um so can you explain exatcly how the percentages link up with research points since you have 25% being 1.5, 5% as .05 and 10% as .4?
Research boosts are a percentage of the total item cost, the increases from national ideas are a percentage increase to your base research speed.
 
They have been calling themselves it for near 3 generations. The original connotations and meaning it once held during the Empire's reign, no longer hold sway over the Helghast people. Through their actions during this quest, they have shown without doubt that It's original intent and meaning have been altered to encompass more than the narrow view it's creator held. To abandon it now as you think they have, would be like them denying and hiding from their past. And that's simply never healthy for a culture.

And you making the action changes what exactly? Because it definitely doesn't change that it's still being used.
How many times do I have to tell you that the Helghast name is not three generations old. It is created by Vasari in fact here is what the information on the Helghast say about the name. They don't hide shit they have been completely upfront about the horrors they unleashed and suffered with everyone. The name means nothing to them it isn't about hiding anything by your logic the Germans never should have stopped using their other name from WW2. You are using a action typed by me as your "proof" that Helghast is what everyone calls themselves when it is shown in the majority of updates that they are called Helghan instead. But considering I expected this from you because of past experince not surprised this is what you want to make a stance on. And frankly you aren't worth this effort anymore and it is just a wate of everyone's time now.
Scolar Visari first coined the term "Helghast" during a public speech in 2347. Visari purported the term's origin from the Old English word, "gast", meaning "spirit", or "ghost", connoting great fear.
 
How many times do I have to tell you that the Helghast name is not three generations old. It is created by Vasari in fact here is what the information on the Helghast say about the name. They don't hide shit they have been completely upfront about the horrors they unleashed and suffered with everyone. The name means nothing to them it isn't about hiding anything by your logic the Germans never should have stopped using their other name from WW2. You are using a action typed by me as your "proof" that Helghast is what everyone calls themselves when it is shown in the majority of updates that they are called Helghan instead. But considering I expected this from you because of past experince not surprised this is what you want to make a stance on. And frankly you aren't worth this effort anymore and it is just a wate of everyone's time now.
Scolar Visari first coined the term "Helghast" during a public speech in 2347. Visari purported the term's origin from the Old English word, "gast", meaning "spirit", or "ghost", connoting great fear.
You can be as angry and deny it all you want, it's your right do so and I won't stop ya from it.🤔 I guess... all I can say now is have a good night.
 
Okay then shouldn't for armor and structural materials then shouldn't the 5% bonuses be .25 instead of .05?
No.

You start with 0 out of 6 points of progress.

You gain 1 point of progress from your base research.

You gain another 1.5 points of progress thanks to the use of a one-time 25% research boost (6*0.25 == 1.5).

You gain 0.05 points of progress thanks to a national idea that increases generated research points for engineering items by 5% (1*0.05 == 0.05).

You gain a final bonus of 0.05 research points due to the overflow from last year's completed research items (which I technically fucked up at the time, but that's what being rusty get you).

Or to put it another way:
[Progress: 0/6] → + 1 (base research) + 1.5 (25% [of the base cost of 6] research boost) + 0.05 (5% [of the base research speed of 1] Research Bonus) + 0.05 Overflow [from last turn's completed research] [Progress: 2.6/6]

Edit: The order could be clearer, but the math is right.
 
well...at least were getting the SM and Armor upgraded soon enough...though that will mean another damn redesign of all our fleets again.

unless we save it for primitive shields and all the other upgrades...
 
well...at least were getting the SM and Armor upgraded soon enough...though that will mean another damn redesign of all our fleets again.

unless we save it for primitive shields and all the other upgrades...
No because primitive is more than enough for a very long time. The next update will not be unitl all techs are at standard. That means fusion reactors, Fusion drives, Improved warpdrives, armor, structure, new sensors, standard Petrusite space weapons, Standard Irradiated Petrusite Space Weapons, Ballistics for Guass weapons, and Standard explosives.

This upgrade was only ever about making our ships not die to the first pass nothing more. This MK2 is about survival. The MK3 is about making an effective combat ship for any occasion and the MK4 is about adding the shields with even more advance technology than the one used for the MK3.

You can be as angry and deny it all you want, it's your right do so and I won't stop ya from it.🤔 I guess... all I can say now is have a good night.
The only person denying anything is you here. You have made false claims that have been shown as such. By the start of the game 17 years is all that has past since Vasari started his Helghast Supremacy shtick and we have not been using Helghast for the last 17 years since that start and even if we did then it would still only be a single generation at best. We haven't used that term to describe anything about the people past the first few years. As for getting angry no, I am not but tone is hard to get across in words so don't blame you for misrepresenting things again there. But since I know you won't stop since I have seen you do similar in other threads we can just settle it with a word of god then.

@prometheus110 How much of the people still use Helghast to describe themselves and how much just us Helghan? Please just answer either way I am sick of this argument by this point.
 
No because primitive is more than enough for a very long time. The next update will not be unitl all techs are at standard. That means fusion reactors, Fusion drives, Improved warpdrives, armor, structure, new sensors, standard Petrusite space weapons, Standard Irradiated Petrusite Space Weapons, Ballistics for Guass weapons, and Standard explosives.

This upgrade was only ever about making our ships not die to the first pass nothing more. This MK2 is about survival. The MK3 is about making an effective combat ship for any occasion and the MK4 is about adding the shields with even more advance technology than the one used for the MK3.


The only person denying anything is you here. You have made false claims that have been shown as such. By the start of the game 17 years is all that has past since Vasari started his Helghast Supremacy shtick and we have not been using Helghast for the last 17 years since that start and even if we did then it would still only be a single generation at best. We haven't used that term to describe anything about the people past the first few years. As for getting angry no, I am not but tone is hard to get across in words so don't blame you for misrepresenting things again there. But since I know you won't stop since I have seen you do similar in other threads we can just settle it with a word of god then.

@prometheus110 How much of the people still use Helghast to describe themselves and how much just us Helghan? Please just answer either way I am sick of this argument by this point.
Most people from Helghan do, but they do it the way you or I would identify as American/Australian respectively, or people from Portland would refer to themselves as Portlanders. It's not seen as a separate species or anything like what Visari intended.
 
The armor we use is weak as hell that is why and not at all suited for DEW or high powered missiles which the Snow missiles were far beyond that of LRMs and closer to capital grade missile systems. Even when we get them to a higher level the fact they are spreading less points over a larger amount of area will make it possible to break through a single point. Which by the way is how you take out warships you don't beat all their armor just break it in one place and damage the interior.
So, in your opinion, the Standard Armor we're going to develop is actually going to be less effective than IS Standard? :facepalm: Because that's the only way a fully upgraded Cruiser (with standard Armor and Structure included rather than pre-transition Helghan materials or the Primitive Armor/Structure we've developed) would have less protection than an IS Warship with an equivalent mass of Armor.
 
So, in your opinion, the Standard Armor we're going to develop is actually going to be less effective than IS Standard? :facepalm: Because that's the only way a fully upgraded Cruiser (with standard Armor and Structure included rather than pre-transition Helghan materials or the Primitive Armor/Structure we've developed) would have less protection than an IS Warship with an equivalent mass of Armor.
He's talking about the armor we have now.
 
@Adventwolf So, it appears the GM has decided that yes, our shields will be usable and useful at prototype/primtive levels, and yes, we can hop around inside a system using warp drive. See below. This will be very useful tactically. I hope this concludes our disagreement.

You can, you just didn't want to reveal that you could early in the quest and never relaxed the policy. I've been steadily chipping away at it, especially now that you have a sizeable private industry. 300k kilometers is pretty far away, mind.
@prometheus110 also, while I have you here: will prototype and primitive techs be at least somewhat usable in general?
Yeah.

Edit:

Obviously the higher up you go, the more reliable and powerful the tech gets.
----------------------------

If the pattern holds (4 pt tech to 6 pt tech) and primitive shields is an 8 point tech, then it'd be another 15 years of continuing research before we finish Primitive Energy Shields, which would be 3041/3042. There's already been calls to start in on other stuff, so there may well be extra time from energy shield research getting bumped to the next open slot rather than immediately continuing. That'd bump it to mid to late 3040s, and the canonical Clan Invasion starts 3049.

So basically, we'll probably have Primitive Shields invented and in the process of being rolled out by the time the Clans start invading, but if the timetable moves up due to butterflies or we don't keep energy shields as one of our top priorities then they'll likely not be at that level by that time.

I would like to prioritize shields extensively because they are a massive gamechanger for us if they pan out. Hopefully our base research speed increases or we get National Spirit bonii that are useful to help us get there just a little faster.

The canonical Clan invasion is going to be interesting. I guess it depends on if the butterflies send Comstar's explorer jumpship to the Clans on time, early, or not at all. If the Grey Death Legion doesn't recover the Helm core that might deescalate tensions; IIRC the Clans knew about that and it gave the Crusaders more ammo. Without that ammo and with the Comstar JumpShip butterflied... maybe it's a bit extended.

The Hasta is explicitly only barely twice as fast as the original, which was a hair under 1.5g based on maneuvering in First Contact. That puts it somewhere between 2.5g and 3g max thrust. Admittedly this is the same ballpark of thrust profiles as many transport dropships, but it's still the slowest dropship thrust profile possible without resorting to negative quirks - the bare minimum will work in many cases, but it's still the bare minimum and IMO can still be plausibly described as slow.

Thankfully Standard engines shouldn't be too difficult to put out and will give us a ship that is in the 4g-range, assuming that primitive engines are roughly 2/3 as effective as standard engines like IS armor was. Maybe as much as 4.5g. That puts us in the same speed range as most available assault droppers; the faster ones are either 30 years in the future or Clan/StarLeague tech.
 
So, in your opinion, the Standard Armor we're going to develop is actually going to be less effective than IS Standard? :facepalm: Because that's the only way a fully upgraded Cruiser (with standard Armor and Structure included rather than pre-transition Helghan materials or the Primitive Armor/Structure we've developed) would have less protection than an IS Warship with an equivalent mass of Armor.
What Silver said I am talking about the current armor. The newest cruiser would be around a Mass: 480,000 tons and with a good integrity can carry 480 tons of armor but that armor is worth only 0.26 points each or 0.40 at standard. That is not a lot of points because the armor is spread out over a larger area. The thing you seem to be completey missing is that mass means jack the points are all that matter here. That comes out to only 28 points on a single area or less an force to concentrates on one area which is how naval battles are fought will breakthrough because the armor isn't as thick as it would be on a smaller ship.

Now lets go with dropship of assault size which would be about 2000 it would only take 2 tons of armor to get the same kind of points as the cruiser. A dropship get 10.56 points per ton on primitive and 16 on standard. So while the Cruiser does have more armor it has less points. But that is with BT construction and designs that require that everything be so full of redundancy and thick because of the technology they are very tough and survivable with ships being rebuilt all the time. Helghan Ships on the other hand do not work like that we don't need all those extra systems because we have technologies that make them irrelevant so they are more fragile in comparison. It comes down to design philosophy.
@Adventwolf So, it appears the GM has decided that yes, our shields will be usable and useful at prototype/primtive levels, and yes, we can hop around inside a system using warp drive. See below. This will be very useful tactically. I hope this concludes our disagreement.

So you ignore the post when I told that yes we can make use of the things at those levels and are ignoring the point I was making? That shileds are not good enough at those levels to take on Naval weapons? You want to just cherry-pick what they say then?



You also seemed to ignore the part where I explained what prototype and primitive technologies in this universe are so yeah you really are missing alot here. The technology isn't what creates the speed for the drives dude it is the size of the drive only. Prototype and Primitive are just bigger, heavier, and more prone to breaking than standard but they work the same way. Also cheaper than standard on primitive levels as well.
 
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What Silver said I am talking about the current armor. The newest cruiser would be around a Mass: 480,000 tons and with a good integrity can carry 480 tons of armor but that armor is worth only 0.26 points each or 0.40 at standard. That is not a lot of points because the armor is spread out over a larger area. The thing you seem to be completey missing is that mass means jack the points are all that matter here. That comes out to only 28 points on a single area or less an force to concentrates on one area which is how naval battles are fought will breakthrough because the armor isn't as thick as it would be on a smaller ship.

Now lets go with dropship of assault size which would be about 2000 it would only take 2 tons of armor to get the same kind of points as the cruiser. A dropship get 10.56 points per ton on primitive and 16 on standard. So while the Cruiser does have more armor it has less points. But that is with BT construction and designs that require that everything be so full of redundancy and thick because of the technology they are very tough and survivable with ships being rebuilt all the time. Helghan Ships on the other hand do not work like that we don't need all those extra systems because we have technologies that make them irrelevant so they are more fragile in comparison. It comes down to design philosophy.
Right then - I got sufficiently fed up with you trying to sell me the idea of Warships actually being less protected than a random dropship for any given armor location that I went and downloaded megameklab and tore through it to try and figure out what your malfunction was. What I found was that MML builds warships and assigns armor/weapon values using Capital-scale points, which convert to Standard Aerospace/Battlemech/etc points at a 1:10 ratio that you haven't accounted for.

So running the same numbers you gave for fully upgraded Cruisers of 480 tons of standard Armor, autoallocation gives point values of 49, 41, 36, and 25 for the Nose, front sides, rear sides, and aft facings. I multiplied by ten to convert to standard points and dug through Sarna to see if I could find examples of assault dropships or pocket warships that listed armor type and tonnage and give a serious comparison.

All of these are using the same autoallocation system, to make sure we're comparing apples to apples and because sarna is usually pretty spotty about specific allocation schemes.

Upgraded 480k ton Cruiser, with 480 tons Standard Armor - 490 points nose, 410 points front sides, 360 points rear sides, 250 points aft.
4500 ton Achilles assault dropship, with 60 tons standard - 302 points nose, 254 points sides, 206 points aft.
4000 ton Pentagon assault dropship, 75.5 tons standard - 380 points nose, 319 points sides, 258 points sides.
18 000 ton Aesir fighter carrier, with 90 tons Ferro-Aluminum - 216 points nose, 222 points sides, 181 points sides.
16,000 ton Nekohono'o assault ship, 57 tons Ferro-Aluminum - 211 nose, 180 sides, 147 points aft.
12 000 ton Titan class Monitor, 80 tons Ferro-Aluminum - 342 points nose, 289 points sides, 235 points aft.
1900 ton Leopard Pocket Warship, 54 tons Ferro-Aluminum - 310 points nose, 262 points sides, 213 points aft.

Average number of points of protection for assault dropships and pocket warships, ~294 points nose, 255 points sides, 207 points aft. In direct comparison, the most vulnerable points on the Cruiser ought to be ~25% tougher than the weakest points on an assault dropship, with the better protected regions being 40%/60%/66% better protected.

For funsies, I ran the math for what 480 tons of Primitive Armor gives - which turned out to be 340 points nose, 290 points front sides, 260 points rear sides, and 180 points aft. That's actually pretty close to the numerical values I dug up for assault droppers, so it turns out despite being lower tech the Hasta-class Cruisers ought to be very competitive in toughness compared to IS dropships.


Circling back to the original point rather than just the numbers and math proving it,

No, fully upgraded our cruisers would have a serious advantage over assault dropships, because they have the size/mass/armor allotment of destroyer sized warships. It's why they are currently a match for combat dropships despite being slow as balls and having low quality armor in comparison. They wouldn't hit any harder than an assault dropship when fully upgraded, but they'd have a lot more armor to absorb hits with.
At full the armor with be at full but we still wouldn't be overpowered on the assault and pocket warships.
Yes, being 50-60% better protected is a serious advantage - literally the numerical difference between standard and primitive at some points, only based off of bulk and tonnage instead of tech differences.

And no, the Helghan design philosophy isn't to ignore armor or physical durability in favor of other technologies - the Cruiser, the MAWLR, and the Helghan Overlord-class dropship are all described as heavily armored. The fact that these things can't stand up to ISA weapons all that well is specifically called out as being explained by either poor materials science going into the armor (which doesn't matter when those things are being replaced by IS materials science) or just the ISA weapons being that good in comparison (which also doesn't matter because those aren't the weapons in question).
 
And no, the Helghan design philosophy isn't to ignore armor or physical durability in favor of other technologies - the Cruiser, the MAWLR, and the Helghan Overlord-class dropship are all described as heavily armored. The fact that these things can't stand up to ISA weapons all that well is specifically called out as being explained by either poor materials science going into the armor (which doesn't matter when those things are being replaced by IS materials science) or just the ISA weapons being that good in comparison (which also doesn't matter because those aren't the weapons in question).
For the last time the IS builds things in far more redundant and heavy equipment because that is the way their stuff is designed. Helghan build our things with less redundancy because our equipment is more fragile as has been noted several times. I never said jack about not having armor that was all you being a stubborn dude that won't let things go. But you know what I am done with you at this point nothing more to this conversation can be done.
 
Guys, chill the fuck out. Today's a bad day for several reasons, and my patience for screwing around is thin.
 
Lobo and Leo
@prometheus110 Here are the Militia units we created with the artwork commissioned for them. Created for us by the StephenHuda - Hobbyist, Digital Artist | DeviantArt

And on my own page for the rest of the units we have had made including the Titan Battlemech. Adventwolf5 User Profile | DeviantArt

Article:




When the Republic began rendering aid to the Aurigan restoration they gained a more accurate image of the effect the war was having on militia forces of the Reach; namely how much the war had already crippled their ability to fight off even the weakest of pirate bands. In response, the military offered research grants to various companies to develop inexpensive Armored Fighting vehicles for export to Helgan's trading partners.

Liversten Heavy Industries was the first to accept one of the offered research grants and rapidly set to work despite not having much of a history of military products. What they did have however was a great deal of experience in constructing industrial vehicles that would be shipped as a collection of parts to the worksite and assembled by the end-user. Their engineering staff quickly seized on institutional experience to guide the design of what would become the Lobo series of Combat Vehicles.

The design of the Lobo allows LHI to produce each distinct segment of the tank on its own production line before either assembling them at the factory to ship as a completed unit or by shipping the parts to the buyer where a team of poorly trained militia technicians can assemble the Lobo using nothing but a forklift and hand tools. This style of construction allows for ease of customization nearly unheard of in the Inner Sphere as the modular construction style means that a buyer simply needs to order the right modules to configure the chassis into the needed role: from a humble APC to a Mech hunter optimized for ambush tactics.


Code:
Lobo Mech Hunter


Mass: 35 tons
Movement Type: Wheeled
Power Plant: 85 Fuel Cell
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
     1 Machine Gun
     1 MRM 10
     1 AC/10

Manufacturer: Liversten Heavy Industries
     Primary Factory: Helghan
Communication System: Liversten Audio System
Targeting & Tracking System: Pharoah Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 702,454 C-bills
Helghan Cost: 561,963 C-bills

Type: Lobo
Technology Base: Inner Sphere (Standard)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 491

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        85 Fuel Cell            3
    Cruising MP: 3
    Flank MP: 5
Heat Sinks:                   1                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Turret:                                             1.5
Armor Factor                  96                      6

                          Internal   Armor
                          Structure  Value
     Front                   4         24
     R/L Side               4/4      19/19
     Rear                    4         15
     Turret                  4         19


Weapons
and Ammo                      Location    Tonnage
Trailer Hitch                   Rear        0.0
Vehicular Mine Dispenser        Rear        0.5
Machine Gun                    Front        0.5
AC/10                          Turret       12.0
MRM 10                         Turret       3.0
Half Machine Gun Ammo (100)     Body        0.5
MRM 10 Ammo (24)                Body        1.0
CASE                            Body        0.5
AC/10 Ammo (10)                 Body        1.0

Code:
Lobo APC

Mass: 35 tons
Movement Type: Wheeled
Power Plant: 225 Fuel Cell
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Standard
Armament:
     3 Machine Gun
     1 SRM 4
Manufacturer: Liversten Heavy Industries
     Primary Factory: Helghan
Communication System: Liversten Audio System
Targeting & Tracking System: Pharoah Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-C
Cost: 754,938 C-bills
Helghan Cost: 603,950 C-bills

Type: Lobo
Technology Base: Inner Sphere (Standard)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 460

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        225 Fuel Cell          12
    Cruising MP: 7
    Flank MP: 11
Heat Sinks:                   1                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Turret:                                             0.5
Armor Factor                  104                   6.5

                          Internal   Armor  
                          Structure  Value  
     Front                   4         28  
     R/L Side               4/4      20/20  
     Rear                    4         16  
     Turret                  4         20  


Weapons
and Ammo                      Location    Tonnage      
Trailer Hitch                   Rear        0.0    
Machine Gun                     Rear        0.5    
2 Machine Guns                 Turret       1.0    
SRM 4                          Turret       2.0    
Half Machine Gun Ammo (100)     Body        0.5    
CASE                            Body        0.5    
SRM 4 Ammo (25)                 Body        1.0    
Infantry                        Body        5.0

Code:
Lobo IFV

Mass: 35 tons
Movement Type: Wheeled
Power Plant: 190 Fuel Cell
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     3 Machine Gun
     2 SRM 6
Manufacturer: Liversten Heavy Industries
     Primary Factory: Helghan
Communication System: Liversten Audio System
Targeting & Tracking System: Pharoah Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 875,179 C-bills
Helghan Cost: 700,143 C-bills

Type: Lobo
Technology Base: Inner Sphere (Standard)
Movement Type: Wheeled
Tonnage: 35
Battle Value: 603

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        190 Fuel Cell           9
    Cruising MP: 6
    Flank MP: 9
Heat Sinks:                   1                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Turret:                                             1.0
Armor Factor                  120                   7.5

                          Internal   Armor
                          Structure  Value
     Front                   4         29
     R/L Side               4/4      24/24
     Rear                    4         19
     Turret                  4         24


Weapons
and Ammo                      Location    Tonnage  
Trailer Hitch                   Rear        0.0
Vehicular Mine Dispenser        Rear        0.5
Machine Gun                    Front        0.5
2 Machine Guns                 Turret       1.0
2 SRM 6s                       Turret       6.0
Half Machine Gun Ammo (100)     Body        0.5
CASE                            Body        0.5
SRM 6 Ammo (30)                 Body        2.0
Infantry                        Body        1.0
Source: Helghan Military Exports 3035 vol 1



Article:



The Leo is meant as a stronger more powerful option for the militia units in both the Helghan Republic and the IS neighbors they have. Similar to the Lobo it is usually sold with the Leo main battle tank and SPG variants are becoming a common sight across the Periphery as exports and sales continue.

The second Company to successfully produce a platform for Helgan's efforts to rearm the Aurigan Reach was the newly formed Mir Industrial Union. While on paper lacking any history of military production the company had successfully poached a number of engineers from more established companies and quickly hired a number of tankers and technicians who had served previously in the Helghan military. This effort allowed them to rapidly prototype what many would call a boring but practical 50-ton tank chassis.

While slow for its size the Leo quickly proved in tests to live up to the Helghan military's desire for simple and reliable designs. the MIU 200 Fuel cell engine childishly simple in design compared to many of the other engines developed during this time and MIr Industrial's decision for almost excessive redundancy in the electronics package meant that tank was able to remain combat capable longer than the other medium tank designs offered for High Command's consideration.

The built in CASE system is actually the most 'innovative' of its features as MIU combined the cellular storage system with a new take on the old concept of Wet Storage via a newly developed Fire retardant gel that also served as a lubricant for the autoloader. This leads to the Leo having a lower chance of weapon jams and a higher threshold for ammo cook-offs.
Code:
Leo Main Battle Tank

Mass: 50 tons
Movement Type: Tracked
Power Plant: 200 Fuel Cell
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
     1 Machine Gun
     1 TAG
     1 SRM 6
     1 AC/10
Manufacturer: Mir Industrial Union
     Primary Factory: Mir
Communication System: Mir comm sat
Targeting & Tracking System: Pharoah Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,610,500 C-bills
Helghan Cost: 1,288,400 C-bills

Type: Leo
Technology Base: Inner Sphere (Standard)
Movement Type: Tracked
Tonnage: 50
Battle Value: 752

Equipment                                          Mass
Internal Structure                                    5
Engine                        200 Fuel Cell        10.5
    Cruising MP: 4
    Flank MP: 6
Heat Sinks:                   1                       0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             1.5
Armor Factor                  160                    10

                          Internal   Armor
                          Structure  Value
     Front                   5         39
     R/L Side               5/5      32/32
     Rear                    5         25
     Turret                  5         32


Weapons
and Ammo                      Location    Tonnage
Trailer Hitch                   Rear        0.0
Machine Gun                    Front        0.5
TAG                            Front        1.0
AC/10                          Turret       12.0
SRM 6                          Turret       3.0
Half Machine Gun Ammo (100)     Body        0.5
CASE                            Body        0.5
AC/10 Ammo (20)                 Body        2.0
SRM 6 Ammo (15)                 Body        1.0
Code:
Leo SPG Artillery

Mass: 50 tons
Movement Type: Tracked
Power Plant: 200 Fuel Cell
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
     1 Sniper
Manufacturer: Mir Industrial Union
     Primary Factory: Mir
Communication System: Mir comm sat
Targeting & Tracking System: Pharoah Lockscreen
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,477,000 C-bills
Helghan Cost: 1,181,600‬ C-bills

Type: Leo
Technology Base: Inner Sphere (Advanced)
Movement Type: Tracked
Tonnage: 50
Battle Value: 481

Equipment                                          Mass
Internal Structure                                    5
Engine                        200 Fuel Cell        10.5
    Cruising MP: 4
    Flank MP: 6
Heat Sinks:                   1                       0
Control Equipment:                                  2.5
Power Amplifier:                                    0.0
Turret:                                             2.0
Armor Factor                  104                   6.5

                          Internal   Armor
                          Structure  Value
     Front                   5         28
     R/L Side               5/5      20/20
     Rear                    5         16
     Turret                  5         20


Weapons
and Ammo              Location    Tonnage  
Trailer Hitch           Rear        0.0
Sniper                 Turret       20.0
Sniper Ammo (30)        Body        3.0
CASE                    Body        0.5
Source: Helghan Military Exports 3035 vol 2
 
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Uh... you do realise a Sniper Cannon has a range of 12 hexes, right? Less then the AC10 on the Leo MBT?

Edit: What I mean to say is... I think you might have the wrong gun fitted.
 
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Uh... you do realise a Sniper Cannon has a range of 12 hexes, right? Less then the AC10 on the Leo MBT?

Edit: What I mean to say is... I think you might have the wrong gun fitted.
Perhaps it's a typo and it's meant to be the the Sniper Artillery Piece rather then the Sniper Artillery Cannon.
 
Uh... you do realise a Sniper Cannon has a range of 12 hexes, right? Less then the AC10 on the Leo MBT?

Edit: What I mean to say is... I think you might have the wrong gun fitted.
It comes from a bad transfer it is supposed to be a 20 ton cannon . The Long Tom is next higher model at 20. Also they aren't those cannons in the first place. They are only there as a tonnage slot. These are Helghan models that are longer reaching and more accurate in the first place.
That is a 20 ton weapon.
MegaMek wasn't showing the artillery piece so I had to improvise.

Edit: Found the artillery guns.
 
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