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  • File : 1299698514.jpg-(152 KB, 1024x768, TRO3067.jpg)
    152 KB Battletech Design Challenge #2 Anonymous 03/09/11(Wed)14:21 No.14185153  
    Mechwarriors of /tg/, Your task this week is to design a series of mechs with the following limitations:

    The Tech Demo Challenge.
    No 3025 tech. That means no standard structure, no standard lasers, basic autocannon (or non-specialist autocannon ammo) and so on. 3085 tech is very welcome.

    And here are the requirements:
    A light mech, able to fulfill the two typical roles of battle armour and infantry hunting as well as recon. Electronics suites mandatory.

    A Heavy mech that exemplifies 'generalist'. Cost effective (keep those C-bill costs down) yet mobile and packed with firepower, this mech must be able to fight at both close, medium and long range.

    And to wrap up an Assault mech that really puts the force in assault, no barely mobile turrets, this thing has to pack as much firepower into a mobile brick of armour that can really show what newtech can do.

    And here's a twist, modifications/complete refits of official designs are acceptable.
    >> Anonymous 03/09/11(Wed)14:27 No.14185198
         File1299698838.jpg-(242 KB, 885x1135, 1155692471525.jpg)
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    Once slight addition:
    standard cockpits, jumpjets and gyros allowed, we don't want to have to cram everyone into small cockpits after all.
    >> Anonymous 03/09/11(Wed)15:13 No.14185701
    SH-RYU Ryu
    Level 2 tech. "Light" entry

    When the TR-1 Wraith was unveiled by the Free Worlds League in 3055, analysts in the DCMS decided that they wanted a comparable design, though one with greater flexibility. Interestingly, at the same time the DCMS was wrapping up the reverse engineering of the Hatchetman platform, and it was decided to use that Lyran oddity as a starting point. The main reason for doing so was its unique full head ejection system, and that technology was ported almost wholesale to the Ryu program.

    However, other than overall silhouette the Ryu does not much resemble the Hatchetman. The design trades the hatchet and bulky autocannon for enhanced maneuverability and a suite of cutting edge technology. Externally, the mech sports a pair of upward swept maneuvering vanes for enhanced agility on long jumps. Critical hip linkages are protected by reactive armor skirts, and overall the legs present a much more robust appearance than the much slower Hatchetman.

    The Ryu's armaments reflect its intended role as harasser and scout. It packs a Diverse Optics ER Large Laser for long range engagements, and for desperate, close-in encounters, it has a pair of Diverse Optics ER Mediums, backed up by a Holly Double Barreled SRM launcher. Interestingly, the launcher is almost always equipped with inferno ammunition for sabotage, covering retreats, or dealing with enemy infantry and vehicles.
    >> Anonymous 03/09/11(Wed)15:14 No.14185716
         File1299701694.jpg-(101 KB, 654x808, The terrible example.jpg)
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    And so here is the terrible example.

    80 ton assault mech, packing the firepower of an LBX AC20, a pair of variable speed medium pulse lasers and an er medium laser. A guardian ECM suite, and a patchwork array of hardened head and torso armour help survivability.

    4/6/4 movement ensures reasonable speed in all terrain for this 80 ton, XL engined, endo-composite structure monstrosity.
    >> Anonymous 03/09/11(Wed)15:25 No.14185827
    50 Tons
    Innersphere Standard Mech
    Endosteel Internal Structure 2.5 tons
    Magna 350 XL Engine 15 tons
    Walking 7
    Running 11
    Jumping 7

    Armor 9 tons 144 points
    Arms 15
    Legs 16
    L/R Torso 18/5
    Center Torso 20/7
    Head 9

    ER Large Laser RA 5 tons 2 slots
    ER Medium Laser LA 1 ton 1 slot
    ER Medium Laser RT 1 ton 1 slot
    SRM/2 LT 1 ton 1 slot
    Ammunition SRM/2 RT
    C3 Slave H 1 ton 1 slot
    Beagle Active Probe RT 1.5 tons 2 slots
    Guardian ECM RT 1.5 tons 2 slots
    Jump Jet RL 1 1 ton 1 slot
    Jump Jet LL 1 1 ton 1 slot
    Jump Jet CT 1 1 ton 1 slot
    Jump Jet RT 2 2 tons 2 slots
    Jump Jet LT 2 2 tons 2 slots
    >> Anonymous 03/09/11(Wed)15:48 No.14186097
         File1299703700.jpg-(77 KB, 690x732, Pyroclasm.jpg)
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    The Pyroclasm is a heavy mech for its class, weighing in at 35 tons. Outfitted with a ludicrously expensive XXL engine, the Pyroclasm weighs more than many Assault mechs. With endo-steel chassis ad ferro fibrous armor, the Pyro can mount two Plasma Cannons, easily able to melt through infantry, Battle Armors, and vehicles alike, while also heating up any enemy mechs it comes across. But firepower and maximum armor for its tonnage isn't the only thing this fine mech has going for it, no siree! It is also capable of reaching over 160 kilos per hour! And with an active probe, the Pyroclasm will never be caught by surprise! Get yours today for the low price of 26 million C-bills!
    >> Anonymous 03/09/11(Wed)16:05 No.14186299
         File1299704742.jpg-(204 KB, 645x920, Untitled-1.jpg)
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    Whats better at killing Battle Armor than stub nosed artillery!
    >> Anonymous 03/09/11(Wed)16:06 No.14186319
         File1299704805.jpg-(97 KB, 652x852, Micro zeus.jpg)
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    Gentlemen, I present you the Micro Zeus.

    Building upon the classic Zeus design, shrinking it to a 70 ton weight through use of composite structure, the Micro Zeus keeps the layout of ER PPC, Large laser and pulse lasers of the -9T, replaces teh LRM15 with a pair of MML-5s, updates the pulse lasers to variable speed, and puts in a targeting computer to help land those shots. Whilst it retains the low speed of the Zeus, it has the maximum tonnage of Ferro-Fibrous armour for it's weight.
    >> Anonymous 03/09/11(Wed)16:11 No.14186373


    Very ouch to any non-mech.
    >> Anonymous 03/09/11(Wed)16:18 No.14186451
         File1299705529.jpg-(110 KB, 722x909, the hunger.jpg)
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    Here's something I made earlier today for my own amusement.

    Unfortunately, it doesn't fit all of the requirements of the challenge.... but it's fairly obvious that this is the only thread this thing can truely belong to.

    Enough ammo for 10 rounds of alpha strikes!
    More heatsinks than your body has room for!
    More heat than anyone elses body has room for!
    >> Anonymous 03/09/11(Wed)16:21 No.14186463
         File1299705666.jpg-(81 KB, 690x732, Jackalope JLP-01A.jpg)
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    I am far too tired and lazy to create a sales pitch but here's my offering.
    >> Anonymous 03/09/11(Wed)16:45 No.14186729
         File1299707120.png-(30 KB, 657x903, ravermech.png)
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    Ever wondered how many ER Small Lasers you could fit on a Mech? Well wonder no more! Built for speed, nothing says "Out Like a Light" like the Lightswitch! Good with kids! Great fun at parties, too, with the included low power light show setting! Yours today for 31 easy installments of one million C-Bills!
    >> Anonymous 03/09/11(Wed)16:48 No.14186760
    how on earth is something that light with that weapon load that expensive?
    >> Anonymous 03/09/11(Wed)16:50 No.14186771
    XXL engine. They are retarded expensive. The Sasquach is a mech that uses them. It costs over 80 million C-bills.
    >> Anonymous 03/09/11(Wed)16:53 No.14186796
    >> Anonymous 03/09/11(Wed)16:56 No.14186817
    Well fuck me. Uh. this is a NEW Jackalope. Better'n the old one. Yeah.
    >> Anonymous 03/09/11(Wed)17:03 No.14186890
    The most expensive discoball in the world.

    We'll take twenty!
    >> Anonymous 03/09/11(Wed)17:09 No.14186945
    I love the one jump jet.
    >> Anonymous 03/09/11(Wed)17:11 No.14186962
    I'm surprised that half the lasers are not rear mounted so it can fire in all directions at once.
    >> Magus O'Grady 03/09/11(Wed)17:28 No.14187113
         File1299709718.jpg-(1.39 MB, 1699x2199, Goedendag GDG-1.jpg)
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    ahh, a challenge I can get behind.

    Delta Technologies is happy to provide the Periphery, and some select Inner Sphere clients, with the finest mechs to ever grace a battlefield.

    Elementals on your flank? Infantry swarming your artillery? Worry not! With the Goedendag in your ranks, troublesome foot-sloggers are a thing of the past! Eleven and a half tons of hardened armor protect it from any and all assaults by mere infantrymen. A B-pod on each leg discourages those pesky troopers from climbing where they shouldn't. Fear not for incoming fire, for a Void-sig system protects the Goedendag! Combined with the Beagle active probe and Guardian ECM suite, your foes will be blind to its location while it moves unhindered to sweep their pawns from the field! A quartet of ER-small lasers will flash-boil elementals and infantry alike. And the head-mounted flamer will allow the pilot to finish off pesky mudbugs or swiftly start fires for cover! A 245 XXL-engine propels the Goedendag along at an impressive run. Yes, like the weapon it's named for, the Goedendag will smash aside enemy infantry with ease. Order yours today!
    >> Magus O'Grady 03/09/11(Wed)17:39 No.14187206
         File1299710369.jpg-(461 KB, 849x1099, Gungnir Gng-7.jpg)
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    Delta Technologies knows that Soetimes, you ust speak softly, and carry a big stick. But here we prefer to speak LOUDLY, and CARRY A BIGGER STICK, and use it too. Therefore, we present to you: The Gungir. Whether it's Blakists, Clanners, pirates, foreign nationals, or any other heavily armed foe, the Gungir is equipped to cripple them. This 100-ton mech sports Reinforced internals, shielding any breached section from harm. But it's highly unlikely that the 29 tons of hardened armor will ever breach. A pair of light PPCs warn away enemies and sweep clear its path. The XXL-400 engine, Triple Strength Myomers, and supercharger all do an excellent job speeding this behemoth towards its true purpose: Delivering its Battlemech Lance directly into the heart of your enemies! Like Odin's mythical spear for which it's named, the Gungir always hits its mark, helped by the shield in its left hand protecting it, and the Void signature system shielding it from your enemy's sensors. A pair of jump jets give this 100 ton mech excellent maneuverability in rolling grasslands and crowded cities alike. Yes, the Gungir provides its owner close-quarters-carnage on an unprecedented scale!
    >> Anonymous 03/09/11(Wed)17:48 No.14187292
         File1299710920.jpg-(81 KB, 690x732, Hecate HCT-5S.jpg)
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    You want Small Lasers? You want SPEED? You want to kick the enemy so hard they EXPLODE?!?!? Then you best be getting down to Don's Mech Depot to get your braaaand new Hecate! Not just more maneuverable than MOST fortifications, the Hecate is more maneuverable than ALL fortifications thanks to the triple strength Myomer bundles that comprise its musculature along with an experimental supercharger! With an array of no less than 31 Small and 3 Medium lasers, it is easily able to activate TSM whenever it chooses, and when it gets to the enemy..... POW! One kick will destroy almost any section hit, baring the legs or torso of the most heavily armored mechs!
    >> Magus O'Grady 03/09/11(Wed)17:52 No.14187340
         File1299711177.jpg-(1.41 MB, 1699x2199, Angon Ang-0.jpg)
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    Sometimes, you don't know what you're getting into. It's a sad fact of modern warfare: you cannot expect the unexpected. But you can be well prepared for almost all eventualities. That's why Delta Technologies developed the Angon. While its weaponry may seem a bit light for a 70 ton mech, we assure our loyal customers that it is well equipped for all eventualities. A pair of LB-5x autocannons allow it to sand the armor off of any foe from long range, or punch through in a single shot. Its guardian ECM suite combines with its 12.5 tons of stealth armor to prevent its victims from accurately responding to its barrage. And any foe seeking to close with it is in for a rude surprise, as the efficiency experts at Delta Technologies have equipped the Angon with ten ER-small lasers. Fired together, they more than match the destructive output of any single laser system of similar weight. Like its namesake, the Angon javelin of ancient Terra, it is a dependable mech that promises to be useful in nearly every conceivable situation.
    >> Anonymous 03/09/11(Wed)18:02 No.14187459

    Love the theme, I did not know there were lances now available, it's a shame there isn't a centaur config for a true charging cavalry thing, though it might be do-able with a quad I guess.
    >> Anonymous 03/09/11(Wed)18:08 No.14187535
    You can't put a lance on a quad. It doesn't have arms.
    >> Anonymous 03/09/11(Wed)18:11 No.14187560
         File1299712265.png-(31 KB, 663x918, firebug.png)
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    Thought of a Light that could handle some stand-up fighting. Ripped from the Firestarter.
    >> Magus O'Grady 03/09/11(Wed)18:20 No.14187660
    Lances, maces, hatchets, claws, even swords (though the swords suck compared to all other physical weapons). Check out the Tech Manual and the 'physical' tab in Solaris Skunk Works' Equipment section when designing a mech. The Lance and Mace are the best weapons, but Maces scale too big to be used on the heaviest Assault mechs, so I settled for Lance. All physical weapons require the use of Hand Actuators, so quads are out, unfortunately. It would look cool, though.

    To be honest, I think I'm inordinately proud of the Gungir. I think that might be one of my best mech designs ever. Fastest 100-tonner I've ever made, to be sure. One of the sturdiest, too.
    >> Anonymous 03/09/11(Wed)20:41 No.14189269
    Bump for Battletech and designing.
    >> The Captain 03/09/11(Wed)20:42 No.14189293
    The flaw in your plan is that I will wipe the floor with your shitty force using 3025 tech.
    >> Anonymous 03/09/11(Wed)20:46 No.14189356
    Your remote sensor dispenser doesn't have an remoter sensors to dispense,
    >> Anonymous 03/09/11(Wed)20:47 No.14189363
    that's nice and all but really not the point of this in any way, shape or form.
    >> Anonymous 03/09/11(Wed)21:12 No.14189705
    And I'll wipe the floor with your shitty force using Age of War tech!
    >> Anonymous 03/09/11(Wed)21:32 No.14189988
         File1299724339.png-(76 KB, 660x920, Dialp.png)
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    Introducing the Dialp Heavy Mech! Based on an Endo-Composite chassis and armed with a versatile Arrow IV Artillery launcher, this beauty allows you to engage your enemies at ranges that would normally be unthinkable for a mech! A Extended Range Large Laser allows you to provide more ranged firepower while advancing towards your shell-shocked opponents, while a 350 rated XL engine allows this 70 ton beast to move at 86.4 kph. Twelve and a half tons of Light Ferro armor allow you to safely close and use your five new Extended-Pulse Lasers to cut up anything left after your bombardment. 13 Double Heatsinks are up to the job of cooling you down after a volley of lasers.
    >> Anonymous 03/09/11(Wed)23:14 No.14191209
    Come on, we need more designs!
    >> The Captain 03/09/11(Wed)23:18 No.14191257
    I don't think you've ever played Battletech son, you are grossly underestimating the danger of 3025 tech.
    >> Magus O'Grady 03/10/11(Thu)00:18 No.14191868
    3025 is solid, reliable tech. But some facets of advanced tech are simply superior to older tech. Hardened armor, targeting computers, null-sig/stealth armor, LBX autocannons, etc. More expensive, certainly, but also vastly superior. Time marches on, science moves forward. Guns get better, armor gets stronger, and engines get lighter. 3025 is cool, but unless you've got some really bitching tactical synergy, more modern mechs will make older models look like scrap.
    >> The Captain 03/10/11(Thu)00:19 No.14191880
    The technology gap has never caused me to lose yet. It is amazing how hard it is to chew through 280 points worth of armour on a mech.
    >> Anonymous 03/10/11(Thu)00:25 No.14191922
         File1299734744.png-(31 KB, 651x909, firebug.png)
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    Yeah, looking at it I realize I forgot to swap the A-Pod for a 1/2ton ammo bin. It's not like infantry can swarm a mech that is ideally going to be miles away the next turn.
    >> The Captain 03/10/11(Thu)00:27 No.14191934
         File1299734860.jpg-(111 KB, 633x411, mech1.jpg)
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    >> Anonymous 03/10/11(Thu)00:33 No.14191973
    Well, that's a 3025 Rape Machine.
    >> Anonymous 03/10/11(Thu)00:36 No.14192004
    Eh, personally I'd rather roll with a Jenner F or a Fire Javelin. Sure they only mount 4 mediums, but the extra jumping distance is really nice sometimes.
    >> The Captain 03/10/11(Thu)00:51 No.14192148
    Mass: 35 tons
    Tech Base: Inner Sphere
    Chassis Config: Biped
    Rules Level: Experimental Tech
    Era: Clan Invasion
    Tech Rating/Era Availability: F/X-X-F
    Production Year: 3070
    Cost: 15,877,462 C-Bills
    Battle Value: 634

    Chassis: Unknown Standard
    Power Plant: Unknown 210 XXL Fusion Engine
    Walking Speed: 64.5 km/h
    Maximum Speed: 96.75 km/h
    Jump Jets: Unknown
    Jump Capacity: 60 meters
    Armor: Unknown Ferro-Fibrous
    2 Medium Lasers
    1 Thumper

    Equipment Type Rating Mass
    Internal Structure: Standard 58 points 3.50
    Engine: XXL Fusion Engine 210 3.00
    Walking MP: 6
    Running MP: 9
    Jumping MP: 2 Standard
    Jump Jet Locations: 1 LL, 1 RL 1.00
    Heat Sinks: Single 10 0.00
    Heat Sink Locations: 1 LT, 1 LA
    Gyro: Extra-Light Gyro 1.50
    Cockpit: Standard 3.00
    Actuators: L: SH+UA+LA R: SH+UA
    Armor: Ferro-Fibrous AV - 89 5.00

    Equipment Location Heat Critical Mass
    Medium Laser LA 3 1 1.00
    Thumper RT/RA 6 5/10 15.00
    Medium Laser LT 3 1 1.00
    @Thumper (20) RT - 1 1.00
    Free Critical Slots: 0
    >> Anonymous 03/10/11(Thu)00:52 No.14192167
    Ok, I thought this was undergunned until I saw the loadout. YOU STUFFED AN ARTILLERY PIECE ON A 35 tonner?
    >> Anonymous 03/10/11(Thu)00:56 No.14192218
    Range of a Thumper?


    21 Boards. Not hexes.
    >> Anonymous 03/10/11(Thu)01:01 No.14192255
    I find it odd that there are so few canon Mechs with artillery. One would think having highly mobile fire support would be a regular thing on a battlefield where mechs travel on average about highway speed. Maybe it's a matter of stability.
    >> Anonymous 03/10/11(Thu)01:03 No.14192276
    I always wondered about the severe artillery shortage in BT in general. I used to play Steel Panthers a lot, before getting into BT, and the lack of 30-minute artillery phases mystifies me.
    >> Anonymous 03/10/11(Thu)01:06 No.14192290

    There's been a surprising number of ones with the snub-nosed pieces showing up lately - The Mangonel, the Victor St. James, the Schwerer Gustav, etc.

    But yeah, not a lot of the Full-sized pieces. A few of those on trucks/tanks have been printed recently, though.
    >> Anonymous 03/10/11(Thu)01:11 No.14192342
    Say, what are the off-board artillery rules like for BT to begin with?
    >> Anonymous 03/10/11(Thu)01:17 No.14192385
    Actually, There's a lot of Arty on canon designs. It just happens to all be Arrow IV systems. Catapault, O-Bakemono, Bowman, Naga, Patriot, etc. Pretty good shit, especially when you take into account some of the alt. ammo loads Arrow IV systems can handle.
    >> Anonymous 03/10/11(Thu)01:21 No.14192424
    Can I post the Blaze here? Its clan tech, but it's the living embodiment of "gimmicky technology demonstrator."

    Blaze BLZ-05

    20 ton light mech
    Mixed Tech Base
    320 XXL engine along with a Supercharger and a Clan MASC allows the Blaze to reach a top speed of nearly 200 KPH, with bursts to over 400 KPH. One and a half tons of FF armor provide protection against lucky hits able to penetrate a 40 hex movement speed, while a endo-steel frame provides a small, yet critical saving in weight. Reverse engineered IS small cockpits and XL gyro's provide enough tonnage to mount a pair of Clan tech ER Medium pulse lasers. 10 Laser heat sinks provide enough dispersion to let the mech run cool, even in the heat of battle, and let the mech serve as a party centerpiece during garrison duty.

    Adds up to 17,164,240 C-bills.
    >> Anonymous 03/10/11(Thu)01:56 No.14192688
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    >> Anonymous 03/10/11(Thu)01:57 No.14192700
    That's nothing. GAZE UPON THE BLAZE 5!

    Blaze Mk5 BLA-5M

    10 ton Ultralight mech
    Mixed Tech Base
    An XL Gyro, Small cockpit, and Endo-steel structure are needed to fit in the massive 270 rated XXL engine. This engine, combined with a supercharger and stolen Clan MASC system, allow the Mk5 to reach speeds of 680 kilometers per hour. A meager half ton of armor and a full-head ejection system protects the pilot from impacts. While impractical for combat usage, the raw speed the Blaze Mk5 and it's new piloting assistance software allows even a relatively untrained pilot to handle it well. Combat models have handholds for battle armor added, allowing extremely fast insertion of battle armor units to important battlefield locations.

    Price: 10,392,360 C-bills.
    >> Anonymous 03/10/11(Thu)02:00 No.14192731
    Took a bit to chase down the book. According to Strategic Operations you can take artillery off the board if both sides agree. Controlling player puts the artillery a named distance away in order to calculate range and attack flight time, this also leaves the option open to attack them (should the enemy player deem going 25 boards or so out of his way to attack your artillery). If an enemy player's Mech witnesses an artillery attack (and isn't the target of it), he can do a gunnery skill roll that has you tell him what direction (NSEW) from the current board your artillery is and enable him to chase you down. There's a bunch of other stuff too, so consider picking up the book if you want to run artillery.
    >> Anonymous 03/10/11(Thu)02:04 No.14192759
    That sounds kind of retarded. Aren't you agreeing to let them snipe at you for the next howevermany turns?

    Would make for a hell of a fight in a campaign though.
    >> Anonymous 03/10/11(Thu)02:23 No.14192937
         File1299741837.jpg-(145 KB, 1000x1000, Mars rover tracks.jpg)
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    Hey /tg/, help a /m/an out.

    Remind me which book has rules for constructing mobile structures?
    >> Anonymous 03/10/11(Thu)02:29 No.14192975
    If the OpFor's packing Aerospace, those artilleries might become a very short-lived, very expensive mis-investment.

    And remembering Steel Panthers, targeting offboard artillery requires a significant bit of luck when it comes to figuring out the timing, due to the amount of time the artillery ammo spend in flight from the moment targets are called.
    >> Anonymous 03/10/11(Thu)02:32 No.14193004
    Page 259, Tactical Operations. Bookmarked PDF is available on /rs/.
    >> Anonymous 03/10/11(Thu)02:38 No.14193052
    Jesus Fuck.

    An infantry operated Arrow IV Field Artillery piece costs 282 BV. Bring a bunch with homing missiles and TAG forward elements, and... well, there goes the neighbourhood.
    >> Anonymous 03/10/11(Thu)02:42 No.14193073
    Ah, thanks a ton.

    Several tonnes.
    >> Anonymous 03/10/11(Thu)10:23 No.14195544

    I always liked the longer ranged sniper artillery field gun concept more. Longer ranged, more time to limber up the field guns onto light trucks and transports and book it in case of a break through by fast elements. Bring along some local anti-air/vtol artillery assets to support the artillery train as they are departing to stop smart asses from raiding.

    Just make sure to pack copperhead rounds so you can match the arrow IV homing capability. Yeah, the Arrow has more guided damage but hell, a couple batteries of Snipers can lay down a rather mean amount of damage.

    Guess I am an old tube artillery and not rocket artillery fan. 18 boards is just perfect a range for long range bombardments... compared to the rather anemic 8 or 9. I would go with the thumper but it can't lay mine fields. Nothing makes people go where you want than an instant mine field. Thumpers are just counter battery platforms... for all that they are worth.

    Too bad you can't get a long tom in field gun format. 30 boards is just too nice.
    >> Magus O'Grady 03/10/11(Thu)15:19 No.14197628
         File1299788399.jpg-(1.4 MB, 1699x2199, Atl-Atl LL-3.jpg)
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    Delta Technologies recently came under contract to produce a mech capable of providing long range artillery support to multiple fronts of a large battlefield simultaneously. When the faction (whom shall remain nameless due to Delta's highest privacy policies) found itself unwilling or unable to follow through with their end of the bargain, the project was marked for commercial sale! Now, you have the opportunity to purchase the known universe's premier artillery mech!

    Gentlemen: BEHOLD! The Atl-atl! The first, last, and best word in high-mobility artillery support. Deploy it anywhere, in any terrain. The 70-ton mech's XL-280 engine and four jump jets guarantee it can navigate any terrain swiftly and effectively. It's paired Thumper artillery cannons allow it to savage any and all enemies, unseen or obvious. And improved C3 computer and a full ton of communications gear allow it to coordinate its fire with the needs of multiple battlefields. Two tons of conventional Thumper ammunition give it the wherewithal to maintain a steady barrage for as long as necessary, and its specialist ammunition, one ton each of cluster and thunder rounds, guarantee tactical flexibility. Whether deploying minefields to stymie the advance of enemy mechs, savaging whole swaths of infantry, or crushing mechs and tanks alike with its ordinance, the Atl-atl is the ideal support system. Seven tons of commercial armor adequately protect it while keeping costs low. This marvel of modern engineering can be yours for a mere 15,642,833 C-Bills. A steal at that!
    >> Anonymous 03/10/11(Thu)19:13 No.14200025
    How do thumpers work? I'm not sure just how killy this mech is.
    >> Anonymous 03/10/11(Thu)19:40 No.14200341
    >Thumpers in the torso
    That's it, I'm dubbing this Mech "the Whore" because it does all its fighting on its back.

    Thumpers, the lightest of Battletech artillery pieces, have a maximum range of 25 BOARDS (17x22 hexes), which translates to a threatened area of about 1936 "square" hexes. It does 15 damage in 5 damage clusters to everything in the hex it lands on, and 5 damage to every hex surrounding. And that's just to start. After an artillery piece hits a hex, it has a 100% chance to hit that hex every shot afterwards for the rest of the battle. Artillery can also be used to deliver all kinds of rounds with varying tactical uses.
    >> Anonymous 03/10/11(Thu)19:46 No.14200384
    >That sounds kind of retarded. Aren't you agreeing to let them snipe at you for the next howevermany turns?

    Counter-Artillery is always an option if you have either your own guns or a Arrow IV on the board.
    >> The Pole 03/10/11(Thu)19:53 No.14200460
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    This is the only counter artillery I need
    >> Anonymous 03/10/11(Thu)20:13 No.14200648
         File1299805993.png-(45 KB, 767x712, quadmech.png)
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    Challenge accepted; just threw this together on remlab: 25-ton quadrepadal recon mech with super-high speed, good electronics and quad x-pulse small lasers for maximum infantry/battlearmor shredding.
    >aspect nNotee
    >> Anonymous 03/10/11(Thu)20:32 No.14200848

    Find some room to slap a turret on that thing and you've made a Super-Fenrir.
    >> Anonymous 03/10/11(Thu)21:20 No.14201344

    by my calclations, the FF kicks that over the crit limit. Up it to standard armor, get a small cockpit, and move all the SXPL's to a side torso and add a .5-ton quad turret. Then move the electronics back to the other side torso and you're golden.
    >> Magus O'Grady 03/11/11(Fri)01:56 No.14204006
    As I understand it, a Thumper is basically a Howitzer. It is the military's most blatant and least confusing way of saying 'WE DON'T LIKE YOU' without resorting to expensive missiles or things that leave background radiation. My design includes the standard shells, as well as air-bursting cluster rounds and Thunder rounds, which deploy minefields where they hit. And the mech mounts two of them.

    Well, the barrels and most of the internals are in the arms. The torso portion is mostly the feeding mechanism and ammo bins.
    >> Magus O'Grady 03/11/11(Fri)01:58 No.14204021
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    forgot a relevant pic.
    >> Anonymous 03/11/11(Fri)02:03 No.14204084
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    I'm a truck!

    dual cockpits. dual cockpits everywhere.
    >> Anonymous 03/11/11(Fri)02:04 No.14204089
    Hey everyone. Drop what you're doing because a new version of SSW came out the other day and I just noticed. http://www.solarisskunkwerks.com/downloads

    That said, I really want to set up scenario battles for /tg/ that are a little more involved than just Random Mech A fights Random Mech B. Tinkering with the Force Balancer and considering setting up Merc Companies that interested folks can sign up for.
    >> Anonymous 03/11/11(Fri)02:05 No.14204105
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    awesome thread is awesome
    >> снайпер 03/11/11(Fri)02:15 No.14204209
    I'm honestly not even sure if Clans have ballistic artillery, period. I've only seen Arrow IV used on 3050+ mechs and vehicles.

    Must be like melee weapons and stealth armor. The technology to produce them is there, but the Clans just don't.
    >> Anonymous 03/11/11(Fri)02:19 No.14204223

    Anything involving Infatnry, Air support, Vehicles and Combined-arms forces ever.

    Sieges, Raids, Drop Operations, Naval Battles, WarShip Baording Actions, Ambushes, Delaying actions, Encirclements, Breakouts, Headhunting.

    Anything that isn't a Pitched battle-mechs only-Final Destination is good in my books.
    >> Anonymous 03/11/11(Fri)02:19 No.14204227
    blowing up your enemies from beyond visual range doesn't sound kosher.
    >> Anonymous 03/11/11(Fri)02:21 No.14204245
    Do clans even use arty? I was of the understanding that they thought it was dishonorable or something like that.

    IS, on the other hand, isn't afraid to use even direct-firing arty, like the Long Tom.
    >> снайпер 03/11/11(Fri)02:23 No.14204257
    It's totally cool with the Clans, it just depends on the terms of engagement that both sides agreed to. I mean, it's not like they don't know or understand what Artillery is and never use it - they've got a dedicated mech designed specifically for delivering artillery, and several vehicles as well.

    It's just that they all fire Arrow IV's. I don't think I've ever seen a Clan mech or vehicle armed with Thumpers, Snipers, or Long Tom's.
    >> Anonymous 03/11/11(Fri)02:29 No.14204307
    Not sure about the table-top, but in the PC games Long Toms, Light and Heavy Gauss weapons, and about half the A/C and whatever the shotguns were only came in IS variants.

    Clans just seem to stick with energy weapons since their stuff is better(better range and more damage)
    >> снайпер 03/11/11(Fri)02:30 No.14204315
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    Now then, speaking of Clan artillery, here's an old Hunchback IIC variant I cooked up awhile ago.

    It replaces the AC/20's with two snub-nosed Thumper cannons, plus a Watchdog CEWS which acts as a combined ECM/Active Probe.

    I don't like the ER Smalls on the design though, and while I originally conceived of it acting as fire support within cities, indirectly firing the snub nosed artillery, I've heard that snub-nose stuff can't be fired indirectly. So I guess it's better for more classical engagments.
    >> снайпер 03/11/11(Fri)02:33 No.14204336
    Oh and it sports reactive armor, so it takes half-damage from artillery.

    Makes it good for those situations where you accidentally [or purposely] shoot your artillery too close, and also helps deal with counter-battery fire.
    >> Anonymous 03/11/11(Fri)02:41 No.14204385
    page 52 of The Battle of Coventry has the falcons of all people using artillery. They do use it, just incredibly rarely.
    >> снайпер 03/11/11(Fri)02:48 No.14204421
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    Also, this is by far my favourite Cauldron Born design I've ever come up with.

    The weapon combination looks really wacky, but this thing is a bloody monster. Especially when you check out its heat curve.

    Designed specifically for headhunting Clan assault mechs. Primary engagement range: 3 hexes.

    ERPPC+Tcomp and LRM's for some long range accurate fire. Heavy mediums+tcomp and SRM's for close range brute work.
    >> The Pole 03/11/11(Fri)10:03 No.14206406
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    morning bumps
    >> Anonymous 03/11/11(Fri)10:13 No.14206457
    Clans use Arty but its only the Wolves and Horses that make use of dedicated Battlemechs for them.
    >> Rube Goldberg Advanced Weapons Research Facility 03/11/11(Fri)10:15 No.14206462
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    >reactive armor
    >half damage from artillery

    I mean, I know it's a game, but still...
    >> снайпер 03/11/11(Fri)10:26 No.14206510
    Oh, you know what's worse?

    It doesn't even reduce damage from projectile weapons like autocannons.

    Basically, whoever came up with the reactive armor rules, had no IDEA how they actually work, and just kind of made shit up.

    Reactive armor even has this stupid 3% chance or so of blowing the fuck up if its hit. [e.g. 1 point of damage to a section with 40 armor, you get that bad roll, and BAM, all the armor evaporates instantly.]

    I think if I were doing it, I'd just make reactive armor negate all damage from the first hit on a section.

    Certainly something different than how it currently works.
    >> Anonymous 03/11/11(Fri)10:26 No.14206513
    The only way to use artillary is the manly way.

    With mechs mounting Long Tom cannons at point blank range.
    >> Magus O'Grady 03/11/11(Fri)15:47 No.14208799
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    Anyone else have any high-tech mechs to share? I'll post a few others i've tweaked or developed.

    Ladies and gentlemen, if you'll look to your left, you may notice a brief after-image of where the GRM-1 Gremlin used to be. One of the fastest recon mechs Delta Technologies, or anyone else, has ever developed. Its XXL200 engine, backed by Triple strenght Myomers and a Supercharger make this one of the fastest mechs ever. A Null Sig system prevents accurate targeting of the mech as it hurtles along. A trip or stumble at these speeds would be disastrous, so the designers at Delta Tech installed AES systems in the legs of our 25-ton speed demon. A quartet of ERsmall lasers give it a modicum of firepower when challenged. Four jump jets provide increased maneuverability, and 4 tons of commercial-grade armor provide the Gremlin with optimal protection at minimal expense. The torso-mounted cockpit naturally shields the pilot well, and the communications suite mounted in the head (now little more than a sensor tower) make the Gremlin an ideal reconnaissance unit. Able to spend long periods of time in the field and well suited to guerrilla tactics, the Gremlin will harass and expose your foes weaknesses like no other mech is capable of. A bit pricey at Seventeen million, seventeen thousand, and eighty-three C-bills, but when a single mech can expose the weaknesses and movements of an entire enemy battalion, scouting and harassing them with impunity, who can put a price on that?
    >> Anonymous 03/11/11(Fri)15:49 No.14208824
    >Basically, whoever came up with the reactive armor rules, had no IDEA how they actually work, and just kind of made shit up.

    Seeing that normal BT-Armour is reactive armour already...I would suppose that they were trying to create some exemption from the normal rules to dick around with.
    >> снайпер 03/11/11(Fri)16:09 No.14209012
    Actually, even better. Modular reactive armor.

    It's modular armor, but it evaporates after the first hit, and can be mounted on omnimechs with no weight issues.

    1 ton, 1 crit? [8 tons for the whole mech]
    0.75 ton, 1 crit? [6 tons for the whole mech]
    0.5 ton, 1 crit? [4 tons for the whole mech]
    0.25 ton, 1 crit? [2 tons for the whole mech]
    Maximum one crit of modular reactive armor on each location.

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