[] [Modularity] Simple Modular Mount
[] [Modularity] Complex Modular Mount
[] [Modularity] Universal Modular Mount

Plan Vote:
[] [Turret Plan] PLAN NAME (Max Size: 2)
-[] [Light] 75mm Battle Cannon (Size 2; In-House Build)
-[] [Light] 40mm Autocannon (Size 1.5; In-House Build)
-[] [Light] 70mm Multiple Rocket Pod Array (Size 2; In-House Build)
-[] [Light] 20mm Rotary Autocannon (Size 2; Europa (Earth))
-[] [Light] Surface-to-Ground Missile Launcher (Size 1; North Atlantean Federation)
-[] [Light] High Energy Laser Cannon, Light (Size 1, Ning Dynasty)
-[] [Light] Point Defence System, Light (Size 1, In-House Build)
-[] [Light] Laser Defence Array, Light (Size 1, Ning Dynasty)
-[] [Mini] 12mm Heavy Machine Gun (0.5, In-House Build)
-[] [Mini] 70mm Rocket Pod (Size 0.5, In-House Build)
-[] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)
-[] [Mini] Flamethrower (Size 0.5, In-House Build)



Voting is open until .

EDIT: Fixed a couple of copypasta errors and now off to make some food, back in a bit!
 
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[X] [Style] Side Mounted
[X] [Modularity] Simple Modular Mount
[X] [Turret Plan] Defense and Pods
-[X] [Light] Point Defence System, Light (Size 1, In-House)
-[X] [Mini] 70mm Rocket Pod (Size 0.5, In-House Build)
-[X] [Mini] 70mm Rocket Pod (Size 0.5, In-House Build)

Verisaimilitude Point Defense is House Built and not Ning Dynasty right?
 
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Ok, Auto turret. Don't want to take any heat malus, we are at C- which is perfect.

First thought is the 40mm Autocannon with either the Machine gun or the Grenade launcher, But a fully integrated mount with the rotary also leave us net neutral on Tech simplicity and an entire point of ROF and suppression.
 
[] Dakka boat
-[] [Style] Nose mounted
-[] [Modularity] Fully integrated
-[] [Turret Plan] Dakka
--[] Rotary autocannon

Fully Net neutral for tech simplicity, Add a whole RoF and Damage, and suppresive.

[] Defensive Envelope
-[] [Style] Nose mounted
-[] [Modularity] Fully Integrated
-[] [Turret Plan] Defensive Onion
--[] Point Defense (1 tons)
--[] Heavy Machine gun (.5 tons)
--[] Flamethrower (.5 tons)

This would provide the gun boat both the ability to Suppress AND a point defense AND overheat, at the sacrifice to additional damage stats. Of course, It also needs to be fully integrated to mainatin the b- Tech simplicity rating. The flame thrower Provides a roll at additional tech simplicity.

[] Defensive Envelope w/ Pain
-[] [Style] Nose mounted
-[] [Modularity] Fully Integrated
-[] [Turret Plan] Defensive Onion
--[] Point Defense (1 tons)
--[] Heavy Machine gun (.5 tons)
--[] Grande Launcher (.5 tons)

Swaps out the flamethrower for pure Hard factors, Providing extra damage and range to mitigate the maluses of the HMG and PD with a little more weapon stats.

Couple Ideas for combo's.
 
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I'm not sure if this is exactly what we're going for, but I imagine now that we have our can opener anti-armor weapon, now we're developing the ones for defense or soft targets. I'm leaning toward rocket pods and/or an autocannon. Are missiles and drones something we should worry about for point defense?
 
[X] [Style] Nose Mounted
[X] [Modularity] Fully Integrated Mount
[x] [Modularity] Simple Modular Mount
[X] [Turret Plan] plan Boom
-[X] [Light] 40mm Autocannon (Size 1.5; In-House Build)
-[X] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)

The limitations of the arcs is a really big drawback, and not worth the gains the other two options give. Plus sticking the cockpit in the nose is Really bad anyways, as it's an easy kill shot for this design. (It has to face its foe for the main weapon)

Fully or simple for the mount. Full makes it cheaper, simple is flex able and easier to maintain. No need for complex or universal for secondaries.

If it wasn't for the heat I would be tempted to take the laser and laser PD.
with one 2 points to go with, I'm going to 40mm auto cannon and a Grenada launcher. Plenty of boom to suppress enemy mechs/tanks and keep softer targets pinned down
Just need PD on the external mount

Though if we really want PD here
[] [Turret Plan] PD strider
-[] [Light] Point Defence System, Light (Size 1, Ning Dynasty)
-[] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)
-[] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)

[X] [Turret Plan] Point defence and suppression (Max Size: 2)
-[X] [Light] Point Defence System, Light (Size 1, Ning In-House)
-[X] [Mini] 12mm Heavy Machine Gun (Size 0.5, In-House Build)
-[X] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)
 
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[X] [Turret Plan] PD strider
-[X] [Light] Point Defence System, Light (Size 1, Ning Dynasty)
-[X] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)
-[X] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)

Honestly, This is a suprsinly Powerful package. Pd is good, But all to together its about +1.32 Range and almost a whole damage, On top of the Point defense.

The biggest worry is the lack of Suppression, Infantry are my biggest worry right now. It part of what I like about the rotary. It has built in Supression of a medium zone and good damage stats. Which makes it good for splatting Zoomy mechs and Infantry.

Without supression, the platform is worried about infantry in cover, Without PD missiles, Rockets and drones are dangerous. We have one more weapon, but we can't leave ourselves vunerable to both.
 
Honestly, This is a suprsinly Powerful package. Pd is good, But all to together its about +1.32 Range and almost a whole damage, On top of the Point defense.

The biggest worry is the lack of Suppression, Infantry are my biggest worry right now. It part of what I like about the rotary. It has built in Supression of a medium zone and good damage stats. Which makes it good for splatting Zoomy mechs and Infantry.

Without supression, the platform is worried about infantry in cover, Without PD missiles, Rockets and drones are dangerous. We have one more weapon, but we can't leave ourselves vunerable to both.
How hard would it be for the very accurate PD system to include an anti-infantry mode? though that would be a freindly fire incedent waiting to happen.
though, perhpahs switch out a gurnade launcher for the 12mm Heavy Machine Gun? same size and its supposed to be very effective against infantry.
 
[X] [Style] Nose Mounted

[X] [Modularity] Simple Modular Mount
[X] [Modularity] Complex Modular Mount
[X] [Modularity] Universal Modular Mount


I feel that we, having put a Simple Modular main weapon mount, should do at least the same for the other mounts. "All weapons swappable! Use your favorite weapons! Design your perfect loadout! (Disclaimer: Swappability is limited)"

[X] [Turret Plan] Point defence and suppression (Max Size: 2)
-[X] [Light] Point Defence System, Light (Size 1, Ning In-House)
-[X] [Mini] 12mm Heavy Machine Gun (Size 0.5, In-House Build)
-[X] [Mini] 40mm Grenade Launcher (Size 0.5, In-House Build)


Get this stuff on the front, and then some rockets or drone from the back.

The machine gun is described as Size 1 in the description list, but Size 0.5 in the vote list. Veri, can you confirm which is correct?

If it's confirmed as 0.5, we can put a rocket pod or grenade launcher in the turret too.
Confirmed as 0.5, thank you!
 
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[X] [Style] Nose Mounted

[X] [Modularity] Simple Modular Mount
[X] [Modularity] Complex Modular Mount


I feel that, having put a simple modular main weapon, we should do at least the same for the other weapons.

[X] [Turret Plan] Point defence and suppression (Max Size: 2)
-[X] [Light] Point Defence System, Light (Size 1, Ning In-House)
-[X] [Mini] 12mm Heavy Machine Gun (0.5, In-House Build)


Get this stuff on the front and then some explosives from the back.

The machine gun is listed as Size 1 in the description list, but Size 0.5 in the vote list. Veri, can you confirm which is correct?

If it's confirmed as 0.5, we can put a rocket pod or grenade launcher in the turret too.

0.5 is correct, I'll fix the description.
 
Pd+Hmg+ grenade or rockets is probably a very solid baseline package. Gives suppression, point defense, and then the 70 mm rockets can go luck take the reins or grenades just adds pure dps.



My biggest problem with it as a package is that it doesn't feel like provides weaponry for light, agile mechs who dance around the primary gun.



Part of why I like the rotary is that it shreds infantry in a "medium" area compared to the most small and cheeky agile shits, but that leaves us without pd unless we use our remaining external for it... and I want that external to be a bomb drone.... nothing is going to be perfect, I'll probably throw my vote towards rotary, and both Pd packages and let the die lie were they land.
 
[X] [Style] Nose Mounted
[X] [Modularity] Simple Modular Mount
[X] [Turret Plan] Defense and Pods
-[X] [Light] Point Defence System, Light (Size 1, In-House)
-[X] [Mini] 70mm Rocket Pod (Size 0.5, In-House Build)
-[X] [Mini] 70mm Rocket Pod (Size 0.5, In-House Build)
 
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[X] [Style] Nose Mounted
[X] [Modularity] Simple Modular Mount

[X] [Turret Plan] Dakka Dakka (Max Size: 2)
-[X] [Light] Point Defence System, Light (Size 1, Ning In-House)
-[X] [Mini] 12mm Heavy Machine Gun (0.5, In-House Build)
-[X] [Mini] 12mm Heavy Machine Gun (0.5, In-House Build)
 
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