Hey, is there a compendium of the available components anywhere, particularly the homebrewed Helghan ones? The tech trees are nice, but they must not be telling the whole story, since I see TAG in use but I don't see that anywhere on them. And I know our small, medium, and large lasers have +200%, +100% and +50% range, respectively (making the smalls and mediums easily competitive with Clan tech), but I think there's also something special with our missiles and I'm not sure what.
 
Hey, is there a compendium of the available components anywhere, particularly the homebrewed Helghan ones? The tech trees are nice, but they must not be telling the whole story, since I see TAG in use but I don't see that anywhere on them. And I know our small, medium, and large lasers have +200%, +100% and +50% range, respectively (making the smalls and mediums easily competitive with Clan tech), but I think there's also something special with our missiles and I'm not sure what.
Not yet, it's a lot of work. It'll probably end up being a TRO done after the quest is over.
 
To chime in: it still is a cache of Los-Tech that they can use to politic/research/militarize with. It is more of a short term help than a long term one like you want, but once its done, the shiny will no longer beckon and we can do the long term ones.
That is the thing we have no proof that it is a los-tech anything. The "story" is that it was a dropship that crashed that is it. There is little to back that claim and there is even less to back a claim of los-tech which is why it annoyed me when people kept going for it as if it was the holy grail or something. We have no information on what it could be so it is a major unkown that is taking up AP better used on other more important and immediately useful actions.
I mean, she can have a go if she wants I guess. That seems incredibly stupid of her though, since I'd be very surprised if she had more forces than the Taurian Concordat alone.

Maths:
CC starts the war with roughly 55 Battle Mech Regiments
They then completely lose:
1st St. Ives Lancers
2nd St. Ives Lancers
15th Dracon Regiment
4th Confederation Reserve Cavalry 3rd Battalion
Blackwind Lancers
Cochraine's Goliaths
Freemont's Cuirassiers (1st Battalion)
Justinia's Cuirassiers
Lothar's Fusiliers 1st Battalion
Rivaldi's Hussars
Second Ariana Fusiliers (3rd Battalion)
Shepard's Mounted Fusiliers
Stapleton's Grenadiers (1st Battalion)
St. Ives Cheveau Legers
Warrior House Fujita (2nd Battalion)
Warrior House Matsukai (2 Battalions)
Blandford's Grenadiers
5th Deneb Light Cavalry
Devon's Armored Infantry
Kamakura's Hussars
Kincaide's Rangers
Kingston's Legionnaires
Warrior House Kamata (2 Battalions)
McCormak's Fusiliers
Red Lancers
Oh, and the Northwind Highlanders all defect presumably and the remaining 30 or so regiments are split between 3 different successor states. I think Big MAC might be half her military.
We won't be going to war any time soon. That gives her time to rebuild and expand. And she has the advantage that the TC or MoC will not send most of their forces to a fight. In any near war it will be the AMC and the HAF that are going to be doing the most fighting. So we need to both buy time for the AC to build up and expand and for us to cause internal trouble.
 
That is the thing we have no proof that it is a los-tech anything. The "story" is that it was a dropship that crashed that is it. There is little to back that claim and there is even less to back a claim of los-tech which is why it annoyed me when people kept going for it as if it was the holy grail or something. We have no information on what it could be so it is a major unkown that is taking up AP better used on other more important and immediately useful actions.
well actually we don't know what it is Local legends is about a Dropship full of gold and jewels that was lost during a local storm. But that's just a legend and our analysts thinks is a bit to much on the nose
 
Hmm, that makes it hard to design things. What's the deal with our missile weapons, then? And is AMS available?
You've got SRMs, MRMs, and LRMs plus pretty much every ammunition type for them since none of them are actually special, IIRC. You can make AMSs.
 
Hmm, that makes it hard to design things. What's the deal with our missile weapons, then? And is AMS available?
We have every tech in level 1. Level 2 is a mix match but anything that requires advanced electronics and wasn't purely royal division tech we can make. We have what basically amounts to -1 to hit for missiles off of whatever the base is. Ballistics is the same we have all level 1, we can make caseless ammo and guns, we have the Light AC-2s/5s but they are still shorter range like the base models. And we can make RAC-2s/5s.

@Vanigo also if you want to join the Unit Design PM just ask.
 
Last edited:
here's the tech sheets for the medium tank Adventwolf mentioned i was working on. While at work today i realized that the Wolfhound is kinda suited to the Lobo treatment if on a smaller scale (3 variants to the Lobo's 8). the Wolfhound is faster, tougher, carries a more flexible loadout, and since it uses Helgan Counter Grav as its motive system its an all terrian unit
Tank
Code:
Wolfhound Tank

Mass: 40 tons
Movement Type: Helgan Counter Grav
Power Plant: 240 Fuel Cell
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     1 Light AC/5
     2 Machine Gun
     1 LRM 5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,219,400 C-bills

Type: Wolfhound
Technology Base: Inner Sphere (Experimental)
Movement Type: Helgan Counter Grav
Tonnage: 40
Battle Value: 637

Equipment                                          Mass
Internal Structure                                    4
Engine                        240 Fuel Cell          14
    Cruising MP: 6
    Flank MP: 9
Heat Sinks:                   1                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Turret:                                             1.0
Armor Factor                  128                     8

                          Internal   Armor   
                          Structure  Value   
     Front                   4         33   
     R/L Side               4/4      25/25   
     Rear                    4         20   
     Turret                  4         25   


Weapons
and Ammo                      Location    Tonnage       
Trailer Hitch                   Rear        0.0     
Machine Gun                    Front        0.5     
Light AC/5                     Turret       5.0     
Machine Gun                    Turret       0.5     
LRM 5                          Turret       2.0     
LRM 5 Ammo (24)                 Body        1.0     
Half Machine Gun Ammo (100)     Body        0.5     
Caseless LAC/5 Ammo (40)        Body        1.0     
CASE                            Body        0.5
APC, i'm kinda wanting to do a side door set up on this one for a change of pace compared to the normal rear ramp set up .
Code:
Wolfhound APC

Mass: 40 tons
Movement Type: Helgan Counter Grav
Power Plant: 240 Fuel Cell
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     3 Machine Gun
     1 LRM 5
     1 SRM 4
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,124,200 C-bills

Type: Wolfhound
Technology Base: Inner Sphere (Experimental)
Movement Type:  Helgan Counter Grav
Tonnage: 40
Battle Value: 605

Equipment                                          Mass
Internal Structure                                    4
Engine                        240 Fuel Cell          14
    Cruising MP: 6
    Flank MP: 9
Heat Sinks:                   1                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Turret:                                             0.5
Armor Factor                  128                     8

                          Internal   Armor   
                          Structure  Value   
     Front                   4         33   
     R/L Side               4/4      25/25   
     Rear                    4         20   
     Turret                  4         25   


Weapons
and Ammo                      Location    Tonnage       
Trailer Hitch                   Rear        0.0     
Machine Gun                    Front        0.5     
2 Machine Guns                 Turret       1.0     
LRM 5                          Turret       2.0     
SRM 4                          Turret       2.0     
LRM 5 Ammo (24)                 Body        1.0     
Half Machine Gun Ammo (100)     Body        0.5     
CASE                            Body        0.5     
SRM 4 Ammo (25)                 Body        1.0     
Infantry                        Body        3.0
IFV
Code:
Wolfhound IFV

Mass: 40 tons
Movement Type: Helgan Counter Grav
Power Plant: 240 Fuel Cell
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Standard
Armament:
     3 Machine Gun
     1 LRM 5
     1 SRM 6
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 1,155,700 C-bills

Type: Wolfhound
Technology Base: Inner Sphere (Experimental)
Movement Type: Helgan Counter Grav
Tonnage: 40
Battle Value: 638

Equipment                                          Mass
Internal Structure                                    4
Engine                        240 Fuel Cell          14
    Cruising MP: 6
    Flank MP: 9
Heat Sinks:                   1                       0
Control Equipment:                                  2.0
Power Amplifier:                                    0.0
Turret:                                             1.0
Armor Factor                  128                     8

                          Internal   Armor   
                          Structure  Value   
     Front                   4         33   
     R/L Side               4/4      25/25   
     Rear                    4         20   
     Turret                  4         25   


Weapons
and Ammo                      Location    Tonnage       
Trailer Hitch                   Rear        0.0     
Machine Gun                    Front        0.5     
2 Machine Guns                 Turret       1.0     
LRM 5                          Turret       2.0     
SRM 6                          Turret       3.0     
LRM 5 Ammo (24)                 Body        1.0     
Half Machine Gun Ammo (100)     Body        0.5     
CASE                            Body        0.5     
SRM 6 Ammo (15)                 Body        1.0     
Infantry                        Body        1.5

@Adventwolf i'll post it in the thread along with refernce pictures for if you decide to commission art of it. Should i find some reference material for the Lynx as well?
 
Stop: This is Unacceptable
this is unacceptable

@coyote16able, This quoted post is very uncivil, a violation of Rule 3. I'm going to be removing you from this thread for three days and issuing you a 25 point infraction under that rule.

Fuck you are you that fucking petty over one little fucking thing about my plan that you are really going to do this?

I'm am fucking sick and tired that my plans don't win because like the Matriach people don't like a singular part of my plan and get into this petty argument with me over such a thing that it all becomes about the plan is that one thing. Doesn't matter what goal post need to be moved or what excuse does need to be done just critize and try to shift away from the plan.

No going I don't like it but will go with the plan knowing at a later date can replace what I don't like. Who says it has to better then the Behemoth I didn't and I'm not trying to.

But no you've decided that you don't like the tank that you are willing to copy over the entire fucking plan and only remove the Tank because you don't fucking like it and are unwilling to accept something you don't like.

 
We have every tech in level 1. Level 2 is a mix match but anything that requires advanced electronics and wasn't purely royal division tech we can make. We have what basically amounts to -1 to hit for missiles off of whatever the base is. Ballistics is the same we have all level 1, we can make caseless ammo and guns, we have the Light AC-2s/5s but they are still shorter range like the base models. And we can make RAC-2s/5s.

@Vanigo also if you want to join the Unit Design PM just ask.
Oh, I didn't realize there was a unit design PM; I haven't been following this thread very closely.

But man. Those medium lasers. I don't know much about how Battletech designs work out in practice, but when your medium lasers have the range profile of PPCs, it seems like you should be putting them on everything. It makes me think about ridiculous flashbulb meme builds like this:
Code:
Meme MEM-1H

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-D
Production Year: 2750
Dry Cost: 9,011,000 C-Bills
Total Cost: 9,011,000 C-Bills
Battle Value: 1,952

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    12  Medium Lasers
    6  Small Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     152 points               10.00
Engine:             Fusion Engine                300                      19.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             41                       31.00
    Heat Sink Locations: 1 HD, 7 LT, 7 RT, 5 LA, 5 RA, 2 LL, 2 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 304                 19.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     31           48       
                                 Center Torso (rear)                  13       
                                           L/R Torso     21           31       
                                    L/R Torso (rear)                  11       
                                             L/R Arm     17           33       
                                             L/R Leg     21           42       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Medium Lasers                              CT        6         2         2.00
3 Medium Lasers                              RT        9         3         3.00
2 Small Lasers                               RT        2         2         1.00
3 Medium Lasers                              LT        9         3         3.00
2 Small Lasers                               LT        2         2         1.00
2 Medium Lasers                              RA        6         2         2.00
Small Laser                                  RA        1         1         0.50
2 Medium Lasers                              LA        6         2         2.00
Small Laser                                  LA        1         1         0.50
                                            Free Critical Slots: 0
This monstrosity still has hands, but other than that every available crit slot contains either a laser or a heat sink. It's over 30% heat sinks by mass, which isn't quite enough to sink 12 MLs and 6 SLs, but it's close. And the funniest thing is, I'm not entirely sure it's stupid. 60 damage out to 6/12/18 is half again what an AWS-9Q can put out, at the same range, with no minimum range to worry about, and the secondary armament isn't half bad either. This would never work with standard lasers; everyone would just stay the hell away and pound it to scrap with medium- and long-range weapons, but double range medium lasers make that really hard. (It would probably be better if it swapped some SLs for an AMS, but that wouldn't be as funny.)
 
@F0lkL0re here is the Carrier TRO for the plan. As I said before the carrier is more than good enough that any model built will be still used no matter what new technology is developed.


Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Damascaus Class Carrier
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              550,000 tons
K-F Drive System:  (Helghast Warp Drive Mk 3*)
Length:            550 meters
Sail Diameter:     1,042 meters
Power Plant:       *Helghast Fusion Drive Mk 3*
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:         
   24 Helghast L-Laser*
   32 Helghast S-Laser*
   16 H-AC/2*
   16 H-AC/5*
   16 H-LRM 20*
   32 AMS
------------------------------------------------------------------------------
Class/Model/Name:  Damascaus Class Carrier
Mass:              550,000 tons

Equipment:                                                            Mass 
Power Plant:  *Helghast Fusion Drive Mk 3*                         132,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
K-F Hyperdrive:  *Helghast Warp Drive Mk 3* (Integrity = 12)       248,875.00
Jump Sail (Detachable): (Integrity = 4)                                 58.00
Structural Integrity: 70                                            38,500.00
Total Heat Sinks:    558 Single                                           .00
Fuel & Fuel Pumps:                                                  10,885.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,375.00
Fire Control Computers:                                                   .00
Food & Water:  (90 days supply)                                        383.50
Hyperpulse Generator:                                                   50.00
Armor Type:  Standard  (350 total armor pts)                           769.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 66
   Fore-Left/Right:                   58/58
   Aft-Left/Right:                    58/58
   Aft:                                  52

Cargo:
   Bay 1:  Fighters (48) with 6 doors                                7,200.00
           Fighters (48) with 6 doors                                7,200.00
   Bay 2:  Fighters (24) with 3 doors                                3,600.00
           Small Craft (12) with 3 doors                             2,400.00
   Bay 3:  Cargo (1) with 2 doors                                   80,513.50
   Bay 4:  Communication Equipment (1)                                  15.00
           Naval Comm-Scanner Suite (Large) (1)                        500.00
           Satellite Imagers (Hi-Res, Infrared, Look-Down,) (4          50.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Life Boats:  71 (7 tons each)                                          497.00
Escape Pods:  71 (7 tons each)                                         497.00

Crew and Passengers:
     58 Officers (58 minimum)                                          580.00
    248 Crew (97 minimum)                                            1,736.00
     46 Gunners (23 minimum)                                           322.00
    200 Marines                                                      1,000.00
    300 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Helghast L-Laser*        Nose     4(36)  2(24)  2(24)     --   24     15.00
  4 Helghast S-Laser*                                             4      2.00
2 H-AC/2*(90 rounds)       Nose     1(14)  1(14)   0(4)     --    2     14.00
  2 H-AC/5*(80 rounds)                                            2     20.00
2 H-LRM 20*(48 rounds)     Nose     2(24)  2(24)  2(24)     --   12     28.00
4 AMS(144 rounds)          Nose        --     --     --     --    4     14.00
3 Helghast L-Laser*        FL/R     4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       FL/R     1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          FL/R        --     --     --     --    8     28.00
3 Helghast L-Laser*        L/RBS    4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       L/RBS    1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          L/RBS       --     --     --     --    8     28.00
3 Helghast L-Laser*        AL/R     4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       AL/R     1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          AL/R        --     --     --     --    8     28.00
3 Helghast L-Laser*        Aft      4(36)  2(24)  2(24)     --   24     15.00
  4 Helghast S-Laser*                                             4      2.00
2 H-AC/2*(90 rounds)       Aft      1(14)  1(14)   0(4)     --    2     14.00
  2 H-AC/5*(80 rounds)                                            2     20.00
2 H-LRM 20*(48 rounds)     Aft      2(24)  2(24)  2(24)     --   12     28.00
4 AMS(144 rounds)          Aft         --     --     --     --    4     14.00
1 Lot Spare Parts (1.50%)                                            8,250.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 384     550,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        4,689,161,768 C-Bills
Battle Value:      31,402
Cost per BV:       149,326.85
Weapon Value:      21,990 (Ratio = .70)
Damage Factors:    SRV = 648;  MRV = 392;  LRV = 140;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 277,281
                   (62,629 Structure, 199,488 Life Support, 15,164 Weapons)
                   Support Points (SP) = 401,322  (145% of MPV)
BattleForce2:      Not applicable
 
@F0lkL0re here is the Carrier TRO for the plan. As I said before the carrier is more than good enough that any model built will be still used no matter what new technology is developed.


Code:
                    AeroTech 2 Vessel Technical Readout
                               * CUSTOM WEAPONS

Class/Model/Name:  Damascaus Class Carrier
Tech:              Inner Sphere / 3067
Vessel Type:       WarShip
Rules:             Level 3, Custom design
Rules Set:         AeroTech2

Mass:              550,000 tons
K-F Drive System:  (Helghast Warp Drive Mk 3*)
Length:            550 meters
Sail Diameter:     1,042 meters
Power Plant:       *Helghast Fusion Drive Mk 3*
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:        
   24 Helghast L-Laser*
   32 Helghast S-Laser*
   16 H-AC/2*
   16 H-AC/5*
   16 H-LRM 20*
   32 AMS
------------------------------------------------------------------------------
Class/Model/Name:  Damascaus Class Carrier
Mass:              550,000 tons

Equipment:                                                            Mass
Power Plant:  *Helghast Fusion Drive Mk 3*                         132,000.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
K-F Hyperdrive:  *Helghast Warp Drive Mk 3* (Integrity = 12)       248,875.00
Jump Sail (Detachable): (Integrity = 4)                                 58.00
Structural Integrity: 70                                            38,500.00
Total Heat Sinks:    558 Single                                           .00
Fuel & Fuel Pumps:                                                  10,885.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              1,375.00
Fire Control Computers:                                                   .00
Food & Water:  (90 days supply)                                        383.50
Hyperpulse Generator:                                                   50.00
Armor Type:  Standard  (350 total armor pts)                           769.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 66
   Fore-Left/Right:                   58/58
   Aft-Left/Right:                    58/58
   Aft:                                  52

Cargo:
   Bay 1:  Fighters (48) with 6 doors                                7,200.00
           Fighters (48) with 6 doors                                7,200.00
   Bay 2:  Fighters (24) with 3 doors                                3,600.00
           Small Craft (12) with 3 doors                             2,400.00
   Bay 3:  Cargo (1) with 2 doors                                   80,513.50
   Bay 4:  Communication Equipment (1)                                  15.00
           Naval Comm-Scanner Suite (Large) (1)                        500.00
           Satellite Imagers (Hi-Res, Infrared, Look-Down,) (4          50.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Life Boats:  71 (7 tons each)                                          497.00
Escape Pods:  71 (7 tons each)                                         497.00

Crew and Passengers:
     58 Officers (58 minimum)                                          580.00
    248 Crew (97 minimum)                                            1,736.00
     46 Gunners (23 minimum)                                           322.00
    200 Marines                                                      1,000.00
    300 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
3 Helghast L-Laser*        Nose     4(36)  2(24)  2(24)     --   24     15.00
  4 Helghast S-Laser*                                             4      2.00
2 H-AC/2*(90 rounds)       Nose     1(14)  1(14)   0(4)     --    2     14.00
  2 H-AC/5*(80 rounds)                                            2     20.00
2 H-LRM 20*(48 rounds)     Nose     2(24)  2(24)  2(24)     --   12     28.00
4 AMS(144 rounds)          Nose        --     --     --     --    4     14.00
3 Helghast L-Laser*        FL/R     4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       FL/R     1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     FL/R     2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          FL/R        --     --     --     --    8     28.00
3 Helghast L-Laser*        L/RBS    4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       L/RBS    1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     L/RBS    2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          L/RBS       --     --     --     --    8     28.00
3 Helghast L-Laser*        AL/R     4(36)  2(24)  2(24)     --   48     30.00
  4 Helghast S-Laser*                                             8      4.00
2 H-AC/2*(90 rounds)       AL/R     1(14)  1(14)   0(4)     --    4     28.00
  2 H-AC/5*(80 rounds)                                            4     40.00
2 H-LRM 20*(48 rounds)     AL/R     2(24)  2(24)  2(24)     --   24     56.00
4 AMS(144 rounds)          AL/R        --     --     --     --    8     28.00
3 Helghast L-Laser*        Aft      4(36)  2(24)  2(24)     --   24     15.00
  4 Helghast S-Laser*                                             4      2.00
2 H-AC/2*(90 rounds)       Aft      1(14)  1(14)   0(4)     --    2     14.00
  2 H-AC/5*(80 rounds)                                            2     20.00
2 H-LRM 20*(48 rounds)     Aft      2(24)  2(24)  2(24)     --   12     28.00
4 AMS(144 rounds)          Aft         --     --     --     --    4     14.00
1 Lot Spare Parts (1.50%)                                            8,250.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 384     550,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        4,689,161,768 C-Bills
Battle Value:      31,402
Cost per BV:       149,326.85
Weapon Value:      21,990 (Ratio = .70)
Damage Factors:    SRV = 648;  MRV = 392;  LRV = 140;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 277,281
                   (62,629 Structure, 199,488 Life Support, 15,164 Weapons)
                   Support Points (SP) = 401,322  (145% of MPV)
BattleForce2:      Not applicable
Thanks I'll add that to the plan.
 
A mostly retarded question, but what is the stance on applying in-universe technology in different ways? Like an intermediate step to Multi-Missile Launchers where it's an LRM20 launch rack mated to an LRM5 feeder system for burst fire capability at lower weight and/or critical slots?
Or an SRM20 that loads four or five weapons at a time, allowing for some truly nasty ambusher designs...
 
Oh, I didn't realize there was a unit design PM; I haven't been following this thread very closely.

But man. Those medium lasers. I don't know much about how Battletech designs work out in practice, but when your medium lasers have the range profile of PPCs, it seems like you should be putting them on everything. It makes me think about ridiculous flashbulb meme builds like this:
Code:
Meme MEM-1H

Mass: 100 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-E-D-D
Production Year: 2750
Dry Cost: 9,011,000 C-Bills
Total Cost: 9,011,000 C-Bills
Battle Value: 1,952

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    12  Medium Lasers
    6  Small Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Internal Structure: Standard                     152 points               10.00
Engine:             Fusion Engine                300                      19.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             41                       31.00
    Heat Sink Locations: 1 HD, 7 LT, 7 RT, 5 LA, 5 RA, 2 LL, 2 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 304                 19.00

                                                      Internal       Armor    
                                                      Structure      Factor    
                                                Head     3            9        
                                        Center Torso     31           48      
                                 Center Torso (rear)                  13      
                                           L/R Torso     21           31      
                                    L/R Torso (rear)                  11      
                                             L/R Arm     17           33      
                                             L/R Leg     21           42      

================================================================================
Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
2 Medium Lasers                              CT        6         2         2.00
3 Medium Lasers                              RT        9         3         3.00
2 Small Lasers                               RT        2         2         1.00
3 Medium Lasers                              LT        9         3         3.00
2 Small Lasers                               LT        2         2         1.00
2 Medium Lasers                              RA        6         2         2.00
Small Laser                                  RA        1         1         0.50
2 Medium Lasers                              LA        6         2         2.00
Small Laser                                  LA        1         1         0.50
                                            Free Critical Slots: 0
This monstrosity still has hands, but other than that every available crit slot contains either a laser or a heat sink. It's over 30% heat sinks by mass, which isn't quite enough to sink 12 MLs and 6 SLs, but it's close. And the funniest thing is, I'm not entirely sure it's stupid. 60 damage out to 6/12/18 is half again what an AWS-9Q can put out, at the same range, with no minimum range to worry about, and the secondary armament isn't half bad either. This would never work with standard lasers; everyone would just stay the hell away and pound it to scrap with medium- and long-range weapons, but double range medium lasers make that really hard. (It would probably be better if it swapped some SLs for an AMS, but that wouldn't be as funny.)
Yeah there is if you want to join you can ask. As for the mech the issue is that the at that size and the role it would take lasers are too weak to be useful. Sandblasting with lasers only works against the Lights or Mediums. Heavy and above which is what it would be fighting are too tough for the lasers to do the job before they are overwhelmed.
 
what's gonna be the fighter mix for it at this point? i'm leaning to 6 Serpents and 4 Daga squadrons atm since the Daga fighters are more specialized then the Serpents. however the Serpents are the obvious choice for being carried on our cruisers since they are multi-mission platforms.

also i had an idea for an Air to air missile based on the Thunderbolt 15 missle. one T-15 missle weights 250 kilos, if we add 250 kilos worth of fuel, flak shards and ejectable decoys this thing would be extremely deadly to most ASFs since it would have an easier time hitting and would have the range to be one hell of an opening shot.

www.sarna.net

Thunderbolt 15

Thunderbolt 15
www.sarna.net

Flak

Flak

edit: in addtion an Serpent could carry 10 of them while only losing 1 MP since the total weight of hard point missles would be 5 tons.
 
what's gonna be the fighter mix for it at this point? i'm leaning to 6 Serpents and 4 Daga squadrons atm since the Daga fighters are more specialized then the Serpents. however the Serpents are the obvious choice for being carried on our cruisers since they are multi-mission platforms.

also i had an idea for an Air to air missile based on the Thunderbolt 15 missle. one T-15 missle weights 250 kilos, if we add 250 kilos worth of fuel, flak shards and ejectable decoys this thing would be extremely deadly to most ASFs since it would have an easier time hitting and would have the range to be one hell of an opening shot.

www.sarna.net

Thunderbolt 15

Thunderbolt 15
www.sarna.net

Flak

Flak

edit: in addtion an Serpent could carry 10 of them while only losing 1 MP since the total weight of hard point missles would be 5 tons.
Whatever is needed for ASF is the mission. But for now just a mix of Daga and Serpent fighters. Once the attack fighters and the Dropper killers are made them the numbers would be revised.
 
Yeah there is if you want to join you can ask. As for the mech the issue is that the at that size and the role it would take lasers are too weak to be useful. Sandblasting with lasers only works against the Lights or Mediums. Heavy and above which is what it would be fighting are too tough for the lasers to do the job before they are overwhelmed.
That is just not true. There's a whole pile of Heavy and Assault weight mechs that are basically 1/2 big-ish guns (8-20 damage) and then a handful of medium lasers (or SRMs with similar range/damage profiles), and they're all broadly competitive with each other. The extra ability to focus fire in one spot doesn't always outweigh two to four times as much in raw damage.

Especially since there's a hard limit on how much armor can be stacked on the head - which means it doesn't matter if it takes 8-10 ML hits to break through on somebody's center torso, because it only takes 2 to break through the head. A dozen guns firing at once means you'd expect one of each 2d6 result for hit locations a round, and at that rate the 2-3 rounds it takes to headshot somebody is awfully competitive with the 2-4 hits it takes to punch through an arbitrary facing with a standard big gun.
 
That would be true if the hits always went to the same place. But they don't. It is called sandblasting for a reason. You use the lighter weapons to strip armor then you follow up with a stronger weapon. Or you just go with stronger weapons in the first place. Also head hits are the hardest and least likely ones to happen.

And in those 2-4 rounds it takes the enemy has already gotten in range and is hitting you back making it even harder to land hits where you want it. Trying to use an assault as a sandblasting mech only is a bad idea as that is not the role they are built for.
 
There is another reason for the big gun mech approach for heavies and assaults: presented threat value. Most mech warriors will zero in on the big gun mechs either to take them out or avoid thereby allowing us to manipulate their behavior in battle; either suckering in stronger foes/more reckless foes or keeping the more cautious at bay.
 
There is another reason for the big gun mech approach for heavies and assaults: presented threat value. Most mech warriors will zero in on the big gun mechs either to take them out or avoid thereby allowing us to manipulate their behavior in battle; either suckering in stronger foes/more reckless foes or keeping the more cautious at bay.
As well as the very real danger of concentrated damage over diffuse. Losing two thirds of your overall armor is "fine". Losing a side torso, or all of it's armor to threaten the loss as well as criticals, forces a pilot to back off for repairs back at base. Because personal and force preservation is something that humans will consider in a fight.
 
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