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Create Your Own BattleMech! Bragging Rights for Winner(s)!


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#21 Biggs McIntosh

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Posted 09 December 2011 - 02:03 PM

I assumed that since there are to be winners in each weight category, at least in the IS section, that each individual could submit one for each division. Then again, I do feel a bit ... spam-y ... already with only two submissions. I, for one, will hold off on any more submissions until the OP weighs in on the submission limit.

Secondary question, do I need to whip out the sketchpad or are my descriptions sufficient? I find these little mental exercises to be fascinating, do I would hate to be disqualified due to not meeting all the requirements.

Edited by Biggs McIntosh, 09 December 2011 - 02:36 PM.


#22 Ace Twain

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Posted 09 December 2011 - 02:39 PM

Here Goes... The Hound Light mech.

Posted Image

Hound LRS-7

Mass: 35 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3048
Cost: 3,243,600 C-Bills
Battle Value: 898

Chassis: Unknown Standard
Power Plant: Unknown 245 Fusion Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
4 Medium Lasers
1 Machine Gun
1 Searchlight
1 Beagle Active Probe
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Developed in 3048 as a scout mech for the Free Worlds League, the Hound LRS-7
(Light Reconnaissance and Strike, series 7) focuses on a combination of
superior durability and respectable mobility to perform it's duties.


To contribute to it's reconnaissance role the Hound carries a Beagle series
active probe thankfully able to be built once again thanks to the resounding
sucess of the Grey Death Legion's scatter split operation from Helm with the
copies of the world's namesake Memory Core that they had made to circumvent
Comstar's anti-tech predations. Aside from the Active Probe the Hound carries
only 10 Double Heatsinks to fill out the full extent of it's Los-Tech
equipment.


Armament wise the Hound would at first glance appear anemic mounting only 4
medium lasers and a single machine gun fed by a half ton of ammuntion. This was
determined by the developers to be sufficent for the intended
reconnaissance/strike dual mission set the Hound is designed for despite not
mounting a single weapon that can out range an AC/20.


For Night missions where the ability to light up an enemy can be of paramount
importance a large spotlight has been mounted on a semi swivle mount on the
right shoulder. Lighting up an enemy does draw fire though, so the Hound's top
speed of 118.8 kph really comes in handy here, aiding it in avoiding enemy fire
as it pinpoints targets of interest for the rest of it's lancemates to focus
on. For those shots that do land, the 6.5 tons of standard mech armor can
absorb at least a couple of shots from the more common weapons in use and still
retain a modicum of protective value.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 58 points 3.50
Engine: Fusion Engine 245 12.00
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Heat Sink Locations: 1 RT
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Standard Armor AV - 104 6.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 11 13
Center Torso (rear) 6
L/R Torso 8 11
L/R Torso (rear) 5
L/R Arm 6 10
L/R Leg 8 12

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 Medium Lasers RA 6 2 2.00
2 Medium Lasers LA 6 2 2.00
Searchlight RT 0 1 0.50
Beagle Active Probe LT 0 2 1.50
Machine Gun CT 0 1 0.50
@MG (1/2) (100) CT - 1 0.50
Free Critical Slots: 37

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 3 Points: 9
7 3 2 0 0 1 0 Structure: 3
Special Abilities: SRCH, PRB, RCN, SRCH, ES, SOA

#23 Connor Macleod

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Posted 09 December 2011 - 04:32 PM

Alright to address the "How many times can I enter?" question. Answer: As many as you want in as many categories as you want. You've got more than just one, even if it's in the same weight class, I would still love to see it.

EDIT: To answer your second question, Biggs, no, no sketchpad is required. I myself am artistically challenged and cannot draw. So yes descriptions are perfectly acceptable as long as you put some thought into it.

On another note, remember that the winners of these contests may or may not be more powerful than another in their division. I'm also looking for creativity in the Tactics/Overview and History sections, and if you do not include a picture, the physical description section as well. Those who just post the specs for their 'Mechs but nothing else will automatically lose.

Edited by Connor Macleod, 09 December 2011 - 04:44 PM.


#24 Connor Macleod

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Posted 09 December 2011 - 04:57 PM

View PostJack Gallows, on 09 December 2011 - 01:40 PM, said:


*Edits* Seems you had a similar idea with the Hunter, Connor. :ph34r: I have a variant of the Weasel with jump jets, but it forces the engine speed down to 5 walking and 8 running, because the ultra autocannons are so heavy compared to your load out and I like the idea of this mech engaging almost purely at range. I like the mix of weapons on the Hunter, especially if you're packing a few cluster rounds on that LBX if you happen to pounce on a mech. I also figure that, I could min max the mech all I like, but having a few limitations on it makes it feel more real within the constraints of the universe.

Yeah, I liked the idea of an LBX Autocannon, as I'm a fan of them. My original design had an LB 5X AC instead of a LB 10X, and I used the extra weight and crit space for an SRM 4, ECM and Stealth Armor, at the additional cost of three jump jets and half a ton of armor as well. While it could, I guess, "Sneak up" on an enemy unit, it's disadvantages as far as mobility (More difficult to stand due to no Hand or Lower Arm Actuator on the left arm, and only three jump jets to help get around), plus the near uselessness of the LB 5X at longer ranges unless I was using standard Autocannon rounds which defeated the whole purpose of the LBX in the first place led me to revise my original design. But yeah, the Hunter carries two tons of ammo and is very versatile in which rounds it does carry. It's really up to the pilot and the availability of supplies, but for the most part it carries a ton of each, cluster and standard.

#25 Datum

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Posted 09 December 2011 - 05:44 PM

View PostConnor Macleod, on 08 December 2011 - 10:12 PM, said:

Nice solid designs, all of you. Even you, Datum, but unfortunately you broke two rules (Year availability and the no variants rule).


Didn't catch myself on the first one, I think I wanted to show off my drawings more than the technical specs :ph34r:,

#26 Omigir

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Posted 09 December 2011 - 06:13 PM

The Behemoth.
85 Ton IS ‘Mech, still need to sit down and work up the details on it but it has a basic load out of

Right arm: LBX AC x20
Right Shoulder: Double Heat sink, LRM x20
Right Torso: Med Laser
Center Torso: <__< cockpit and engine. a nice one. With chrome.
Left Torso: Med Laser, BAP Active Probe
Left Shoulder: Double Heat Sink, Spot light. yeah, its lagit.
Left Arm: LBX AC x20

http://omigir.devian...2F30122854&qo=7 http://omigir.devian...2F30122854&qo=3

As soon as I got a little time off from work I can crack a book open and sort out the finer points as you other gentleman have done. And will edit the post when I have it all sorted.

Edited by Omigir, 09 December 2011 - 06:15 PM.


#27 Nik Van Rhijn

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Posted 09 December 2011 - 06:19 PM

Being of (almost) Steiner attitude when it comes to recon;
Ranger RNG 1R

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D
Production Year: 3049
Cost: 5,651,507 C-Bills
Battle Value: 1,278

Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 ER Large Laser
4 Medium Lasers
1 Narc Launcher
1 Anti-Missile System
1 Beagle Active Probe
1 Guardian ECM Suite
1 Remote Sensor Dispenser
1 Searchlight
1 TAG
1 Communications Equipment (1.0 tons) (1.0 tons)
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
In the late 2020's it was decided to try and come up with an alternative to the
Raven. Aftre looking at the amount of equipment to be carried it was realised
that in order to improve armour and weapons it would be necessary to go up a
class to a medium mech. With 7 tons of armour it has almost twice the
protection of the Raven. The recently re-discoverd extended range Large laser
gave it some long range punch, while the 4 Medium Lasers gave it close range
protection.Most of the heat produced being handled by doule heat sinks

The TAG and Narc systems mean that it can act as a spotter and targetter for
fire support, while the AMS gives it some protection for itself against missile
fire. It also has a better turn of speed than many mechs of it's class,
although wight constraints mean that jump jets could not be fitted. Only just
entering production it is too early to say wether the compromises are effective
or not.

In appearance it looks like a double sized Stinger, the ER LL being carried in
the right hand. The searchlight fitted in the left torso is both visible and
infra-red. In it's latter capability it can be used to temporarily overload the
IR sensors of other mech's.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 91 points 5.50
Engine: Fusion Engine 275 15.50
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 112 7.00

Internal Armor
Structure Factor
Head 3 9
Center Torso 18 17
Center Torso (rear) 4
L/R Torso 13 14
L/R Torso (rear) 4
L/R Arm 9 10
L/R Leg 13 13

================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Communications Equipment (1.0 tons) (1.0 tons) HD 0 1 1.00
Beagle Active Probe CT 0 2 1.50
Guardian ECM Suite RT 0 2 1.50
Remote Sensor Dispenser RT 0 1 0.50
Medium Laser RT 3 1 1.00
Anti-Missile System LT 1 1 0.50
Searchlight LT 0 1 0.50
TAG LT 0 1 1.00
Medium Laser LT 3 1 1.00
Narc Launcher LT 0 2 3.00
2 Medium Lasers RA 6 2 2.00
ER Large Laser LA 12 2 5.00
@Remote Sensors (1/2) (30) RT - 1 0.50
@Anti-Missile System (12) LT - 1 1.00
@Narc (Homing) (6) LT - 1 1.00
Free Critical Slots: 27

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 13
5 3 3 1 0 2 0 Structure: 5
Special Abilities: AMS, PRB, RCN, ECM, SRCH, TAG, SNARC, SRCH, ES, SOA

#28 Connor Macleod

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Posted 09 December 2011 - 10:11 PM

View PostOmigir, on 09 December 2011 - 06:13 PM, said:

The Behemoth.
85 Ton IS ‘Mech, still need to sit down and work up the details on it but it has a basic load out of

Right arm: LBX AC x20
Right Shoulder: Double Heat sink, LRM x20
Right Torso: Med Laser
Center Torso: <__< cockpit and engine. a nice one. With chrome.
Left Torso: Med Laser, BAP Active Probe
Left Shoulder: Double Heat Sink, Spot light. yeah, its lagit.
Left Arm: LBX AC x20

http://omigir.devian...2F30122854&qo=7 http://omigir.devian...2F30122854&qo=3

As soon as I got a little time off from work I can crack a book open and sort out the finer points as you other gentleman have done. And will edit the post when I have it all sorted.


Nice artwork, friend. However, I don't mean to burst your bubble, but there are no critical slots in the shoulder area, and the cockpit is ALWAYS in the head (There was one 'Mech with a prototype torso cockpit, however in the TT game torso cockpits are not tournament legal.) Even in 'Mechs such as the Marauder and the Timberwolf, where it looks like the cockpit is in the torso area, the cockpit is considered to be in the head area (I know, weird, right?) As for the shoulder, anything like that is considered to be in the left or right torso, or a combination of arm and torso crits (Which functions as a torso location, meaning it can only aim forward). So, your drawing is completely plausible as a 'Mech, however your specs aren't.

#29 HIemfire

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Posted 10 December 2011 - 06:33 AM

View PostOmigir, on 09 December 2011 - 06:13 PM, said:

The Behemoth.
85 Ton IS ‘Mech, still need to sit down and work up the details on it but it has a basic load out of

Right arm: LBX AC x20
Right Shoulder: Double Heat sink, LRM x20
Right Torso: Med Laser
Center Torso: <__< cockpit and engine. a nice one. With chrome.
Left Torso: Med Laser, BAP Active Probe
Left Shoulder: Double Heat Sink, Spot light. yeah, its lagit.
Left Arm: LBX AC x20

http://omigir.devian...2F30122854&qo=7 http://omigir.devian...2F30122854&qo=3

As soon as I got a little time off from work I can crack a book open and sort out the finer points as you other gentleman have done. And will edit the post when I have it all sorted.


Another bubble buster for you Omigir, Inner Sphere LB 20-X ACs do not fit in the arms due to critical slot limits (at least in Table Top rules which this competition is based on). There are only 10 slots available with the lower arm actuators and hands stripped out and LB 20-Xs require 11 slots each. That is one of the major differences between MW4 (which I think you roughed this mech out in, would be painful in MW4) and the classic table top rules.

An Ultra AC/20 does fit though, unfortunately you'll have to come up with 2 tons (weighs 1 more ton than a LB 20-X) more to mount them in place of the LB-Xs.

I like the drawings.

Edited by HIemfire, 10 December 2011 - 06:40 AM.


#30 Jack Gallows

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Posted 10 December 2011 - 08:16 AM

View PostHIemfire, on 10 December 2011 - 06:33 AM, said:


Another bubble buster for you Omigir, Inner Sphere LB 20-X ACs do not fit in the arms due to critical slot limits (at least in Table Top rules which this competition is based on). There are only 10 slots available with the lower arm actuators and hands stripped out and LB 20-Xs require 11 slots each. That is one of the major differences between MW4 (which I think you roughed this mech out in, would be painful in MW4) and the classic table top rules.


Hrm, I haven't checked this against table top rules, but can't you split criticals? Most of the LBX would be in the arm, with one crit going to the adjoining torso?

The design has other problems, depending on how fast he wants it to move. If he wants it to go 4/6, he won't have weight for ammunition for either LBX, and the engine speed means the double heat sinks are in the engine unless he wants more...but it only generates (with what he has listed) 26 heat overall. Can't add ferro-fiberous or endo-steel because either one puts too big a dent on crits. And that's also with two and a half tons of armor shaved off. Dropping it to a 3/5 frees up 8 tons, which is the only real way to get it to work, letting you add armor and ammo in, but the overall ammo is going to be low with a kind of paltry backup weapons as two medium lasers. Can't really add CASE effectively with the weapon spread, ammo gets sorted around too much with how it's said to be done, so you'd have to shear off almost a ton for case in two locations....and then it doesn't have the crits for that with IS CASE limitations.

This is what I came up with based on his weapon load out. Obviously this isn't mine, so he can tweak it, but it'd probably look like...


Spoiler

Edited by Jack Gallows, 10 December 2011 - 08:18 AM.


#31 feor

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Posted 10 December 2011 - 08:23 AM

View PostJack Gallows, on 10 December 2011 - 08:16 AM, said:


Hrm, I haven't checked this against table top rules, but can't you split criticals? Most of the LBX would be in the arm, with one crit going to the adjoining torso?

The design has other problems, depending on how fast he wants it to move. If he wants it to go 4/6, he won't have weight for ammunition for either LBX, and the engine speed means the double heat sinks are in the engine unless he wants more...but it only generates (with what he has listed) 26 heat overall. Can't add ferro-fiberous or endo-steel because either one puts too big a dent on crits. And that's also with two and a half tons of armor shaved off. Dropping it to a 3/5 frees up 8 tons, which is the only real way to get it to work, letting you add armor and ammo in, but the overall ammo is going to be low with a kind of paltry backup weapons as two medium lasers. Can't really add CASE effectively with the weapon spread, ammo gets sorted around too much with how it's said to be done, so you'd have to shear off almost a ton for case in two locations....and then it doesn't have the crits for that with IS CASE limitations.

This is what I came up with based on his weapon load out. Obviously this isn't mine, so he can tweak it, but it'd probably look like...


Spoiler



The other problem with that design is that the Inner Sphere didn't develop the LB-20X until 3058, putting him in violation of the tech availability rules.

#32 Jack Gallows

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Posted 10 December 2011 - 08:26 AM

View Postfeor, on 10 December 2011 - 08:23 AM, said:


The other problem with that design is that the Inner Sphere didn't develop the LB-20X until 3058, putting him in violation of the tech availability rules.


Well, the contest rules state anything before 3059, but I'd say that includes 3059. Even if it was developed in 3058, I'd say it squeaks in just barely.

Edited by Jack Gallows, 10 December 2011 - 08:27 AM.


#33 feor

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Posted 10 December 2011 - 08:44 AM

Another one, with some iteration through various eras.

The Triclops
Posted Image

Overview:
First deployed in 2441 approximately 3 years after the 5S Mackie, the Triclops
was designed as a support mech for its larger brother. 35 tons lighter than the
Mackie, and based on an early prototype of the Mackie's Chassis (the Ford Super
M), the Triclops was meant to strike out at Range, Providing the Hegemony's
Mackies with the long range firepower it lacked. While it would quickly be
superceded by the Kyudo in most roles, the Chassis proved easy to maintain and
those in service would often serve for extended periods before being retired.


Variants:
The immediate successor to the 1C was the 2C, which merely brought the mech up
to more modern standards with a more efficient engine and better armour. Many
Triclops would later be refitted for added mobility with the addition of Jump
Jets and re-tasked as snipers, this conversion, produced in a limited run by
Skobel in 2512 was classed as the 3C. Finally there was the 3R, or Royal,
Triclops. While not overly popular among the royal divisions, the Triclops was
not disliked, and when requested the mech could be a fearful opponent. Using 2
Extended Range Large lasers with a Large Pulse laser in the Center Trose slot.
Advanced engines heat sinks, and the continued inclusion of Jump Jets made the
mech well respected if not phenomenal. At this time there's no plans known to
reupdate the Triclops to the 31st century, but with Skobel firmly in the hands
of the Word of Blake and their desperation mounting as Stone advances towards
the Protectorate anything may be possible.

Original Terran Hegemony version
TRI-1C Triclops
Spoiler


The first Upgrade of it, the TRI-2C
Spoiler


The Standard SLDF era operational variant, the -3C:
Spoiler


And finally the -3R royal variant:
Spoiler


#34 Connor Macleod

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Posted 10 December 2011 - 08:47 AM

As far as splitting crits, well yes and no. He could split the crits between the arm and adjoining torso, but then the weapon is considered torso mounted and can only fire forward, even if only one crit is located in the adjoining torso.

EDIT: (Yes I do this ALOT) Correct me if I'm wrong, which I might be, but in reference to arm mounted weapons, I believe anything mounted on the arm has a 90 degree range, meaning it can fire to anything in front, diagonal (on the same side as the arm) and to the direct side (again on the same side as the arm) of it. As for the tech issue, I myself equipped an ER Medium Laser, which didn't exist in the Inner Sphere until 3058, the same as the LB 20X Autocannon. So yeah, the tech just barely squeaked by. The rule was originally anything restricted to anything before 3052, until I realized the rules that I myself was using were Tech all the way up to about Operation Bulldog, without even realizing it, so I edited that rule for the benefit of everyone.

Edited by Connor Macleod, 10 December 2011 - 09:22 AM.


#35 Jack Gallows

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Posted 10 December 2011 - 09:41 AM

Well, you could have made it a purely 3052 contest and I'd not mind, may have given many of the mechs more of a flavor because they'd have to do more with less. Older mechs had to be more designed for certain roles then later mechs that effectively carry enough weapons or tech to perform any number of roles in the blink of an eye.

This works quite fine, however, not hating on the later time periods :P Lot of space for political and RP fluff on the designs with the Clans and looming Civil War.

*Edit* Added an Assault Class entry, that's both kind of tragic in it's timing and yet full of foreshadowing....

Can you tell I'm a big Davion supporter? lol

Edited by Jack Gallows, 10 December 2011 - 10:35 AM.


#36 Connor Macleod

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Posted 10 December 2011 - 11:12 AM

View PostJack Gallows, on 10 December 2011 - 09:41 AM, said:

Well, you could have made it a purely 3052 contest and I'd not mind, may have given many of the mechs more of a flavor because they'd have to do more with less. Older mechs had to be more designed for certain roles then later mechs that effectively carry enough weapons or tech to perform any number of roles in the blink of an eye.

This works quite fine, however, not hating on the later time periods :P Lot of space for political and RP fluff on the designs with the Clans and looming Civil War.

*Edit* Added an Assault Class entry, that's both kind of tragic in it's timing and yet full of foreshadowing....

Can you tell I'm a big Davion supporter? lol


Yes, that is evident, though it is interesting, mainly because Steiner/Davion forces preferred hatchets to swords, which the Draconis Combine preferred over hatchets. Not calling you out, it is an interesting twist, and a little different, which I like. And I'm a huge Davion supporter as well, lol, so the support of my favorite house is welcomed.

#37 Jack Gallows

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Posted 10 December 2011 - 11:22 AM

View PostConnor Macleod, on 10 December 2011 - 11:12 AM, said:


Yes, that is evident, though it is interesting, mainly because Steiner/Davion forces preferred hatchets to swords, which the Draconis Combine preferred over hatchets. Not calling you out, it is an interesting twist, and a little different, which I like. And I'm a huge Davion supporter as well, lol, so the support of my favorite house is welcomed.


Yea, I knew the hatchet was a bit of a departure, but was looking for at the overall imagery the 'mech was trying to represent. I don't hate hatchets, but I'm much more a sword guy in RL as well as in the fiction, seems more regal then an axe. I was originally going to reedit the Gauss Rifle into an Autocannon due to Davion's tendency to use them, but felt the mech needed a bit of a solid punch at range and didn't want to use anything smaller then an AC/20 if I was going to mount one. Gauss Rilfe just seemed to fit the design better, I think.

Edited by Jack Gallows, 10 December 2011 - 11:25 AM.


#38 Biggs McIntosh

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Posted 10 December 2011 - 01:06 PM

View PostConnor Macleod, on 10 December 2011 - 08:47 AM, said:

EDIT: (Yes I do this ALOT) Correct me if I'm wrong, which I might be, but in reference to arm mounted weapons, I believe anything mounted on the arm has a 90 degree range, meaning it can fire to anything in front, diagonal (on the same side as the arm) and to the direct side (again on the same side as the arm) of it.


Since the tabletop was played on a hex grid, it is a bit more than 90 degrees. Arm mounted weapons can fire in the front arc and the side arc they are located in. Here's a diagram. Yellow is the front arc, green are sides, and blue is rear.

Posted Image

#39 Mythosha

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Posted 10 December 2011 - 02:37 PM

Name: CS - EM - Mk1 (ComStar - ErprobungsMech - Version1)
Technology: Inner Sphere
Cost: 11.348.250 C-Bills
Weight Class: Medium
Tonnage: 50
Internal Structure: Endo Steel
Engine Type/Rating: Extra-Light/300
Cruising Speed/Top Speed: 64.8 km/h; 97.2 km/h (129,6 km/h)
Heat Sinks: 10 (Double)
Jump Jets: Yes (150 Meters) 1CT / 2LL / 2RL
Armor Type/Rating: Standard/168
Equipment (Location)
---------------------------------------
ER Small Laser (HD)
9 ER Small Lasers (RT)
ER PPC (LT)
Guardian ECM Suite (LT)
MASC (LT)
TAG (RA)
Anti-Missile System (LA)
@Anti-Missile System (12) (LA)

Geschichte:
Nach den bisherigen Erfahrungen, aus Kämpfen gegen die Clans und unter Verwendung aller in den letzten Jahren in der Inneren Sphäre neu erworbenen Technologien, wurde dieser Prototyp entwickelt.

Erscheinungsbild:
Auf den ersten Blick ähnelt er dem Assasin, aber dieser Eindruck ändert sich schnell wenn mann Einzelheiten erkennt und berücksichtigt.
So hat er 2 voll modullierte Hände und ihm fehlen die Abschussrohre der Raketen.

Taktiken:
Dieser Mech ist für viele Einsatzgebiete gemacht und stellt in den meisten das Optimum dar.
Er kann Hinterhalte legen, verherrende Schäden anrichten und überleben.
Er kann andere Mechs jagen und zur Strecke bringen, diese Fähigkeit ist besonders gegen die meisten gegenerischen Scouts effektiv, da er ihre grössten Vorteile, nämlich ihre Geschwindigkeit und Sensorerfassung, neutralisieren kann.
Er kann als Artillerie-Beobachter fungieren.
Zu guter letzt ist er bis auf das AMS völlig Munitionsunabhängig und kann somit hervorragend als Guerillia agieren.

Edited by Mythosha, 10 December 2011 - 02:48 PM.


#40 Artanis Creed

    Rookie

  • 8 posts

Posted 10 December 2011 - 02:45 PM

My first time using the Skunkworks program, hell first time creating a mech from scratch.
If anything doesnt look right let me know an i'll try an fix it.

Phlegethon
Spoiler

Edited by Artanis Creed, 10 December 2011 - 02:49 PM.






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