Was just replaying some Supreme Commander, and I just realized something:

@prometheus110 If we have Energy Shields, why not make (in the style of SupCom Shields) Large Area 'bubble shields', both Base Defense and Mobile Shield vehicles variants?
I bet we could swing doing it with warship sheilds and we should be doing to our bases and arc towers.

Also to our other surface to orbit guns once we have captial and sub captial weapons.
 
I bet we could swing doing it with warship sheilds and we should be doing to our bases and arc towers.

Also to our other surface to orbit guns once we have captial and sub captial weapons.

All those are good, at the very least I want "Base Shields".

Since we already have Arc / Petrusite type capital and sub-capital grade weapons, your more referring to the Battletech canon-tech (Sub-) Capital weaponry, correct? Personally I want to put all effort in to getting those Lasers. :]

What was more on my mind with my question are "Mobile Shield Generators", the (land) vehicle version.


Double Heatsinks and larger "Heavy" and/or "Assault" Battlemechs allow for shielded Battlemechs, but if we have these it means more stuff being protected and it's less trouble to engineer and build.

Of course, use having all this nice stuff might more be dependent on writing a good "side story" to describe this stuff. And voting to requisition a "Area of Effect Bubble" Shield generator is likely a must as well.
 
All those are good, at the very least I want "Base Shields".

Since we already have Arc / Petrusite type capital and sub-capital grade weapons, your more referring to the Battletech canon-tech (Sub-) Capital weaponry, correct? Personally I want to put all effort in to getting those Lasers. :]

What was more on my mind with my question are "Mobile Shield Generators", the (land) vehicle version.


Double Heatsinks and larger "Heavy" and/or "Assault" Battlemechs allow for shielded Battlemechs, but if we have these it means more stuff being protected and it's less trouble to engineer and build.

Of course, use having all this nice stuff might more be dependent on writing a good "side story" to describe this stuff. And voting to requisition a "Area of Effect Bubble" Shield generator is likely a must as well.

Given that something like a warship shield is 1,000 tons (aka bigger than a superheavy vehicle) we'd be looking at a MAWLR or similar to act as an AoE shield generator.

Part of the issue too is that an AoE shield generator by necessity constrains units to operating under the AoE. It's also going to be next to impossible to miss, meaning that the pool of shield HP loaned to units under its umbrella can be depleted far more quickly than giving individual units generators.

As far as a base goes, you would probably want a dropship or similar. Alternatively, you could use the Beehive units I've designed-- they're already shielded and intended to serve as the nucleus for a field operating base as it is, so they could both serve as a part of the base and the base shield generator.
 
That actually brings to mind an interesting thought about shields as a defensive measure.

What a 'hit' represents in the mainline battletech ruleset is less so literally making contact with the target and more so hitting the target squarely and in a focused enough area to meaningfully damage their armor and so create a deeper hole in the armor - eventually resulting in an opening directly to the interior.

With a singular bubble shield that envelops the entire target, though, you'd think the chance of scoring a hit that can drain the shield somewhat ought to be slightly higher because it doesn't matter so much how square and concentrated the hit was, as long as it doesn't glance off outright - if the energy of the enemy laser is splashed across the shield from chest to hip, it still all hit the shield, whereas if the same splash struck the armor directly, it wouldn't necessarily ablate any meaningful amount of armor at any single point.

But that sort of thing is just my own offhand musing and does not, by any means, have to be accounted for here.
 
Given that something like a warship shield is 1,000 tons (aka bigger than a superheavy vehicle) we'd be looking at a MAWLR or similar to act as an AoE shield generator.

Part of the issue too is that an AoE shield generator by necessity constrains units to operating under the AoE. It's also going to be next to impossible to miss, meaning that the pool of shield HP loaned to units under its umbrella can be depleted far more quickly than giving individual units generators.

As far as a base goes, you would probably want a dropship or similar. Alternatively, you could use the Beehive units I've designed-- they're already shielded and intended to serve as the nucleus for a field operating base as it is, so they could both serve as a part of the base and the base shield generator.

MAWLR's as a Mobile Area-Shield is a very awesome and exciting idea.

However that reminds me that we (in my opinion) NEED to make a smaller, more minimalistic MAWLR - something that is expressly designed and built to be moved around, even if/when we still need some sort of specialized Gravity Lift utilizing Carrier / Super-Dropship.

My thoughts is that is would only use one or dual Sub-Capital Arc Cannons and a single Capital Grade Shield generator. Instead of being the proven "wunderwaffe" that is the baseline MAWLR, we get something more mobile but with only the bare essentials. Despite this potential downgrade, a Sub-Capital Arc Cannon is no doupt a effective (if less specatular and slower) Anti- Assault Mech and Dropship weapon.

That actually brings to mind an interesting thought about shields as a defensive measure.

What a 'hit' represents in the mainline battletech ruleset is less so literally making contact with the target and more so hitting the target squarely and in a focused enough area to meaningfully damage their armor and so create a deeper hole in the armor - eventually resulting in an opening directly to the interior.

With a singular bubble shield that envelops the entire target, though, you'd think the chance of scoring a hit that can drain the shield somewhat ought to be slightly higher because it doesn't matter so much how square and concentrated the hit was, as long as it doesn't glance off outright - if the energy of the enemy laser is splashed across the shield from chest to hip, it still all hit the shield, whereas if the same splash struck the armor directly, it wouldn't necessarily ablate any meaningful amount of armor at any single point.

But that sort of thing is just my own offhand musing and does not, by any means, have to be accounted for here.
As far I can tell, YES that is all very true.

Shields prevents the armor from being ablated away, especially in one spot.

However, having shields do not equate to being invulnerable. Shields only have one damage "point pool" for determining how long it can ablate before shutting down. Whilst shields prevent armor ablation and de-limb-ing of a mech, it's weakness is that a full on "dakka! dakka! dakka!" barrage will defeat the shield without the opposition having to worry about hitting the same spot repeatedly or hoping for critical hit / ammo explosion.

Shields are great, but the don't prevent "Death by Stupidity and/or overwhelming odds". Almost like Clan Tech in a; it makes stuff that is scary-er, but NOT (physically) immortal.

TLDR: Shields are tough, but not invulnerable; especially if someone knows what their doing.

View: https://youtu.be/E7e5pxuR0AE?t=27

P.S. Particle / Plasma weapons cause double damage to (our) shields so that king of beam blaster spamming would even worse.
 
As far I can tell, YES that is all very true.

Shields prevents the armor from being ablated away, especially in one spot.

However, having shields do not equate to being invulnerable. Shields only have one damage "point pool" for determining how long it can ablate before shutting down. Whilst shields prevent armor ablation and de-limb-ing of a mech, it's weakness is that a full on "dakka! dakka! dakka!" barrage will defeat the shield without the opposition having to worry about hitting the same spot repeatedly or hoping for critical hit / ammo explosion.

Shields are great, but the don't prevent "Death by Stupidity and/or overwhelming odds". Almost like Clan Tech in a; it makes stuff that is scary-er, but NOT (physically) immortal.

TLDR: Shields are tough, but not invulnerable; especially if someone knows what their doing.

Ironically, shields are actually best used on smaller units where they can't mount much armor anyway and they have extra crits to spare for heatsinks (shields generate heat). Small units also benefit from being able to combine the speed of a light mech (thus dodging most attacks) with the large pool of HP that attacks have to shoot through. An Atlas, if it tags a lighter mech, might just blow past the CT armor and take out the fusion engine in a single strike. A shielded light mech is not only that much harder to hit because it's moving so quickly, but attacks that do land aren't likely to chop arms/legs/torso in single strikes. That isn't to say that larger mechs don't benefit, just that the benefits are really significant on lighter mechs. As an example...

Code:
Wolfhound-3H

Mass: 35 tons
Chassis: Standard Biped
Power Plant: 210 Irradiated Petrusite
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 ER PTC
     4 Medium H-Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3049
Tech Rating/Availability: F/X-X-E-D
Cost: 4,635,810 C-bills

Type:
Technology Base: Inner Sphere
Tonnage: 35
Battle Value: 1,104

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        280 IPR               4.5
    Walking MP: 8
    Running MP: 12
    Jumping MP: 0
Double Heat Sink              16 [32]                 6
XL Gyro                                             1.5
Cockpit                                               3
Armor Factor                  24                    1.5

                          Internal   Armor  
                          Structure  Value  
     Head                    3         9    
     Center Torso            11        2    
     Center Torso (rear)               1    
     R/L Torso               8         2    
     R/L Torso (rear)                  1    
     R/L Arm                 6         1    
     R/L Leg                 8         2    


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage   
3 Double Heat Sink       RT        9        -       3.0  
2 Medium H-Laser         LA        2        3       2.0  
Double Heat Sink         LA        3        -       1.0  
ER PTC                   LA        2        15      6.0  
2 Double Heat Sink       LT        6        -       2.0  
2 Medium H-Laser         RA        2        3       2.0  
2 Double Heat Sink       RA        6        -       2.0  
1 Shield                 LT        3        5       5.0

This is a Wolfhound variant targeted for end of decade. It has a total of 200 shield points and 24 armor points, or 224 points of HP before we get to internals. So equivalent to about 14 tons of armor. It has an IPR, so it's got 8/12 speed. A Clan pilot targeting it running will hit on short/med/long at 8/10/12, IS at 9/11/13. The ER PTC lets it reach out to Clanner ERPPC range with a nice 16 damage, and it can add on its 4 Medium H-Laser for another 12 damage. With its extremely high speed and long range, it can either sit at Medium range for its PTCand tap the enemy constantly with said PTC to crit-fish as it slabs a ton+ of armor ever shot and 5 out of 6 shots taken at it miss, or sit right in the middle of the range band to add its M-Lase to the ballgame and still probably be at Medium or Long range for enemy weapons. Because 5 out of 6 shots taken at it miss, and by that time we should have quick-recharge shields, its shields will probably recharge a few points every other turn or so unless it's being focus fired. And if the shields drop too low, it can run out of range to recharge and be back in the game.

The BT paradigm is to either maximize Speed to reduce to-hit chance and hope you can soak the occasional hit for Light mechs, or soak all the hits with occasional misses for the heavier ones. With Shields, you can maximize Speed to avoid getting hit most of the time, soak whatever actually manages to hit, and withdraw to recharge and then return to keep pressing the advantage.

Shields don't make units immortal... but with proper unit design, tactics, and mission, they make them extremely tough to kill while the enemy slowly loses armor until their mechs can be picked off one by one and the shielded mechs just keep absorbing occasional hits that don't do them any lasting harm.
 
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Ironically, shields are actually best used on smaller units where they can't mount much armor anyway and they have extra crits to spare for heatsinks (shields generate heat). Small units also benefit from being able to combine the speed of a light mech (thus dodging most attacks) with the large pool of HP that attacks have to shoot through. An Atlas, if it tags a lighter mech, might just blow past the CT armor and take out the fusion engine in a single strike. A shielded light mech is not only that much harder to hit because it's moving so quickly, but attacks that do land aren't likely to chop arms/legs/torso in single strikes. That isn't to say that larger mechs don't benefit, just that the benefits are really significant on lighter mechs. As an example...

Code:
Wolfhound-3H

Mass: 35 tons
Chassis: Standard Biped
Power Plant: 210 Irradiated Petrusite
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 ER PTC
     4 Medium H-Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3049
Tech Rating/Availability: F/X-X-E-D
Cost: 4,635,810 C-bills

Type:
Technology Base: Inner Sphere
Tonnage: 35
Battle Value: 1,104

Equipment                                          Mass
Internal Structure                                  3.5
Engine                        280 IPR               4.5
    Walking MP: 8
    Running MP: 12
    Jumping MP: 0
Double Heat Sink              16 [32]                 6
XL Gyro                                             1.5
Cockpit                                               3
Armor Factor                  24                    1.5

                          Internal   Armor
                          Structure  Value
     Head                    3         9  
     Center Torso            11        2  
     Center Torso (rear)               1  
     R/L Torso               8         2  
     R/L Torso (rear)                  1  
     R/L Arm                 6         1  
     R/L Leg                 8         2  


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage 
3 Double Heat Sink       RT        9        -       3.0
2 Medium H-Laser         LA        2        3       2.0
Double Heat Sink         LA        3        -       1.0
ER PTC                   LA        2        15      6.0
2 Double Heat Sink       LT        6        -       2.0
2 Medium H-Laser         RA        2        3       2.0
2 Double Heat Sink       RA        6        -       2.0
1 Shield                 LT        3        5       5.0

This is a Wolfhound variant targeted for end of decade. It has a total of 200 shield points and 24 armor points, or 224 points of HP before we get to internals. So equivalent to about 14 tons of armor. It has an IPR, so it's got 8/12 speed. A Clan pilot targeting it running will hit on short/med/long at 8/10/12, IS at 9/11/13. The ER PTC lets it reach out to Clanner ERPPC range with a nice 16 damage, and it can add on its 4 Medium H-Laser for another 12 damage. With its extremely high speed and long range, it can either sit at Medium range for its PTCand tap the enemy constantly with said PTC to crit-fish as it slabs a ton+ of armor ever shot and 5 out of 6 shots taken at it miss, or sit right in the middle of the range band to add its M-Lase to the ballgame and still probably be at Medium or Long range for enemy weapons. Because 5 out of 6 shots taken at it miss, and by that time we should have quick-recharge shields, its shields will probably recharge a few points every other turn or so unless it's being focus fired. And if the shields drop too low, it can run out of range to recharge and be back in the game.

The BT paradigm is to either maximize Speed to reduce to-hit chance and hope you can soak the occasional hit for Light mechs, or soak all the hits with occasional misses for the heavier ones. With Shields, you can maximize Speed to avoid getting hit most of the time, soak whatever actually manages to hit, and withdraw to recharge and then return to keep pressing the advantage.

Shields don't make units immortal... but with proper unit design, tactics, and mission, they make them extremely tough to kill while the enemy slowly loses armor until their mechs can be picked off one by one and the shielded mechs just keep absorbing occasional hits that don't do them any lasting harm.
_-_-_

First, those specs are NOT of a Wolfhound. It might be inspired by or uses the template of Wolfhound, but its not a Wolfhound.

If you want it to be an actual Wolfhound, please put the Medium Lasers BACK in the torso areas, please...

Otherwise (though petty), I'd feel better if it was more honestly declared as something new.

_-_-_
I don't want to disagree, because it seems well thought out, but my brain just hurts when trying to consider Shields on Light Mechs (or really anything really).

My mindset is that a Mechs needs all the available heat capacity for weapons and jump-jets. It's more I (perhaps irrationally) mentally rebel against the Heat-burden caused by shield detracting from a theoretical Light Mech's already minimal firepower potential. For me, a shielded Light Mech would be better suited to a nearly-pure Scouting Role (like the Ostscout); the ability to survive even when found or ambushed, and then run away whilst not worrying about direct hits.

However, you used the (FAKE!) "Wolfhound", a medium mech, as an example so I may be off point. I was more thinking in terms of Locusts, Fleas, Wasps and Stingers. The need for an XL Gyro seems a point against using a relatively "light-weight design" though...

Of course some of my go-to mechs are the Marauder and Jenner, which are prone to being Heat-Demons, so that probably colors my bias against Shields. Or it's the possibility that I am a trigger-happy maniac that needs my "dakka!" potential unimpeded. Not only does a Shield act like a parasite to the thermoregulation systems, but it also takes up space and weight; I could have stuffed in a Light PPC (more or less) in stead of the shield unit.

_-_-_

Or I am a crazy idiot that personally has to leave designing shielded stuff to other people.

One of the reasons I want a Bubble Shield support vehicle; More things get the nice fancy shield with no fussy, angst. or tediously long engineering-design efforts.
_-_-_

TLDR: Light Mechs are made for Speed and Firepower, and it is fairly unavoidable for them to be death traps. Shield Generators seem to subtract from the important FIREPOWER attribute, especially when looking to stick to cheap-reliable Standard Tech whereever possible.

P.S. Writing only "Shields" for that component is annoying/worrying if and when some other design also has a Physical Shield component.

P.S. Weren't we going for making the Compact Gyro so that we can make better, or really any, Quad Leg mechs? For myself, XL gyros (while great on the JR7-C2 Jenner and Cricket) doesn't seem to be really what the Helghast "Design Philosophy" is going for. I think we want more space saving stuff for better Endo-Steel boned stuff, our overly bulky Multi-Missile Launchers, and the hope to make a great Quad-Leg mech.
 
_-_-_

First, those specs are NOT of a Wolfhound. It might be inspired by or uses the template of Wolfhound, but its not a Wolfhound.

If you want it to be an actual Wolfhound, please put the Medium Lasers BACK in the torso areas, please...

Otherwise (though petty), I'd feel better if it was more honestly declared as something new.

_-_-_
I don't want to disagree, because it seems well thought out, but my brain just hurts when trying to consider Shields on Light Mechs (or really anything really).

My mindset is that a Mechs needs all the available heat capacity for weapons and jump-jets. It's more I (perhaps irrationally) mentally rebel against the Heat-burden caused by shield detracting from a theoretical Light Mech's already minimal firepower potential. For me, a shielded Light Mech would be better suited to a nearly-pure Scouting Role (like the Ostscout); the ability to survive even when found or ambushed, and then run away whilst not worrying about direct hits.

However, you used the (FAKE!) "Wolfhound", a medium mech, as an example so I may be off point. I was more thinking in terms of Locusts, Fleas, Wasps and Stingers. The need for an XL Gyro seems a point against using a relatively "light-weight design" though...

Of course some of my go-to mechs are the Marauder and Jenner, which are prone to being Heat-Demons, so that probably colors my bias against Shields. Or it's the possibility that I am a trigger-happy maniac that needs my "dakka!" potential unimpeded. Not only does a Shield act like a parasite to the thermoregulation systems, but it also takes up space and weight; I could have stuffed in a Light PPC (more or less) in stead of the shield unit.

_-_-_

Or I am a crazy idiot that personally has to leave designing shielded stuff to other people.

One of the reasons I want a Bubble Shield support vehicle; More things get the nice fancy shield with no fussy, angst. or tediously long engineering-design efforts.
_-_-_

TLDR: Light Mechs are made for Speed and Firepower, and it is fairly unavoidable for them to be death traps. Shield Generators seem to subtract from the important FIREPOWER attribute, especially when looking to stick to cheap-reliable Standard Tech whereever possible.

P.S. Writing only "Shields" for that component is annoying/worrying if and when some other design also has a Physical Shield component.

P.S. Weren't we going for making the Compact Gyro so that we can make better, or really any, Quad Leg mechs? For myself, XL gyros (while great on the JR7-C2 Jenner and Cricket) doesn't seem to be really what the Helghast "Design Philosophy" is going for. I think we want more space saving stuff for better Endo-Steel boned stuff, our overly bulky Multi-Missile Launchers, and the hope to make a great Quad-Leg mech.

I can move the crits, I guess, but I didn't have the Wolfhound TRO in front of me and was just recreating it from the Sarna article. If it makes you feel better.

I can add a IPR engine to the Wasp which lets me drop 1 rating while increasing speed to 7/11, drop armor to 1 ton, increase weapons to 2 M-Lase (or increase the SRM from 2 to 4), DHS because why not, and still fit a shield. Just as an example. The resulting unit has more firepower than the original, and I guarantee you that in a duel the shielded version will rip up a version with a bit more firepower because it can take hits and the one that goes all-in on firepower will not.

I really, strongly disagree with the concept that Light Mechs *must* be death traps. That is the original Battletech paradigm, yes... but shields BREAK paradigms. That is why I love them, because they let me shatter balance into itty bitty pieces. They let me build a mech that is both a dodge tank and a true tank. If you can't wrap your head around that, that's fine, but I think you're missing out. In the interests of making this discussion collegial I don't think I have anything else to say to the argument that shields are bad because they're complicated.
 
we should probably first design stations that can create shields that protect cities and important facilities.



after all one the more devastating forces that is use against civilians in battletech was orbital bombardment and is one of the reasons of why the inner sphere it is in the state it is in now.
 
we should probably first design stations that can create shields that protect cities and important facilities.

after all one the more devastating forces that is use against civilians in battletech was orbital bombardment and is one of the reasons of why the inner sphere it is in the state it is in now.
I already suggested/asked @prometheus110 about using shields to protect our cities quite a while ago in PMs on discord, and his response was not particularly encouraging overall. I forgot the exact details, but the gist was that it was possible, but in a completely impractical way - very high cost to protect a very small area.

Then again, maybe he's changed his mind since then, or you'll be able to think of arguments I didn't, so go for it! :)
 
There's a rather big difference between a shield adhering within a few dozen centimeters of the surface of a mech and a shield projected hundreds of meters from the surface of its generator, I imagine.
 
I already suggested/asked @prometheus110 about using shields to protect our cities quite a while ago in PMs on discord, and his response was not particularly encouraging overall. I forgot the exact details, but the gist was that it was possible, but in a completely impractical way - very high cost to protect a very small area.

Then again, maybe he's changed his mind since then, or you'll be able to think of arguments I didn't, so go for it! :)
I think the issue is how big a city is and how many generators you need. sticking sheilds on a military base is a lot more feasible. since you can just naval sheild the important bits and standard sheild on the defense turrets.
 
Well is not gonna happen inmediatly

But we can make gradual development,small steps/victories before going city wide shields

Lets begin with protecting vital infrastructure and facilities (hospitals,public service buildings,banks,servers,gene banks,damms,major bridges etc)

And if we need to protect civilian life is far more cheaper to build shelters,evacuate people to them and then shield those shelters vaul tec style
 
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@OpSihg_Stabr

An example of a Light Mech using a shield that I think you would approve of.

Code:
Name: Marksman
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 0
Total Cost: 5,921,198 C-Bills
Battle Value: 412

Construction Options: Fractional Accounting

Chassis: Unknown Endo-Steel
Power Plant: Unknown 315 Fusion XL Engine
Walking Speed: 118.8 km/h
Maximum Speed: 183.6 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    16  Light Arc Rifles
    1  C3 Computer (Slave)
    1  Petrusite Shield
    1  TAG
    1  Anti-Missile System
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass  
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                1.750
    Internal Locations: 5 LT, 3 RT, 3 LA, 2 LL, 1 RL
Engine:             XL IP Engine                  315                      10.750
    Walking MP: 11
    Running MP: 17
    Jumping MP: 0 
Heat Sinks:         Double Heat Sink             10(20)                    0.000
Gyro:               XL                                                     2.000
Cockpit:            Standard                                               3.000
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV -  11                  0.688

                                                      Internal       Armor      
                                                      Structure      Factor     
                                                Head     3            1         
                                        Center Torso     11           1         
                                 Center Torso (rear)                  1         
                                           L/R Torso     8            1         
                                    L/R Torso (rear)                  1         
                                             L/R Arm     6            1         
                                             L/R Leg     8            1         

================================================================================
Equipment                                 Location    Heat    Critical    Mass  
--------------------------------------------------------------------------------
Anti-Missile System                          HD        1         1         0.500
C3 Computer (Slave)                          RT        0         1         1.000
5 Light Arc Rifles                         RT        0         5         2.500
4 Light Arc Rifles                         LT        0         4         2.000
Energy Shield                                RA        0         3         5.000
3 Light Arc Rifles                         RA        0         3         1.500
4 Light Arc Rifles                         LA        0         4         2.000
TAG                                          LA        0         1         1.000
@Anti-Missile System (12)                    RL        -         1         1.000
                                            Free Critical Slots: 2

This is a really, really fast Mech using an IP Engine. Running flat out she can move 17 hexes in a turn. Why, you ask? Two reasons.

First, this has a C3 computer. You put this in your lance of Marauders and Assault/SH Marauders, and it runs right up to the enemy lance to spot for your Marauders. They should all have ER PTCs by the time we field something like this, so they can sit at Clan ERPPC range and target at Short. Because it can run at 17 hexes... very few things are going to hit it consistently. AMS is there to deal with the usual counter for shields (LRM fire). And because it has a Heavy Shield, it can absorb 200 points of damage while it's in close spotting for the Marauder Lance. Plus TAG, so it can also spot for artillery while it's up close spotting via C3 for the lance.

Secondly... it has 16 Light Arc Rifles, and did I mention it's fast enough to run behind an enemy lance? Those 16 LARs generate 48 damage up close, and 16 of that will penetrate any armor because it's a Petrusite weapon.

Biggest bonus for you is that the star of the show is still the big Marauders firing gobs of ERPTCs to wreck everyone else's day. They just do so with high accuracy because there's a Marksman within 7 hexes of whatever they want to shoot at lighting up targets for them. And said Marksman is designating targets for artillery so there's constant steel rain, plus delivering ungodly amounts of armor piercing damage.
 
@OpSihg_Stabr

An example of a Light Mech using a shield that I think you would approve of.

Code:
Name: Marksman
Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 0
Total Cost: 5,921,198 C-Bills
Battle Value: 412

Construction Options: Fractional Accounting

Chassis: Unknown Endo-Steel
Power Plant: Unknown 315 Fusion XL Engine
Walking Speed: 118.8 km/h
Maximum Speed: 183.6 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    16  Light Arc Rifles
    1  C3 Computer (Slave)
    1  Petrusite Shield
    1  TAG
    1  Anti-Missile System
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    58 points                1.750
    Internal Locations: 5 LT, 3 RT, 3 LA, 2 LL, 1 RL
Engine:             XL IP Engine                  315                      10.750
    Walking MP: 11
    Running MP: 17
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             10(20)                    0.000
Gyro:               XL                                                     2.000
Cockpit:            Standard                                               3.000
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV -  11                  0.688

                                                      Internal       Armor     
                                                      Structure      Factor    
                                                Head     3            1        
                                        Center Torso     11           1        
                                 Center Torso (rear)                  1        
                                           L/R Torso     8            1        
                                    L/R Torso (rear)                  1        
                                             L/R Arm     6            1        
                                             L/R Leg     8            1        

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Anti-Missile System                          HD        1         1         0.500
C3 Computer (Slave)                          RT        0         1         1.000
5 Light Arc Rifles                         RT        0         5         2.500
4 Light Arc Rifles                         LT        0         4         2.000
Energy Shield                                RA        0         3         5.000
3 Light Arc Rifles                         RA        0         3         1.500
4 Light Arc Rifles                         LA        0         4         2.000
TAG                                          LA        0         1         1.000
@Anti-Missile System (12)                    RL        -         1         1.000
                                            Free Critical Slots: 2

This is a really, really fast Mech using an IP Engine. Running flat out she can move 17 hexes in a turn. Why, you ask? Two reasons.

First, this has a C3 computer. You put this in your lance of Marauders and Assault/SH Marauders, and it runs right up to the enemy lance to spot for your Marauders. They should all have ER PTCs by the time we field something like this, so they can sit at Clan ERPPC range and target at Short. Because it can run at 17 hexes... very few things are going to hit it consistently. AMS is there to deal with the usual counter for shields (LRM fire). And because it has a Heavy Shield, it can absorb 200 points of damage while it's in close spotting for the Marauder Lance. Plus TAG, so it can also spot for artillery while it's up close spotting via C3 for the lance.

Secondly... it has 16 Light Arc Rifles, and did I mention it's fast enough to run behind an enemy lance? Those 16 LARs generate 48 damage up close, and 16 of that will penetrate any armor because it's a Petrusite weapon.

Biggest bonus for you is that the star of the show is still the big Marauders firing gobs of ERPTCs to wreck everyone else's day. They just do so with high accuracy because there's a Marksman within 7 hexes of whatever they want to shoot at lighting up targets for them. And said Marksman is designating targets for artillery so there's constant steel rain, plus delivering ungodly amounts of armor piercing damage.

Having a really hard to kill spotter would be pretty nice, and having C3 Tech would be pretty cool in any event.

I would have gone for a mix of Heavy Arc Rifles and Helghan Small Lasers. (Light) Arch Rifles seem more suited to Battle Armor or as a secondary weapon for other mechs (example: Machine Gun / Small Laser replacements with our version of the Warhammer + Thunderbolt), and using our Small Lasers gives it more range (as proven with our "Princeps" battlemech). Of course this set-up seems to work in that weird way embodied by the Clan Piranha and MWO power gamers. This definitely would be a murderous nightmare if it got close, but as suggested by my user icon I tend to more favor singular big guns personally (which in this case would be a little stupid).

Also, I'd rather call this thing the "Electro-Lice" or something like that. "Marksmen" would be better used for a Mech more in line with a Rifleman / Jadgermech pattern design. I've got a custom Jadgermech / downgraded Dragon Fire idea that could be used for that little niche.
 
I am wondering how the Stubentiger holds up to the threads standards now.

(I have no idea how the Battletech Mech-Makers function beyond the most basic, but Forgothrax made this addittion to the first three versions, then added:
Forgothrax said:
Either way, deleting 1 ton of armor and going to standard Arcs with a PE means 5/8 movement and 2 JJs.
HST-ST72-S

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 0
Dry Cost: 1,224,240 C-Bills
Total Cost: 1,224,240 C-Bills
Battle Value: 275

Chassis: Unknown Endo-Steel
Power Plant: Unknown 60 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:
1 Light PTC
2 Heavy Arc Rifles
2 Flamers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 33 points 1.00
Internal Locations: 1 HD, 4 LT, 3 RT, 2 LA, 2 LL, 2 RL
Engine: Fusion Engine 60 1.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LT, 2 RT, 2 LA, 2 RA
Gyro: Standard 1.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 24 1.50

Internal Armor
Structure Factor
Head 3 7
Center Torso 6 3
Center Torso (rear) 0
L/R Torso 5 3
L/R Torso (rear) 0
L/R Arm 3 2
L/R Leg 4 2

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Heavy Arc Rifle CT 0 1 1.00
Flamer CT 3 1 1.00
Heavy Arc Rifle LT 0 1 1.00
Flamer LT 3 1 1.00
Light PTC RA 5 2 3.00
Shield RT 3 3 5.0
Free Critical Slots: 0
 
I am wondering how the Stubentiger holds up to the threads standards now.

(I have no idea how the Battletech Mech-Makers function beyond the most basic, but Forgothrax made this addittion to the first three versions, then added:

HST-ST72-S

Mass: 20 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 0
Dry Cost: 1,224,240 C-Bills
Total Cost: 1,224,240 C-Bills
Battle Value: 275

Chassis: Unknown Endo-Steel
Power Plant: Unknown 60 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:
1 Light PTC
2 Heavy Arc Rifles
2 Flamers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 33 points 1.00
Internal Locations: 1 HD, 4 LT, 3 RT, 2 LA, 2 LL, 2 RL
Engine: Fusion Engine 60 1.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 2 LT, 2 RT, 2 LA, 2 RA
Gyro: Standard 1.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 24 1.50

Internal Armor
Structure Factor
Head 3 7
Center Torso 6 3
Center Torso (rear) 0
L/R Torso 5 3
L/R Torso (rear) 0
L/R Arm 3 2
L/R Leg 4 2

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Heavy Arc Rifle CT 0 1 1.00
Flamer CT 3 1 1.00
Heavy Arc Rifle LT 0 1 1.00
Flamer LT 3 1 1.00
Light PTC RA 5 2 3.00
Shield RT 3 3 5.0
Free Critical Slots: 0

Thankfully, we all don't seem to need to angst about lobbying are designs in the votes

Design
Note: I'm experimenting with a change to the design system to give people a greater sense of their ability to impact things. With this change, only things dropship sized or larger require a design action to develop with everything else existing in the realm of user posts. If I like a design, it'll be featured in fiction/interludes/whatever.

So, as I did with my "Marauder's of the Republic" side story, you can finangle you thing int existence.

Looking forward to the Lore you write for the thingy. :]
 
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